Hero for new faction does not show up in fortress
#1
Posted 03 March 2007 - 11:17 PM
I am having a problem with my hero. I would happily post code but because this is my first hero I don't know which INI's are relevant to this problem. All help is greatly appreciated.
Thanks
#3
Posted 03 March 2007 - 11:26 PM
1) Does your hero show up after purchasing a few other heroes?
2) In your heroes INI, do you reference a button image that actually exists?
#4
Posted 03 March 2007 - 11:38 PM
please, read that again how in the world are we going to figure out what your problem is, let alone what causes it?I am having a problem with my hero. I would happily post code but because this is my first hero I don't know which INI's are relevant to this problem. All help is greatly appreciated.
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#5
Posted 04 March 2007 - 02:02 AM
#6
Posted 04 March 2007 - 05:11 AM
#8
Posted 04 March 2007 - 03:29 PM
1) Does your hero show up after purchasing a few other heroes? That's the only hero for my faction so far.
2) In your heroes INI, do you reference a button image that actually exists? Yes.
#9
Posted 04 March 2007 - 03:40 PM
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#10
Posted 04 March 2007 - 04:53 PM
#11
Posted 04 March 2007 - 05:00 PM
Sorry, I meant playertemplate.iniReally? You learn something new every day
Was what I was trying to refer to, sorry for the confusionPlayerTemplate FactionIsengard
Side = Isengard
PlayableSide = Yes
Evil = Yes
StartMoney = 0
MaxLevelMP = 43
MaxLevelSP = 84
PreferredColor = R:216 G:175 B:48
IntrinsicSciences = SCIENCE_EVIL
IntrinsicSciencesMP = SCIENCE_ISENGARD
DefaultPlayerAIType = IsengardSkirmishAI
SpellBook = EvilSpellBook
SpellBookMp = IsengardSpellBook
PurchaseScienceCommandSet = EvilSpellStoreCommandSet
PurchaseScienceCommandSetMP = IsengardSpellStoreCommandSet
;SpecialPowerShortcutCommandSet = SpecialPowerShortcutGLA
;SpecialPowerShortcutWinName = GenPowersShortcutBarGLA.wnd
;SpecialPowerShortcutButtonCount = 3
DisplayName = INI:FactionIsengard
;StartingBuilding = MordorBarracks
;StartingUnit0 = GLAInfantryWorker
;ScoreScreenImage = GLA_ScoreScreen
;LoadScreenImage = SUFactionLogoPage_GLA
;LoadScreenMusic = Load_GLA
;FlagWaterMark = WatermarkGLA
;EnabledImage = SSObserverGLA
BeaconName = MultiplayerBeacon
;SideIconImage = GameinfoGLA
LightPointsUpSound = IsengardLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
BuildableHeroesMP = IsengardSaruman IsengardLurtz IsengardUgluk
InitialUpgrades = Upgrade_IsengardDualEconomyChoice Upgrade_IsengardFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with.
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower
End
#12
Posted 04 March 2007 - 09:51 PM
EDIT: I think my problem is with the fortress not the hero. I can click on the hero icon but then all the fortress icons disappear. Also I can't click on the hero icon in the palantir.
MirkwoodElvenFortress.ini:
[codebox]
;//------------------------------------------------------------------------------
;// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress
Object MirkwoodElvenFortressCenterGeneric
SelectPortrait = BPDFortress
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = NBasePin
End
End
Side = MirkwoodElves
EditorSorting = STRUCTURE
KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER
Behavior = CastleBehavior ModuleTag_castle
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
End
End
;//------------------------------------------------------------------------------
;// These are the four corner buildplots. Difference is just the BuildVariation flag they give the Expansion.
Object MirkwoodElvenFortressExpansionPadCorner
SelectPortrait = BPDFortress_BuildPlot
;// *** ART Parameters ***
Draw = W3DFloorDraw DrawFloorBase
ModelName = DBFoundation
End
Draw = W3DScriptedModelDraw ModuleTag_DrawMain
DefaultModelConditionState
Model = WBFoundationP
End
;//Remove the buildplot when it's been constructed on
ModelConditionState = CONSTRUCTION_COMPLETE
Model = None
End
End
;//PlacementViewAngle = 0
;// ***DESIGN parameters ***
DisplayName = OBJECT:MirkwoodElvenBuildingFoundation
Description = OBJECT:MirkwoodElvenFortressDescription
Side = MirkwoodElves
EditorSorting = STRUCTURE
ThreatLevel = WALL_THREAT_LEVEL ; 1.0
BuildCost = 1
BuildTime = 5.0 ;// in seconds
VisionRange = 0.0 ;// Shroud clearing distance
ShroudClearingRange = 0
CommandSet = MirkwoodElvenFortressExpansionPadCornerCommandSet
;// *** AUDIO Parameters ***
VoiceSelect = Gui_PlotSelect2 ;MenFortressSelect
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE DOZER_FACTORY
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
WorkerName = MirkwoodElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = CastleMemberBehavior ModuleTag_CMB
BeingBuiltSound = BuildingBigConstructionLoop
End
Body = ImmortalBody ModuleTag_05
MaxHealth = 25000.0
End
Geometry = BOX
GeometryMajorRadius = 5.0
GeometryMinorRadius = 5.0
GeometryHeight = 0.8
GeometryIsSmall = No
Shadow = NONE
BuildCompletion = PLACED_BY_PLAYER
End
// And these are the 3 on the sides.
ChildObject MirkwoodElvenFortressExpansionPadSide MirkwoodElvenFortressExpansionPadCorner ; And these are the 2 on the sides.
CommandSet = MirkwoodElvenFortressExpansionPadSideCommandSet
Behavior = FoundationAIUpdate ModuleTag_foundationAI
BuildVariation = 1 // Will give BUILD_VARIATION_ONE to anything built on it
End
End
//------------------------------------------------------------------------------
//For the fortress hub... this is for the corners of the fortress
Object MirkwoodElvenWallHubSmallExpansion
// *** ART Parameters ***
SelectPortrait = BPDFortress_WallHub
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = DBGFWHUB
End
//---Buildup---
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED
Model = DBGFWHub_A
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = DBGFWHub_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation = UpAndStill
AnimationName = DBGFWHub_A.DBGFWHub_A
AnimationMode = MANUAL
End
ParticleSysBone = NONE BuildingContructDust
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = DBGFWHub_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = DBGFWHub_A
AnimationName = DBGFWHub_A.DBGFWHub_A
AnimationMode = ONCE
End
; BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
; EndScript
End
//--Damage---
ModelConditionState = DAMAGED
Model = DBGFWHub_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_FortressDamaged ;FX_BuildingDamaged ;FX_HubDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBGFWHub_D2
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = DBGFWHub_D2.DBGFWHub_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressReallyDamaged ; FX_BuildingReallyDamaged ;FX_HubDamaged
End
ModelConditionState = RUBBLE
Model = DBGFWHub_D3
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = DBGFWHub_D3.DBGFWHub_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressCollapse ;FX_StructureMediumCollapse
End
//---Snow---
ModelConditionState = SNOW
Model = DBGFWHUB
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
End
Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = yes // Will append M or L to the skin name depending on GameLOD
ModelName = GBWallRmprtNBib
End
;// ***DESIGN parameters ***
DisplayName = OBJECT:MirkwoodElvenCastleWallHubExpansion
Description = OBJECT:MirkwoodElvenFortressDescription
Side = MirkwoodElves
EditorSorting = STRUCTURE
ThreatLevel = WALL_THREAT_LEVEL ; 1.0
BuildCost = 150
BuildTime = 30 // in seconds
VisionRange = 40 // Shroud clearing distance
ShroudClearingRange = 25
CommandSet = MirkwoodElvenCastleWallHubSmallCommandSet
ArmorSet
Conditions = None
Armor = MirkwoodElvenWallArmor
End
;// ***AUDIO parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = NeutralWallHubSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:StatueHeroicBuildStoneDebris2 Animation:DBGFWHUB_A.DBGFWHUB_A Frames:120
AnimationSound = Sound:StatueHeroicBuildStoneDebris1 Animation:DBGFWHUB_A.DBGFWHUB_A Frames:135
End
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ;// Built first time
;//UnderRepairFromDamage = NoSound ;// Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ;// Repaired from completely destroyed (not used???)
End
;Behavior = GettingBuiltBehavior ModuleTag_04
; RebuildTimeSeconds = 30
; SelfBuildingLoop = WallConstructionLoop ;Only played if we DON'T spawn a worker
; SelfRepairFromDamageLoop = NoSound ;This doesn't cause an animation, so don't bother playing a sound
; SelfRepairFromRubbleLoop = WallConstructionLoop
;End
CampnessValue = CAMPNESS_FORTRESS_EXPANSION ; Even though it's a wall, it's still a fortress expansion
// ***ENGINEERING parameters
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION FS_BASE_DEFENSE MADE_OF_STONE WALL_HUB ;WALL_UPGRADE
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = MirkwoodElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = StructureBody ModuleTag_05
MaxHealth = 1500.0
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Behavior = WallHubBehavior ModuleTag_Build_A_Span
Options = OPTION_ONE
StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR
MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
//This defines the pattern built on flat terrain
SegmentTemplateName = MirkwoodElvenWallSegmentSmall
SegmentTemplateName = MirkwoodElvenWallSegmentSmall
SegmentTemplateName = MirkwoodElvenWallSegmentSmall
SegmentTemplateName = MirkwoodElvenWallSegmentSmall
SegmentTemplateName = MirkwoodElvenWallSegmentSmall
SegmentTemplateName = MirkwoodElvenWallSegmentSmall
SegmentTemplateName = MirkwoodElvenWallSegmentSmall
SegmentTemplateName = MirkwoodElvenWallSegmentSmall
SegmentTemplateName = MirkwoodElvenWallHubSmall
BuilderRadius = 20 // makes the first wall segment hug the (SKINNY) hub
HubCapTemplateName = MirkwoodElvenWallHubSmall
DefaultSegmentTemplateName = MirkwoodElvenWallSegmentSmall
CliffCapTemplateName = MirkwoodElvenWallCliffCap
//ShoreCapTemplateName = [NAME]
//BorderCapTemplateName = [NAME]
//ElevatedSegmentTemplateName = [NAME]
End
Behavior = StructureCollapseUpdate ModuleTag_Collapse
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 ;// How far we try to claim ground
MaxIncome = 0 ;// If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ;// How often (in msec) we give that much money
HighPriority = Yes ;// A high priority claim gets to pretend it was there first.
Visible = No ;// Don't show decal when a resource building is selected.
End
GeometryIsSmall = No
Geometry = CYLINDER
GeometryMajorRadius = 25.0
GeometryHeight = 60.0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 10.0
GeometryHeight = 50.0
GeometryOffset = X:-20 Y:0 Z:0
; GeometryContactPoint = X:-21 Y:22 Z:0 Repair
GeometryContactPoint = X:35 Y:0 Z:0 Repair
GeometryContactPoint = X:22.954 Y:15.951 Z:0
GeometryContactPoint = X:5.435 Y:-23.279 Z:0
GeometryContactPoint = X:-0.459 Y:-0.275 Z:116.828 Swoop
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
//------------------------------------------------------------------------------
// This is the center part of the full Fortress. This plus the buildplots make up the full fortress
Object MirkwoodElvenFortressCitadel
// *** ART Parameters ***
SelectPortrait = BPDFortress
ButtonImage = BDFortress
//--------------------------------
//--------------------------------
Draw = W3DScriptedModelDraw ModuleTag_MainDraw
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
ExtraPublicBone = ARROW_09
ExtraPublicBone = ARROW_10
ExtraPublicBone = ARROW_11
ExtraPublicBone = ARROW_12
ExtraPublicBone = ARROW_13
ExtraPublicBone = ARROW_14
ExtraPublicBone = ARROW_15
ExtraPublicBone = ARROW_16
ExtraPublicBone = ARROW_17
ExtraPublicBone = ARROW_18
ExtraPublicBone = ARROW_19
ExtraPublicBone = ARROW_20
ExtraPublicBone = ARROW_21
ExtraPublicBone = ARROW_22
ExtraPublicBone = ARROW_23
ExtraPublicBone = ARROW_24
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = DBFortress
WeaponLaunchBone = PRIMARY ARROW_
WeaponLaunchBone = SECONDARY BARRELOUT1 //For Oil casks
WeaponLaunchBone = TERTIARY BARRELOUT2
WeaponLaunchBone = QUATERNARY BARRELOUT3
WeaponLaunchBone = QUINARY BARRELOUT4
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("DBFBANNER")
CurDrawableHideSubObject("DBFSKEGS")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("DBFBANNER")
CurDrawableHideSubObject("DBFSKEGS")
EndScript
End
//--Damage States---
ModelConditionState = DAMAGED
Model = DBFortress
Texture = DBFortress1.tga DBFortress1_D.tga
End
AnimationState = DAMAGED
EnteringStateFX = FX_FortressDamaged
End
ModelConditionState = REALLYDAMAGED
Model = DBFortress_D2
End
AnimationState = REALLYDAMAGED
Animation = Fortress_ReallyDamaged
AnimationName = DBFortress_D2SK.DBFortress_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressReallyDamaged
End
ModelConditionState = RUBBLE
Model = DBFortress_D3
End
AnimationState = RUBBLE
Animation = Fortress_ReallyDamaged
AnimationName = DBFortress_D3SK.DBFortress_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressCollapse
End
//---Snow---
ModelConditionState = SNOW
Model = DBFortress
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = DBHCFortress
End
MultiPlayerOnly = Yes
End
;//-------------------------------
;//VengeanceThorn Arrows
Draw = W3DScriptedModelDraw ModuleTag_MunitionsDraw
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
//Build up
ModelConditionState = FORTRESS_IMPROVEMENT_1 USER_2 DAMAGED
Model = DBFFlam_A
Texture = DBFortress1.tga DBFortress1_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_1 USER_2 REALLYDAMAGED
Model = DBFFlam_A
Texture = DBFortress1.tga DBFortress1_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_1 USER_2
Model = DBFFlam_A
End
AnimationState = FORTRESS_IMPROVEMENT_1 USER_2
Animation = RiseUp
AnimationName = DBFFlam_ASKL.DBFFlam_ABLD
AnimationMode = ONCE
End
ParticleSysBone = SP001 DwfFortFlameDust
Flags = START_FRAME_FIRST
End
//--Damage States---
ModelConditionState = FORTRESS_IMPROVEMENT_1 DAMAGED
Model = DBFFlam
Texture = DBFortress1.tga DBFortress1_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_1 REALLYDAMAGED
Model = DBFFlam_D2
End
AnimationState = FORTRESS_IMPROVEMENT_1 REALLYDAMAGED
Animation = DBFFlam_ReallyDamaged
AnimationName = DBFFlam_D2SK.DBFFlam_D2AN
AnimationMode = ONCE
End
End
ModelConditionState = FORTRESS_IMPROVEMENT_1 RUBBLE
Model = DBFFlam_D3
End
AnimationState = FORTRESS_IMPROVEMENT_1 RUBBLE
Animation = DBFFlam_ReallyDamaged
AnimationName = DBFFlam_D3SK.DBFFlam_D3AN
AnimationMode = ONCE
End
End
//Normal
ModelConditionState = FORTRESS_IMPROVEMENT_1
Model = DBFFlam
ParticleSysBone = glowBone01 SmokeDwfFort FollowBone:Yes
ParticleSysBone = glowBone02 SmokeDwfFort FollowBone:Yes
ParticleSysBone = glowBone01 SmokeDwfFire FollowBone:Yes
ParticleSysBone = glowBone02 SmokeDwfFire FollowBone:Yes
End
End
;//--------------------------------
;//Blessed Mist
Draw = W3DScriptedModelDraw ModuleTag_MainOilStruct
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
//---Build Up---
ModelConditionState = FORTRESS_IMPROVEMENT_2 USER_3 DAMAGED
Model = DBFRBarrel_A
Texture = DBFortress1.tga DBFortress1_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_2 USER_3 REALLYDAMAGED
Model = DBFRBarrel_A
Texture = DBFortress1.tga DBFortress1_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_2 USER_3
Model = DBFRBarrel_A
End
AnimationState = FORTRESS_IMPROVEMENT_2 USER_3
Animation = RiseUp
AnimationName = DBFRBarrel_ASK.DBFRBarrel_ABL
AnimationMode = ONCE
End
End
//--Damage States---
ModelConditionState = FORTRESS_IMPROVEMENT_2 DAMAGED
Model = DBFRBarrel
Texture = DBFortress1.tga DBFortress1_D.tga
End
ModelConditionState = FORTRESS_IMPROVEMENT_2 REALLYDAMAGED
Model = DBFRBarrel_D2
End
AnimationState = FORTRESS_IMPROVEMENT_2 REALLYDAMAGED
Animation = DBFRBarrel_ReallyDamaged
AnimationName = DBFRBarrel_D2S.DBFRBarrel_D2A
AnimationMode = ONCE
End
End
ModelConditionState = FORTRESS_IMPROVEMENT_2 RUBBLE
Model = DBFRBarrel_D3
End
AnimationState = FORTRESS_IMPROVEMENT_2 RUBBLE
Animation = DBFRBarrel_ReallyDamaged
AnimationName = DBFRBarrel_D3S.DBFRBarrel_D3A
AnimationMode = ONCE
End
End
//Normal
ModelConditionState = FORTRESS_IMPROVEMENT_2
Model = DBFRBarrel
End
End
Draw = W3DScriptedModelDraw ModuleTag_OilDwarfDraw1
AttachToBoneInAnotherModule = BARRELIN1
DefaultModelConditionState
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_2
Model = DUBarrl_SKN
End
AnimationState = SPECIAL_WEAPON_ONE UNPACKING FORTRESS_IMPROVEMENT_2
Animation = Pouring
AnimationName = DUBarrl_SKL.DUBarrl_BRLA
AnimationMode = ONCE
End
EnteringStateFX = FX_OilCaskDropSound
End
AnimationState = FORTRESS_IMPROVEMENT_2
Animation = UpAndStill
AnimationName = DUBarrl_SKL.DUBarrl_IDLA
AnimationMode = LOOP
End
End
End
Draw = W3DScriptedModelDraw ModuleTag_OilDwarfDraw2
AttachToBoneInAnotherModule = BARRELIN2
DefaultModelConditionState
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_2
Model = DUBarrl_SKN
End
AnimationState = SPECIAL_WEAPON_ONE UNPACKING FORTRESS_IMPROVEMENT_2
Animation = Pouring
AnimationName = DUBarrl_SKL.DUBarrl_BRLA
AnimationMode = ONCE
End
End
AnimationState = FORTRESS_IMPROVEMENT_2
Animation = UpAndStill
AnimationName = DUBarrl_SKL.DUBarrl_IDLA
AnimationMode = LOOP
End
End
End
Draw = W3DScriptedModelDraw ModuleTag_OilDwarfDraw3
AttachToBoneInAnotherModule = BARRELIN3
DefaultModelConditionState
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_2
Model = DUBarrl_SKN
End
AnimationState = SPECIAL_WEAPON_ONE UNPACKING FORTRESS_IMPROVEMENT_2
Animation = Pouring
AnimationName = DUBarrl_SKL.DUBarrl_BRLA
AnimationMode = ONCE
End
End
AnimationState = FORTRESS_IMPROVEMENT_2
Animation = UpAndStill
AnimationName = DUBarrl_SKL.DUBarrl_IDLA
AnimationMode = LOOP
End
End
End
Draw = W3DScriptedModelDraw ModuleTag_OilDwarfDraw4
AttachToBoneInAnotherModule = BARRELIN4
DefaultModelConditionState
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_2
Model = DUBarrl_SKN
End
AnimationState = SPECIAL_WEAPON_ONE UNPACKING FORTRESS_IMPROVEMENT_2
Animation = Pouring
AnimationName = DUBarrl_SKL.DUBarrl_BRLA
AnimationMode = ONCE
End
End
AnimationState = FORTRESS_IMPROVEMENT_2
Animation = UpAndStill
AnimationName = DUBarrl_SKL.DUBarrl_IDLA
AnimationMode = LOOP
End
End
End
//----------the Bib
Draw = W3DFloorDraw ModuleTag_DrawFloor
ModelName = DBFortress_Bib
WeatherTexture = SNOWY GBWall_Bib_Snow.tga
End
// ***DESIGN parameters ***
DisplayName = OBJECT:MirkwoodElvenFortress
Description = OBJECT:IsengardFortressDescription
Side = MirkwoodElves
EditorSorting = STRUCTURE
ThreatLevel = FORTRESS_THREAT_LEVEL ; 1.0
CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS
BuildCost = 0
BuildTime = 1000 ; in seconds
VisionRange = 5000
ShroudClearingRange = 4000
CommandSet = MirkwoodElvenFortressCommandSet
WeaponSet
Conditions = None
Weapon = PRIMARY FortressStructureAxeWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = FortressArmor
; DamageFX = StructureDamageFXNoShake
End
;// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
EvaEventDieOwner = EvaFortressDie
VoiceSelect = ElfFortressSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
UnitSpecificSounds
UnderConstruction = BuildingBigConstructionLoop ;// Built first time
;//UnderRepairFromDamage = NoSound ;// Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingBigConstructionLoop ;// Repaired from completely destroyed (not used???)
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:StatueHeroicBuildStoneDebris2 Animation:DBFGCAP_A.DBFGCAP_A Frames:116
AnimationSound = Sound:StatueHeroicBuildStoneDebris1 Animation:DBFGCAP_A.DBFGCAP_A Frames:130
End
CampnessValue = CAMPNESS_FORTRESS
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE DOZER_FACTORY
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
WorkerName = MirkwoodElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = CastleMemberBehavior ModuleTag_CMB
BeingBuiltSound = BuildingBigConstructionLoop
End
;//-----------------------------------------------
;//Used for hero revival and initial construction
Behavior = ProductionUpdate ProductionUpdateModuleTag
ProductionModifier ;// An object-local discount.
RequiredUpgrade = Upgrade_MirkwoodElvenFortressBanners
CostMultiplier = 0.80
ModifierFilter = NONE +MirkwoodElvenPorter
End
ProductionModifier
RequiredUpgrade = Upgrade_MirkwoodElvenFortressBanners
CostMultiplier = 0.90
TimeMultiplier = 0.90
HeroPurchase = Yes ;// Instead of an object filter, needs to be explicitly hero-revival-system compatible
End
NumDoorAnimations = 1
DoorOpeningTime = 3000 ;//in mSeconds how long you want doors to be in open state
DoorWaitOpenTime = 3000 ;//in mSeconds time the door stays open, so units can exit
DoorCloseTime = 3000 ;//in mSeconds how long you want doors to be in open state
End
Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
UnitCreatePoint = X:57.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:109.0 Y:0.0 Z:0.0 ;//NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = 400 ;// Mainly for the multiple produced Red Guard. Make them come out one at a time.
End
;//-----------------------------------------------
Body = StructureBody ModuleTag_05
MaxHealth = 5000
MaxHealthDamaged = 3000
MaxHealthReallyDamaged = 1000
End
Behavior = StructureCollapseUpdate ModuleTag_08
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapseNoSound
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 155
End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
CashBackPercent = 200%
ContainMax = 99 // give it a huge capacity, just in case player sends his whole army in at once
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
EnterSound = GUI_RingReturned
EntryOffset = X:125.0 Y:0.0 Z:0.0
EntryPosition = X:30.0 Y:0.0 Z:0.0
ExitOffset = X:125.0 Y:0.0 Z:0.0
StatusForRingEntry = HOLDING_THE_RING
UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
ObjectToDestroyForRingEntry = NONE +TheDroppedRing
FXForRingEntry = FX_OneRingFlare
End
// Hide all the Improvements by default
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideSubObjects = DBFSKEGS DBFRBARREL
End
;// No subobject for the torches right now.
;// Behavior = SubObjectsUpgrade ModuleTag_ShowTorches
;// TriggeredBy = Upgrade_GoodFortressFlamingMunitions
;// ShowSubObjects = GBFFLAMING
;// End
Behavior = AIUpdateInterface ModuleTag_AI
AILuaEventsList = FortressFunctions
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
;//Money Maker
Behavior = AutoDepositUpdate AutoDepositModuleTag
DepositTiming = GENERIC_KEEP_MONEY_TIME
DepositAmount = GENERIC_KEEP_MONEY_AMOUNT
InitialCaptureBonus = 0 ;// no initial bonus
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = GENERIC_KEEP_MONEY_RANGE ;// How far we try to claim ground
MaxIncome = 0 ;// If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ;// How often (in msec) we give that much money
HighPriority = Yes ;// A high priority claim gets to pretend it was there first.
Visible = No ;// Don't show decal when a resource building is selected.
End
#include "..\..\..\FortressRingFunc.inc"
Geometry = BOX
GeometryMajorRadius = 66
GeometryMinorRadius = 50
GeometryHeight = 60
//Main
AdditionalGeometry = BOX
GeometryMajorRadius = 16
GeometryMinorRadius = 14
GeometryHeight = 115
GeometryOffset = X:-38 Y:-38 Z:0
//Towers
AdditionalGeometry = BOX
GeometryMajorRadius = 16
GeometryMinorRadius = 14
GeometryHeight = 115
GeometryOffset = X:35 Y:-38 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 16
GeometryMinorRadius = 14
GeometryHeight = 115
GeometryOffset = X:-38 Y:38 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 16
GeometryMinorRadius = 14
GeometryHeight = 115
GeometryOffset = X:35 Y:38 Z:0
//Front and back
AdditionalGeometry = BOX
GeometryMajorRadius = 12
GeometryMinorRadius = 30
GeometryHeight = 50
GeometryOffset = X:78 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 12
GeometryMinorRadius = 30
GeometryHeight = 50
GeometryOffset = X:-78 Y:0 Z:0
AdditionalGeometry = BOX
GeometryName = HighTowerGeom
GeometryMajorRadius = 12
GeometryMinorRadius = 12
GeometryHeight = 150
GeometryOffset = X:0 Y:0 Z:0
GeometryUsedForHealthBox = No
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-104 Y:79 Z:0 Repair
GeometryContactPoint = X:41 Y:-42 Z:0
GeometryContactPoint = X:41 Y:-42 Z:45
GeometryContactPoint = X:-41 Y:-42 Z:45
GeometryContactPoint = X:-41 Y:-42 Z:0
GeometryContactPoint = X:-80 Y:0 Z:0
GeometryContactPoint = X:-80 Y:0 Z:45
GeometryContactPoint = X:-41 Y:42 Z:45
GeometryContactPoint = X:-41 Y:42 Z:0
GeometryContactPoint = X:41 Y:42 Z:0
GeometryContactPoint = X:41 Y:42 Z:45
GeometryContactPoint = X:80 Y:0 Z:45
GeometryContactPoint = X:80 Y:0 Z:0
GeometryContactPoint = X:0 Y:0 Z:180 Swoop
End
//------------------------------------------------------------------------------
// This is the one object that you would place on a map and that the porter builds.
// It unpacks in to the citadel and the buildplots. It's an old CampFlag.
Object MirkwoodElvenFortress
SelectPortrait = BPDFortress
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
//Need this since the default condition is none
ModelConditionState = WORLD_BUILDER
Model = DBFortress
End
//Phantom structure when placing a new building to be build
ModelConditionState = BUILD_PLACEMENT_CURSOR
Model = None //DBFortress
End
//Structure that stays where you will be building until the porter reaches the place to start building.
ModelConditionState = PHANTOM_STRUCTURE
Model = DBFortress
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("DBFBANNER")
CurDrawableHideSubObject("DBFSKEGS")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("DBFBANNER")
CurDrawableHideSubObject("DBFSKEGS")
EndScript
End
ModelConditionState = RUBBLE
Model = DBFortress_D3
End
AnimationState = RUBBLE
Animation = Fortress_ReallyDamaged
AnimationName = DBFortress_D3SK.DBFortress_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressCollapse
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED ;//UNPACKING
Model = DBFortress_A
Texture = DBFortress1.tga DBFortress1_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED ;//UNPACKING
Model = DBFortress_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation = UpAndStill
AnimationName = DBFortress_ASK.DBFortress_ABL
AnimationMode = MANUAL
End
ParticleSysBone = NONE BuildingContructDustCastles FollowBone:YES
ParticleSysBone = NONE FortressMirkwoodElves FollowBone:YES
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
End
//Door
Draw = W3DScriptedModelDraw ModuleTag_DrawDoor
DefaultModelConditionState
Model = None
End
//---Build Up---
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = DBFDoor_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation = DBFDoor_A
AnimationName = DBFDoor_A.DBFDoor_A
AnimationMode = MANUAL
End
End
End
ArmorSet
Conditions = None
Armor = FortressArmor
DamageFX = EmptyDamageFX ;// just to avoid an assert
End
Side = MirkwoodElves
EditorSorting = STRUCTURE
PlacementViewAngle = -45 ;// A -90 makes the door of the base face natural south. 0 would have it to the East.
BuildCost = 6500
BuildTime = 30000 ;// in seconds
// *** AUTO RESOLVE DATA ***
// When fighting an auto-resolve battle, a World Map castle actually becomes this unit
AutoResolveUnitType = AutoResolveUnit_Fortress
AutoResolveBody = AutoResolve_MirkwoodElvenFortressBody
AutoResolveArmor
Armor = AutoResolve_MirkwoodElvenFortressArmor
End
AutoResolveWeapon
Weapon = AutoResolve_MirkwoodElvenFortressWeapon
End
DisplayName = OBJECT:MirkwoodElvenFortress
// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceSelect = ElfFortressSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:FortressComplete-Builder-Dwarf
UnitSpecificSounds
UnderConstruction = BuildingBigConstructionLoop ;// Built first time
;UnderRepairFromDamage = NoSound ;// Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingBigConstructionLoop ;// Repaired from completely destroyed (not used???)
End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
Body = StructureBody ModuleTag_05
MaxHealth = 5000
End
Behavior = CastleBehavior ModuleTag_castle
//This refers to the side and name of the .BSE file used to unapck the fortress
CastleToUnpackForFaction = MirkwoodElves Fortress_Men
CastleToUnpackForFaction = Elves Fortress_Men
CastleToUnpackForFaction = Men Fortress_Men
CastleToUnpackForFaction = Wild Fortress_Men
CastleToUnpackForFaction = Isengard Fortress_Men
CastleToUnpackForFaction = Mordor Fortress_Men
CastleToUnpackForFaction = Angmar Fortress_Men
CastleToUnpackForFaction = Arnor Fortress_Men
//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
MaxCastleRadius = 130.0
InstantUnpack = Yes
KeepDeathKillsEverything = Yes
UnpackDelayTime = 0.0
EvaEnemyCastleSightedEvent = EnemyFortressSighted
End
Behavior = StructureCollapseUpdate ModuleTag_Collapse
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
WorkerName = MirkwoodElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = AIUpdateInterface ModuleTag_AI
AILuaEventsList = FortressFunctions
End
//Main
Geometry = BOX
GeometryMajorRadius = 81
GeometryMinorRadius = 65
GeometryHeight = 60
//Plot locations
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:94.80 Y:-61.75 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:0 Y:-90.0 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-94.80 Y:-61.75 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-94.80 Y:61.75 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:0 Y:90.0 Z:0
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:94.80 Y:61.75 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-104 Y:79 Z:0 Repair
End
[/codebox]
Thanks for helping everyone. It's very much appreciated.
Edited by checkmate, 05 March 2007 - 12:00 AM.
#14
Posted 05 March 2007 - 02:21 PM
1. [codebox]
CommandSet MirkwoodElvenFortressCommandSet
InitialVisible = 6
//Main Menu
1 = Command_ConstructMirkwoodElvenPorter
2 = Command_SelectRevivablesMirkwoodElvenMonumentFortress
3 = Command_Sell
//Hero Menu
14 = Command_RingHeroReviveSlot
15 = Command_CreateAHeroReviveSlot // Note we also need an extra slot for the Create A Hero
16 = Command_GenericReviveSlot1 //Revives any hero. keep them UNIQUE within the same commandset!
17 = Command_GenericReviveSlot2
18 = Command_GenericReviveSlot3
19 = Command_GenericReviveSlot4
20 = Command_GenericReviveSlot5
21 = Command_GenericReviveSlot6
22 = Command_GenericReviveSlot7
23 = Command_RadialBack
End
CommandSet MirkwoodElvenFortressCommandSetForFornost
InitialVisible = 1
1 = Command_ConstructMirkwoodElvenPorter
End
CommandSet MirkwoodElvenFortressCommandSetForAmonSul
InitialVisible = 1
1 = Command_ConstructMirkwoodElvenPorter
End
[/codebox]
2) Have you set up the spellbook, because that was the problem I had when no heroes showed up -------Not Yet.
Thanks
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