Wall Segment data?
#1
Posted 22 February 2008 - 02:47 PM
I wasn't able to find data of WallSegment and upgrades (Gate,Tower,Catapult). Only things I found are expansions for fortress.
Where are they?
Athem
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#2
Posted 22 February 2008 - 02:50 PM
Edited by elvenfury, 22 February 2008 - 02:50 PM.
#3
Posted 22 February 2008 - 03:30 PM
in the file factionnamefortress.ini
Wrong elvenfury.
There are things only like:
Object ArnorFortressCenterGeneric Object ArnorFortressExpansionPadCorner ChildObject ArnorFortressExpansionPadSide ArnorFortressExpansionPadCorner Object ArnorFortressCitadel Object ArnorFortress ChildObject ArnorFortressDarkEye ArnorFortress
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#4
Posted 22 February 2008 - 04:01 PM
Edited by elvenfury, 22 February 2008 - 04:02 PM.
#5
Posted 22 February 2008 - 04:35 PM
NO IM NOT WRONG OPEN YOUR EYES AND LOOK HOW DO U THINK I DID IT IN MAP.INI
Here's code... There's nothing about wall segment model and his upgrades.
//------------------------------------------------------------------------------// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortressObject ArnorFortressCenterGeneric SelectPortrait = BPGFortress Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = NBasePin End End Side = Arnor EditorSorting = STRUCTURE KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER CAN_CAST_REFLECTIONS CAN_CAST_REFLECTIONS 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 ArnorFortressExpansionPadCorner SelectPortrait = BPGFortress_BuildPlot // *** ART Parameters *** Draw = W3DFloorDraw DrawFloorBase ModelName = GBFoundationB 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:ArnorBuildingFoundation Side = Arnor EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = 1 BuildTime = 5.0 // in seconds VisionRange = 0.0 // Shroud clearing distance ShroudClearingRange = 0 CommandSet = ArnorFortressExpansionPadCornerCommandSet // *** AUDIO Parameters *** VoiceSelect = Gui_PlotSelect ;GondorCitadelSelect ;MenFortressSelect // *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY CAN_CAST_REFLECTIONS EXPANSION_PAD Behavior = FoundationAIUpdate ModuleTag_foundationAI BuildVariation = 2 // Will give BUILD_VARIATION_TWO to anything built on it End Behavior = CastleMemberBehavior ModuleTag_CMB End Body = ImmortalBody ModuleTag_05 MaxHealth = 15000.0 End Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 5.0 GeometryHeight = 0.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYEREnd//------------------------------------------------------------------------------// And these are the 2 on the sides.ChildObject ArnorFortressExpansionPadSide ArnorFortressExpansionPadCorner ; Draw = W3DScriptedModelDraw ModuleTag_DrawMain; DefaultModelConditionState; Model = GBFoundationB //GBFoundationA; End; End CommandSet = ArnorFortressExpansionPadSideCommandSet Behavior = FoundationAIUpdate ModuleTag_foundationAI BuildVariation = 1 // Will give BUILD_VARIATION_ONE to anything built on it EndEnd//------------------------------------------------------------------------------// This is the center part of the full Fortress. This plus the buildplots make up the full fortressObject ArnorFortressCitadel // *** ART Parameters *** ButtonImage = BGFortress SelectPortrait = BPGFortress 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 = GBFortress WeaponLaunchBone = PRIMARY ARROW_ End ;// Animation state for build placement cursor AnimationState = BUILD_PLACEMENT_CURSOR BeginScript CurDrawableHideSubObject("FIREGLOW") CurDrawableHideSubObject("FLAMES") CurDrawableHideSubObject("GBFFLAG") CurDrawableHideSubObject("GBFFLAMING") EndScript End ;// Animation state for phantom structure AnimationState = PHANTOM_STRUCTURE BeginScript CurDrawableHideSubObject("FIREGLOW") CurDrawableHideSubObject("FLAMES") CurDrawableHideSubObject("GBFFLAG") CurDrawableHideSubObject("GBFFLAMING") EndScript End //--Damage States--- ModelConditionState = DAMAGED Model = GBFortress Texture = GBFortress1.tga GBFortress1D.tga End AnimationState = DAMAGED EnteringStateFX = FX_FortressDamaged End ModelConditionState = REALLYDAMAGED Model = GBFortress_D2 End AnimationState = REALLYDAMAGED Animation = Fortress_ReallyDamaged AnimationName = GBFortress_D2SK.GBFortress_D2AN AnimationMode = ONCE End EnteringStateFX = FX_FortressReallyDamaged End ModelConditionState = RUBBLE Model = GBFortress_D3 End AnimationState = RUBBLE Animation = Fortress_Rubble AnimationName = GBFortress_D3SK.GBFortress_D3AN AnimationMode = ONCE End EnteringStateFX = FX_FortressCollapse End //---Stonework--- ModelConditionState = UPGRADE_NUMENOR_STONEWORK Model = GBFortress Texture = GBFortress1.tga GBFortress1_U.tga End //---Snow--- ModelConditionState = SNOW Model = GBFortress Texture = GBFortress1.tga GBFortress1_Snow.tga End End Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner OkToChangeModelColor = Yes DefaultModelConditionState Model = GBHCFortress End MultiPlayerOnly = Yes End //-------------------------------- Draw = W3DScriptedModelDraw ModuleTag_OilDraw OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End //---Build up Damaged--- ModelConditionState = UPGRADE_BOILING_OIL DAMAGED USER_1 Model = GBFBOil_A Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = UPGRADE_BOILING_OIL REALLYDAMAGED USER_1 Model = GBFBOil_A Texture = GBFortress1.tga GBFortress1D.tga End //---Build Up and Default Idle--- ModelConditionState = UPGRADE_BOILING_OIL USER_1 Model = GBFBOil_A End AnimationState = UPGRADE_BOILING_OIL USER_1 Animation = RiseUp AnimationName = GBFBoil_ASKL.GBFBoil_ABLD AnimationMode = ONCE End End //---Damage States--- ModelConditionState = UPGRADE_BOILING_OIL DAMAGED Model = GBFBoil Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = UPGRADE_BOILING_OIL REALLYDAMAGED Model = GBFBoil_D2 End AnimationState = UPGRADE_BOILING_OIL REALLYDAMAGED Animation = ReallyDamaged AnimationName = GBFBoil_D2SKL.GBFBoil_D2AN AnimationMode = ONCE End End ModelConditionState = UPGRADE_BOILING_OIL RUBBLE Model = GBFBoil_D3 End AnimationState = UPGRADE_BOILING_OIL RUBBLE Animation = Destroyed AnimationName = GBFBoil_D3SKL.GBFBoil_D3AN AnimationMode = ONCE End End //---Normal State--- ModelConditionState = UPGRADE_BOILING_OIL Model = GBFBOil End End//-------------------------------- Draw = W3DScriptedModelDraw ModuleTag_OilGuyDraw AttachToBoneInAnotherModule = PositionBone OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End IdleAnimationState StateName = NoTower End //---Build Up and Default Idle--- ModelConditionState = UPGRADE_BOILING_OIL USER_1 Model = None End ModelConditionState = UPGRADE_BOILING_OIL RUBBLE Model = NONE End //---Attacking--- AnimationState = SPECIAL_WEAPON_ONE UNPACKING UPGRADE_BOILING_OIL Animation = Pouring AnimationName = GBFBOil_SKL.GBFBOil_ATKA AnimationMode = ONCE End EnteringStateFX = FX_BoilingOilAttack ParticleSysBone = Steam_Bone02 MenFortressSpray FOLLOWBONE:YES ParticleSysBone = Steam_Bone03 MenFortressSpray FOLLOWBONE:YES ParticleSysBone = Steam_Bone04 MenFortressSpray FOLLOWBONE:YES ParticleSysBone = Steam_Bone05 MenFortressSpray FOLLOWBONE:YES ParticleSysBone = Steam_Bone06 MenFortressSpray FOLLOWBONE:YES ParticleSysBone = Steam_Bone07 MenFortressSpray FOLLOWBONE:YES ParticleSysBone = Steam_Bone08 MenFortressSpray FOLLOWBONE:YES ParticleSysBone = Steam_Bone09 MenFortressSpray FOLLOWBONE:YES ParticleSysBone = Steam_Bone02 MenFortressSpray02 FOLLOWBONE:YES ParticleSysBone = Steam_Bone03 MenFortressSpray02 FOLLOWBONE:YES ParticleSysBone = Steam_Bone04 MenFortressSpray02 FOLLOWBONE:YES ParticleSysBone = Steam_Bone05 MenFortressSpray02 FOLLOWBONE:YES ParticleSysBone = Steam_Bone06 MenFortressSpray02 FOLLOWBONE:YES ParticleSysBone = Steam_Bone07 MenFortressSpray02 FOLLOWBONE:YES ParticleSysBone = Steam_Bone08 MenFortressSpray02 FOLLOWBONE:YES ParticleSysBone = Steam_Bone09 MenFortressSpray02 FOLLOWBONE:YES ParticleSysBone = Steam_Bone02 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = Steam_Bone03 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = Steam_Bone04 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = Steam_Bone05 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = Steam_Bone06 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = Steam_Bone07 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = Steam_Bone08 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = Steam_Bone09 MenFortressSteam FOLLOWBONE:YES ParticleSysBone = Steam_Bone02 MenFortressProxy FOLLOWBONE:YES ParticleSysBone = Steam_Bone03 MenFortressProxy FOLLOWBONE:YES ParticleSysBone = Steam_Bone04 MenFortressProxy FOLLOWBONE:YES ParticleSysBone = Steam_Bone05 MenFortressProxy FOLLOWBONE:YES ParticleSysBone = Steam_Bone06 MenFortressProxy FOLLOWBONE:YES ParticleSysBone = Steam_Bone07 MenFortressProxy FOLLOWBONE:YES ParticleSysBone = Steam_Bone08 MenFortressProxy FOLLOWBONE:YES ParticleSysBone = Steam_Bone09 MenFortressProxy FOLLOWBONE:YES End //---Normal State--- ModelConditionState = UPGRADE_BOILING_OIL Model = GBFBOil_SKN End AnimationState = UPGRADE_BOILING_OIL Animation = Idle AnimationName = GBFBOil_SKL.GBFBOil_IDLA AnimationMode = LOOP End End End//-------------------------------- Draw = W3DScriptedModelDraw ModuleTag_IvoryTowerDraw OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End //---Damage States--- ModelConditionState = UPGRADE_IVORY_TOWER DAMAGED Model = GBFITower_A Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = UPGRADE_IVORY_TOWER REALLYDAMAGED Model = GBFITower_D2 End AnimationState = UPGRADE_IVORY_TOWER REALLYDAMAGED Animation = ReallyDamaged AnimationName = GBFITower_D2SK.GBFITower_D2AN AnimationMode = ONCE End End ModelConditionState = UPGRADE_IVORY_TOWER RUBBLE Model = GBFITower_D3 End AnimationState = UPGRADE_IVORY_TOWER RUBBLE Animation = Destroyed AnimationName = GBFITower_D3SK.GBFITower_D3AN AnimationMode = ONCE End End //---Default Purchased States--- ModelConditionState = UPGRADE_IVORY_TOWER USER_2 Model = GBFITower_A End //---Build Up--- AnimationState = UPGRADE_IVORY_TOWER USER_2 Animation = RiseUp AnimationName = GBFITower_ASKL.GBFITower_ABLD AnimationMode = ONCE AnimationSpeedFactorRange = 8.0 8.0 End End //---Snow--- ModelConditionState = SNOW UPGRADE_IVORY_TOWER Model = GBFITower Texture = GBFortress1.tga GBFortress1_Snow.tga End ModelConditionState = UPGRADE_IVORY_TOWER Model = GBFITower End End;-------------------------------- Draw = W3DScriptedModelDraw ModuleTag_HouseOfHealingDraw OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End //---Build Up--- ModelConditionState = UPGRADE_HOUSE_OF_HEALING USER_3 DAMAGED Model = GBFHeal_A Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING USER_3 REALLYDAMAGED Model = GBFHeal_A Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING USER_3 UPGRADE_NUMENOR_STONEWORK Model = GBFHeal_A Texture = GBFortress1.tga GBFortress1_U.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING USER_3 SNOW Model = GBFHeal_A Texture = GBFortress1.tga GBFortress1_Snow.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING USER_3 Model = GBFHeal_A End AnimationState = UPGRADE_HOUSE_OF_HEALING USER_3 Animation = RiseUp AnimationName = GBFHeal_ASKL.GBFHeal_ABLD AnimationMode = ONCE AnimationSpeedFactorRange = 5.0 5.0 End End //---Damage States--- ModelConditionState = UPGRADE_HOUSE_OF_HEALING DAMAGED Model = GBFHeal Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING REALLYDAMAGED Model = GBFHeal_D2 End AnimationState = UPGRADE_HOUSE_OF_HEALING REALLYDAMAGED Animation = ReallyDamaged AnimationName = GBFHeal_D2SKL.GBFHeal_D2AN AnimationMode = ONCE End End ModelConditionState = UPGRADE_HOUSE_OF_HEALING RUBBLE Model = GBFHeal_D3 End AnimationState = UPGRADE_HOUSE_OF_HEALING RUBBLE Animation = Destroyed AnimationName = GBFHeal_D3SKL.GBFHeal_D3AN AnimationMode = ONCE End End //---Stonework upgrade ModelConditionState = UPGRADE_NUMENOR_STONEWORK UPGRADE_HOUSE_OF_HEALING Model = GBFHeal Texture = GBFortress1.tga GBFortress1_U.tga End //---Snow--- ModelConditionState = SNOW UPGRADE_HOUSE_OF_HEALING Model = GBFHeal Texture = GBFortress1.tga GBFortress1_Snow.tga End //---Default Purchased States ModelConditionState = UPGRADE_HOUSE_OF_HEALING Model = GBFHeal End End;-------------------------------- Draw = W3DScriptedModelDraw ModuleTag_DrawDoor DefaultModelConditionState Model = GBFDoor_DRC End //---Damage States--- ModelConditionState = DAMAGED DOOR_1_WAITING_OPEN Model = GBFDoor_DRO Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = REALLYDAMAGED DOOR_1_WAITING_OPEN Model = GBFDoor_DRO Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = DAMAGED DOOR_1_CLOSING Model = GBFDoor_DRCA Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = REALLYDAMAGED DOOR_1_CLOSING Model = GBFDoor_DRCA Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = DAMAGED Model = GBFDoor_DRC Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = REALLYDAMAGED Model = GBFDoor_DRC Texture = GBFortress1.tga GBFortress1D.tga End ModelConditionState = RUBBLE Model = GBFDoor_D3 End AnimationState = RUBBLE Animation = Door_Destroyed AnimationName = GBFDoor_D3.GBFDoor_D3 AnimationMode = ONCE AnimationBlendTime = 50 End End //---Normal States--- ModelConditionState = DOOR_1_OPENING Model = GBFDoor_DROA End AnimationState = DOOR_1_OPENING Animation = GBFDoor_DRO AnimationName = GBFDoor_DROA.GBFDoor_DROA AnimationMode = ONCE End End ModelConditionState = DOOR_1_CLOSING Model = GBFDoor_DRCA ParticleSysBone = NONE trollCageDust End AnimationState = DOOR_1_CLOSING Animation = GBFDoor_DRCA AnimationName = GBFDoor_DRCA.GBFDoor_DRCA AnimationMode = ONCE End End ModelConditionState = DOOR_1_WAITING_OPEN Model = GBFDoor_DRO End AnimationState = DOOR_1_WAITING_OPEN End ModelConditionState = POST_RUBBLE Model = None End ModelConditionState = POST_COLLAPSE Model = None End End //----------the Bib Draw = W3DFloorDraw ModuleTag_DrawFloor ModelName = GBFortress_Bib WeatherTexture SNOWY GBFortress_bib_snow.tga End // ***DESIGN parameters *** DisplayName = OBJECT:ArnorFortress Side = Arnor EditorSorting = STRUCTURE ThreatLevel = 1.0 CommandPointBonus = M_GENERIC_FORTRESS_COMMAND_POINT_BONUS BuildCost = M_MEN_FORTRESS_BUILDCOST BuildTime = M_MEN_FORTRESS_BUILDTIME VisionRange = M_MEN_FORTRESS_VISION_RANGE ShroudClearingRange = M_MEN_FORTRESS_SHROUD_CLEAR WeaponSet Weapon = PRIMARY FortressArrowTowerBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = FortressArmor ; DamageFX = StructureDamageFXNoShake End CommandSet = ArnorFortressCommandSet ; *** AUDIO Parameters *** #include "..\..\..\Includes\StandardBuildingEvaEvents.inc" EvaEventDieOwner = EvaFortressDie VoiceSelect = MenFortressSelect VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone 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 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 CAN_CAST_REFLECTIONS Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior WorkerName = GondorWorkerNoSelect SpawnTimer = M_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_ArnorFortressBanners CostMultiplier = 0.80 ModifierFilter = NONE +MenPorter End ProductionModifier RequiredUpgrade = Upgrade_ArnorFortressBanners CostMultiplier = 0.90 TimeMultiplier = 0.90 HeroPurchase = Yes ; Instead of an object filter, needs to be explicitly hero-revival-system compatible ModifierFilter = NONE +HERO End ProductionModifier RequiredUpgrade = Upgrade_ArnorFortressHouseOfHealing CostMultiplier = 0.80 TimeMultiplier = 0.80 HeroRevive = Yes ModifierFilter = NONE +HERO 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:0.0 Y:0.0 Z:0.0 NaturalRallyPoint = X:80.0 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 = M_MEN_FORTRESS_HEALTH MaxHealthDamaged = M_MEN_FORTRESS_HEALTH_DAMAGED MaxHealthReallyDamaged = M_MEN_FORTRESS_HEALTH_REALLY_DAMAGED End Behavior = StructureCollapseUpdate ModuleTag_08 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_FortressCollapse ;FXList = ALMOST_FINAL FX_FortressCollapse DestroyObjectWhenDone = Yes CollapseHeight = 155 End Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = M_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 = MordorSlaughterhouseEnterSound EntryOffset = X:125.0 Y:0.0 Z:0.0 EntryPosition = X:30.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point. 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 = GBFFLAMING GBFFLAG End // Boiling Oil special power, bought as improvement ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_OilEnabler SpecialPowerTemplate = SpecialAbilityArnorFortressBoilingOil TriggeredBy = Upgrade_ArnorFortressBoilingOil End Behavior = SpecialPowerModule ModuleTag_OilStarter SpecialPowerTemplate = SpecialAbilityArnorFortressBoilingOil UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_OilWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityArnorFortressBoilingOil WhichSpecialWeapon = 1 UnpackTime = 5200 PackTime = 4600 SpecialWeapon = MenFortressBoilingOilWeapon End Behavior = ModelConditionUpgrade ModuleTag_ShowTheOil TriggeredBy = Upgrade_ArnorFortressBoilingOil AddConditionFlags = UPGRADE_BOILING_OIL AddTempConditionFlag = ModelConditionState:USER_1 //For buildup TempConditionTime = 5.0 //try to match buildup anim time Permanent = Yes End Behavior = AudioLoopUpgrade ModuleTag_BoilingOilBuildLoop ; Play a "build loop" while the BoilingOil is building up TriggeredBy = Upgrade_ArnorFortressBoilingOil ;ConflictsWith = Upgrade_PosternGate Upgrade_WallBanner SoundToPlay = WallConstructionLoop KillOnDeath = Yes KillAfterMS = 4000 ; Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die] End // Numeror Stonework improvement, just an upgrade Behavior = CastleUpgrade ModuleTag_PassOutNumenorStoneworkUpgrade TriggeredBy = Upgrade_ArnorFortressNumenorStoneworkTrigger Upgrade = Upgrade_ArnorFortressNumenorStonework WallUpgradeRadius = M_MEN_FORTRESS_WALL_EFFECTIVE_RADIUS End Behavior = AttributeModifierUpgrade ModuleTag_Reinforced TriggeredBy = Upgrade_ArnorFortressNumenorStonework AttributeModifier = NumenorStoneworkKeep_Bonus End Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones TriggeredBy = Upgrade_ArnorFortressNumenorStonework AddConditionFlags = UPGRADE_NUMENOR_STONEWORK Permanent = Yes End // Flaming Munitions improvement, just an upgrade, but doesn't do anything for us. Behavior = CastleUpgrade ModuleTag_PassOutFlamingMunitionsUpgrade TriggeredBy = Upgrade_GoodFortressFlamingMunitionsTrigger Upgrade = Upgrade_GoodFortressFlamingMunitions End Behavior = StatusBitsUpgrade ModuleTag_FakeOut ; I need to react to the upgrade, so I can have it for when new construction asks me for all the upgrades TriggeredBy = Upgrade_GoodFortressFlamingMunitions End Behavior = SubObjectsUpgrade ModuleTag_ShowTorches TriggeredBy = Upgrade_GoodFortressFlamingMunitions ShowSubObjects = GBFFLAMING End // Banners improvement, the half that gives an aura bonus, not the purchase discount part (that is in the ProductionUpdate) Behavior = AttributeModifierAuraUpdate ModuleTag_BannerLeadership StartsActive = No ;If no, requires upgrade to turn on. BonusName = MenFortressBannersLeadership TriggeredBy = Upgrade_ArnorFortressBanners RefreshDelay = 2000 Range = 300 ObjectFilter = M_GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End Behavior = SubObjectsUpgrade ModuleTag_ShowBanners TriggeredBy = Upgrade_ArnorFortressBanners ShowSubObjects = GBFFLAG End // House of Healing improvement, Purchase discount is in ProductionUpdate Behavior = ModelConditionUpgrade ModuleTag_ShowHouseOfHealing TriggeredBy = Upgrade_ArnorFortressHouseOfHealing AddConditionFlags = UPGRADE_HOUSE_OF_HEALING AddTempConditionFlag = ModelConditionState:USER_3 //For buildup TempConditionTime = 7.0 //try to matc Permanent = Yes End Behavior = PassiveAreaEffectBehavior ModuleTag_HouseOfHealingHealer UpgradeRequired = Upgrade_ArnorFortressHouseOfHealing EffectRadius = 200 // please update the decal size in experience lvl INI if you change this... the value there is about 2.2x the value here PingDelay = 2000;msec HealPercentPerSecond = 3% AllowFilter = ANY +INFANTRY +CAVALRY +HERO -MACHINE +MONSTER -IMMOBILE +DOZER NonStackable = Yes HealFX = FX_SpellHealUnitHealBuff End Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag UpgradeRequired = Upgrade_ArnorFortressHouseOfHealing IdleSpawnRate = 5000 // spawn a new member every n seconds when idle (in miliseconds) UnitSpawnFX = FX_BannerCarrierSpawnUnit // name of particle FX to use when the BannerCarrier spawns a new unit // This well object acts like a banner carrier except it spawns unit on nearby hordes instead of itself. ReplenishNearbyHorde = Yes ScanHordeDistance = 200 End Behavior = AudioLoopUpgrade ModuleTag_HouseOfHealingBuildLoop // Play a "build loop" while the House of Healing is building up TriggeredBy = Upgrade_ArnorFortressHouseOfHealing //ConflictsWith = Upgrade_PosternGate Upgrade_WallBanner SoundToPlay = BuildingConstructionLoop KillOnDeath = Yes KillAfterMS = 5000 ; Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die] End Behavior = CastleUpgrade ModuleTag_PassOutHouseOfHealingUpgrade TriggeredBy = Upgrade_ArnorFortressHouseOfHealing Upgrade = Upgrade_ArnorFortressHouseOfHealing End // Ivory Tower improvement, Gives a bonus to me, as well as unlocking a spell Behavior = AttributeModifierUpgrade ModuleTag_IvoryTowerBonus AttributeModifier = MenFortressIvoryTowerBonus TriggeredBy = Upgrade_ArnorFortressIvoryTower Upgrade_ArnorFortressNumenorStonework RequiresAllTriggers = Yes End Behavior = GeometryUpgrade TowerGeom TriggeredBy = Upgrade_ArnorFortressIvoryTower Upgrade_ArnorFortressNumenorStonework RequiresAllTriggers = Yes ShowGeometry = HighTowerGeom End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IvoryTowerVisionEnabler SpecialPowerTemplate = SpecialAbilityMenFortressIvoryTowerVision TriggeredBy = Upgrade_ArnorFortressIvoryTower Upgrade_ArnorFortressNumenorStonework RequiresAllTriggers = Yes End Behavior = OCLSpecialPower ModuleTag_IvoryTowerVision SpecialPowerTemplate = SpecialAbilityMenFortressIvoryTowerVision StartsPaused = Yes OCL = SpecialPowerIvoryTowerVision CreateLocation = CREATE_AT_LOCATION End Behavior = AudioLoopUpgrade ModuleTag_IvoryTowerBuildLoop ; Play a "build loop" while the IvoryTower is building up TriggeredBy = Upgrade_ArnorFortressIvoryTower ;Upgrade_MenFortressNumenorStonework ;ConflictsWith = Upgrade_PosternGate Upgrade_WallBanner SoundToPlay = BuildingBigConstructionLoop KillOnDeath = Yes KillAfterMS = 2500 ; Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die] End Behavior = ModelConditionUpgrade ModuleTag_ShowTheTower TriggeredBy = Upgrade_ArnorFortressIvoryTower Upgrade_ArnorFortressNumenorStonework RequiresAllTriggers = Yes AddConditionFlags = UPGRADE_IVORY_TOWER AddTempConditionFlag = ModelConditionState:USER_2 //For buildup TempConditionTime = 10.0 //try to match buildup anim time Permanent = Yes End #include "..\..\..\FortressRingFunc.inc" Behavior = AIUpdateInterface ModuleTag_AI AILuaEventsList = FortressFunctions AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End //Money Maker Behavior = AutoDepositUpdate AutoDepositModuleTag DepositTiming = M_GENERIC_KEEP_MONEY_TIME DepositAmount = M_GENERIC_KEEP_MONEY_AMOUNT InitialCaptureBonus = 0 // no initial bonus End Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = M_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. End GeometryIsSmall = No Geometry = BOX // Main body GeometryMajorRadius = 49 GeometryMinorRadius = 49 GeometryHeight = 50 AdditionalGeometry = BOX // 4 towers GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 100.0 GeometryOffset = X:-40 Y:-40 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 100.0 GeometryOffset = X:-40 Y:40 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 100.0 GeometryOffset = X:40 Y:-40 Z:0 AdditionalGeometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 100.0 GeometryOffset = X:40 Y:40 Z:0 AdditionalGeometry = BOX GeometryName = HighTowerGeom GeometryMajorRadius = 12 GeometryMinorRadius = 12 GeometryHeight = 175 GeometryOffset = X:0 Y:0 Z:0 GeometryUsedForHealthBox = No GeometryContactPoint = X:-57 Y:57 Z:0 Repair GeometryContactPoint = X:57 Y:-57 Z:0 Repair GeometryContactPoint = X:49 Y:36.435 Z:0 GeometryContactPoint = X:-32.763 Y:-46.121 Z:0 GeometryContactPoint = X:0 Y:0 Z:180 Swoop Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYEREnd//------------------------------------------------------------------------------// 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 ArnorFortress SelectPortrait = BPGFortress 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 = GBFortress End ;//Phantom structure when placing a new building to be build ModelConditionState = BUILD_PLACEMENT_CURSOR Model = None //GBFortress End ;//Structure that stays where you will be building until the porter reaches the place to start building. ModelConditionState = PHANTOM_STRUCTURE Model = GBFortress End ;// Animation state for build placement cursor AnimationState = BUILD_PLACEMENT_CURSOR BeginScript CurDrawableHideSubObject("FIREGLOW") CurDrawableHideSubObject("FLAMES") CurDrawableHideSubObject("GBFFLAG") CurDrawableHideSubObject("GBFFLAMING") EndScript End ;// Animation state for phantom structure AnimationState = PHANTOM_STRUCTURE BeginScript CurDrawableHideSubObject("FIREGLOW") CurDrawableHideSubObject("FLAMES") CurDrawableHideSubObject("GBFFLAG") CurDrawableHideSubObject("GBFFLAMING") EndScript End ModelConditionState = RUBBLE Model = GBFortress_D3 End AnimationState = RUBBLE Animation = Fortress_Rubble AnimationName = GBFortress_D3SK.GBFortress_D3AN AnimationMode = ONCE End EnteringStateFX = FX_FortressCollapse End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED SNOW ;//UNPACKING Model = GBFortress_A Texture = GBFortress1.tga GBFortress1_Snow.tga End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED ;//UNPACKING Model = GBFortress_A End AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation = UpAndStill AnimationName = GBFortress_ASK.GBFortress_ABL AnimationMode = MANUAL End BeginScript CurDrawablePlaySound("GondorBarracksBeginConstruction") EndScript ParticleSysBone = NONE BuildingContructDustCastles FollowBone:YES StateName = BeingConstructed End End //Door Draw = W3DScriptedModelDraw ModuleTag_DrawDoor DefaultModelConditionState Model = None End //---Build Up--- ModelConditionState = ACTIVELY_BEING_CONSTRUCTED Model = GBFDoor_A End AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation = GBFDoor_A AnimationName = GBFDoor_A.GBFDoor_A AnimationMode = MANUAL End End End ArmorSet Conditions = None Armor = FortressArmor DamageFX = EmptyDamageFX ; just to avoid an assert End Side = Arnor EditorSorting = STRUCTURE PlacementViewAngle = -45 ; A -90 makes the door of the base face natural south. 0 would have it to the East. BuildCost = M_MEN_FORTRESS_BUILDCOST BuildTime = M_MEN_FORTRESS_BUILDTIME DisplayName = OBJECT:ArnorFortress // *** AUTO RESOLVE DATA *** ; When fighting an auto-resolve battle, a World Map castle actually becomes this unit AutoResolveUnitType = AutoResolveUnit_Fortress AutoResolveBody = AutoResolve_MenFortressBody AutoResolveArmor Armor = AutoResolve_MenFortressArmor End AutoResolveWeapon Weapon = AutoResolve_MenFortressWeapon End ; *** AUDIO Paraeters *** #include "..\..\..\Includes\StandardBuildingEvaEvents.inc" VoiceFullyCreated = EVA:FortressComplete-Builder VoiceSelect = MenFortressSelect VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone 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 CAN_CAST_REFLECTIONS Body = StructureBody ModuleTag_05 MaxHealth = M_MEN_FORTRESS_HEALTH End Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Arnor Fortress_Arnor CastleToUnpackForFaction = Men Fortress_Arnor CastleToUnpackForFaction = Elves Fortress_Arnor CastleToUnpackForFaction = Dwarves Fortress_Arnor CastleToUnpackForFaction = Wild Fortress_Arnor CastleToUnpackForFaction = Isengard Fortress_Arnor CastleToUnpackForFaction = Mordor Fortress_Arnor CastleToUnpackForFaction = Angmar Fortress_Arnor 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. MaxCastleRadius = 130.0 InstantUnpack = Yes KeepDeathKillsEverything = Yes EvaEnemyCastleSightedEvent = EnemyFortressSighted End Behavior = StructureCollapseUpdate ModuleTag_08 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_FortressCollapse ;FXList = ALMOST_FINAL FX_FortressCollapse DestroyObjectWhenDone = Yes CollapseHeight = 155 End Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior WorkerName = ArnorWorkerNoSelect SpawnTimer = M_DEFAULT_STRUCTURE_HEALDELAY End Behavior = AIUpdateInterface ModuleTag_AI AILuaEventsList = FortressFunctions End //Main Geometry = BOX GeometryMajorRadius = 64 GeometryMinorRadius = 64 GeometryHeight = 50 //Plot locations AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:64.0 Y:-64.0 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:00 Y:-62.0 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:-64.0 Y:-64.0 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:-64.0 Y:64.0 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:0 Y:62.0 Z:0 AdditionalGeometry = BOX GeometryName = Plots GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 0.8 GeometryOffset = X:64.0 Y:64.0 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME GeometryContactPoint = X:-90 Y:82 Z:0 Repair GeometryContactPoint = X:84 Y:-79 Z:0 Repair GeometryContactPoint = X:5.576 Y:44.987 Z:0 GeometryContactPoint = X:-38.348 Y:-42.113 Z:0 GeometryContactPoint = X:-28.448 Y:-0.003 Z:75.14 SwoopEnd//------------------------------------------------------------------------------ChildObject ArnorFortressDarkEye ArnorFortress Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = M_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 +PalantirShard; FXForRingEntry = FX_OneRingFlare EndEnd
SO YOU'RE WRONG
Any one who knows where is that?
Edited by Athem, 22 February 2008 - 04:35 PM.
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#7
Posted 22 February 2008 - 05:26 PM
are you sure that Arnor has these kinda things?
I'm pretty sure they don't (unless Arnor walls work like they should)
Yes, arnor has "Gondor"-style walls.
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#8
Posted 22 February 2008 - 06:49 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#9
Posted 22 February 2008 - 06:59 PM
data\ini\object\goodfaction\structures\arnor\arnorcampsandcastles.ini
Look for ArnorWallSegmentSmall
Robert J.
#10
Posted 22 February 2008 - 07:14 PM
They are in the same place as the are for men:
data\ini\object\goodfaction\structures\arnor\arnorcampsandcastles.ini
Look for ArnorWallSegmentSmall
Robert J.
Thank you, Robert.
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#11
Posted 24 February 2008 - 02:48 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users