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Fortresses: how to...?


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#41 AleAleWitchKing

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Posted 25 November 2008 - 09:22 PM

Sorry, what I want to tell before is "Can you explain me HOW they works?", not "what" ...

#42 Ridder Geel

Ridder Geel

    Master Yelloh

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Posted 25 November 2008 - 10:32 PM

You want the witch king to mount on a horse and also be able to mount on the fellbeast? i suggest you use the WK of angmar as a basic, so that you have a mounted version, unless you REALLY want the WK to look like a normal Nazgul :p
Ridder Geel

#43 AleAleWitchKing

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Posted 25 November 2008 - 10:46 PM

I'd like that the nazgul from "on foot" can mount a horse or fellbeast, from "mount a horse" can go on foot or mount a fellbeast, from "mount dellbeast" can go on foot or mount a horse.
The same for witchking, but I want a witchking on a horse like you told, look like a nazgul (the graphic work would be enormous in the other way :p ). I think that the key to solve this enigma is in the command button, but i'm not sure. I need that someone give me a hand for compiling the commandbutton and/or with the "configuration" of the objects evilman black rider and mordorwitchking. Any ideas? :blush:

#44 Ridder Geel

Ridder Geel

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Posted 25 November 2008 - 10:52 PM

The WK... :p (I was bored)

The new WK's INI:
;------------------------------------------------------------------------------
; aka Witch King, WitchKingMordor, MordorFellBeast
Object MordorWitchKing						;BALANCE WitchKing 
; *** ART Parameters ***

   ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
	SelectPortrait = HPWitchKing
	
   ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
	ButtonImage = HIWitchKing
	
	DescriptionStrategic = CONTROLBAR:LW_ToolTip_WitchKing

	Draw = W3DScriptedModelDraw ModuleTag_01
	
		OkToChangeModelColor = Yes
		  
	;GlowEnabled = Yes
	;GlowEmissive = No
		
		DefaultModelConditionState
			Model			   = MUWchKng_SKN
			Skeleton			= MUWchKng_SKL
		End

		IdleAnimationState
			StateName				= Idle
			Animation
				AnimationName	   = MUWchKng_IDLC
				AnimationPriority	= 1
				AnimationBlendTime	= 15
				AnimationMode	   = ONCE
			End
			Animation
				AnimationName	   = MUWchKng_IDLD
				AnimationPriority = 1
				AnimationBlendTime	= 15
				AnimationMode	   = ONCE
			End
			Animation
				AnimationName	   = MUWchKng_IDLE
				AnimationPriority = 1
				AnimationBlendTime	= 15
				AnimationMode	   = ONCE
			End
			Flags				=	RESTART_ANIM_WHEN_COMPLETE		
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
			EndScript	
		End
		
		AnimationState		= DYING BURNINGDEATH
			Animation		   = DIEA
				AnimationName	 = MUWchKng_DIEB
				AnimationMode	 = ONCE
				AnimationBlendTime = 10
			End
		End
		AnimationState		= DYING
			Animation		   = DIEA
				AnimationName	 = MUWchKng_DIEB
				AnimationMode	 = ONCE
			End
		End

		AnimationState		= BURNINGDEATH
			Animation		   = DIEA
				AnimationName	 = MUWchKng_MFDA
				AnimationMode	 = LOOP
				Distance		  = 60
			End
		End


		AnimationState = FREEFALL
			Animation
				AnimationName = MUWchKng_FLYA
				AnimationMode = LOOP
			End
			Flags = RANDOMSTART
		End
		
		AnimationState = STUNNED_FLAILING
			Animation
				AnimationName = MUWchKng_FLYA
				AnimationMode = LOOP
				AnimationSpeedFactorRange	= 0.4 0.6
			End
			Flags = RANDOMSTART
		End
		
		AnimationState = STUNNED_STANDING_UP
			Animation
				AnimationName = MUWchKng_GTPB
				AnimationMode = ONCE
			End
		End		
		
		AnimationState			= STUNNED 
			Animation		   = LNDA
				AnimationName   = MUWchKng_LNDB
				AnimationMode   = ONCE
			End
		End


		AnimationState		=  FIRING_OR_PREATTACK_A
		;Animation		   = ATA1		// removing sword anims now that he does a big meta impact attack
		;	AnimationName	 = MUWchKng_ATKA
		;	AnimationMode	 = ONCE
		;	UseWeaponTiming		= Yes
		;End
		;Animation		   = ATB1
		;	AnimationName	 = MUWchKng_ATKB
		;	AnimationMode	 = ONCE
		;	UseWeaponTiming		= Yes
		;End
			Animation		   = ATA1
				AnimationName	 = MUWchKng_ATKC
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
			Animation		   = ATB1
				AnimationName	 = MUWchKng_ATKD
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
		End

		AnimationState		= MOVING FIRING_OR_PREATTACK_A
			Animation		   = RUNB
				AnimationName	 = MUWchKng_ATRA
				AnimationMode	 = LOOP
			End
			Flags = RESTART_ANIM_WHEN_COMPLETE
		End
				
				
;		AnimationState		= BETWEEN_FIRING_SHOTS_A
;			Animation		   = ALERT_1
;				AnimationName	 = MUWchKng_IDLC
;				AnimationMode	 = LOOP
;				AnimationPriority = 10
;			End
;		End

		AnimationState		= MOVING
			Animation		   = RUNB
				AnimationName	 = MUWchKng_RUNB
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
		End
		
		AnimationState = LEVELED
			Animation = Hit_Level_1_a
				AnimationName = MUWchKng_LVLA
				AnimationMode = ONCE
			End
		End		
		
	; --------- Click and Hit Reactions ------------
		AnimationState = HIT_REACTION HIT_LEVEL_1
			Animation = Hit_Level_1_a
				AnimationName = MUWchKng_HITA
				AnimationMode = ONCE
			End
		End

		AnimationState		= EMOTION_ALERT
			Animation		   = ALERT_1
				AnimationName	 = MUWchKng_IDLC
				AnimationMode	 = ONCE
			End
			Flags			   = RESTART_ANIM_WHEN_COMPLETE; acts like an idle animation & keeps running the animations.
		End
		
		AnimationState = RAISING_FLAG
			Animation
				AnimationName = MUWchKng_CHRA
				AnimationMode = LOOP
			End
		End
								
		AnimationState = SELECTED
			Animation
				AnimationName = MUWchKng_ATNB
				AnimationMode = LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
			EndScript			
		End
				
		TransitionState	   = TRANS_IdleToSelected
			Animation		   = ATNA
				AnimationName	 = MUWchKng_ATNA
				AnimationMode	 = ONCE
			End
		End
		
		TransitionState	   = TRANS_SelectedToIdle
			Animation		   = ATNA
				AnimationName	 = MUWchKng_ATNC
				AnimationMode	 = ONCE
			End
			Flags = START_FRAME_LAST
		End
		
;		TransitionState	   = TRANS_SelectedToMace
;			Animation		   = ATNA
;				AnimationName	 = MUWchKng_STHA
;				AnimationMode	 = ONCE
;				AnimationSpeedFactorRange = 0.7 1.3
;			End
;			BeginScript
;					CurDrawableShowSubObject("MACE")
;			EndScript
;		End
		
;		TransitionState	   = TRANS_MaceToSelected
;			Animation		   = ATNA
;				AnimationName	 = MUWchKng_STHB
;				AnimationMode	 = ONCE
;				AnimationSpeedFactorRange = 0.7 1.3
;			End
;			BeginScript
;				CurDrawableShowSubObject("MACE")
;			EndScript
;		End
		
;		AnimationState = WAR_CHANT
;			Animation = Chant
;				AnimationName = MUWchKng_CHRA
;				AnimationMode = LOOP
;			End
;			BeginScript
;				CurDrawableHideSubObject("MACE")
;			EndScript
;		End


	;-------------------------- MOUNTED VERSION ---------------------------------------------------------
		ModelConditionState = MOUNTED
			Model			= KUKngMount_SKN
		End
		
		AnimationState		= PASSENGER MOUNTED
			Animation		   = grabbed
				AnimationName	   = KUKngMount_SKL.KUKngMount_GBDA
				AnimationMode	   = LOOP
				AnimationSpeedFactorRange = 0.8 0.8

			End
			Flags			   = RANDOMSTART
		End

	; --- stunned anims
		AnimationState		= FREEFALL MOUNTED
			Animation		   = freefall
				AnimationName	   = KUKngMount_SKL.KUKngMount_FLYA
				AnimationMode	   = LOOP
			End
			Flags			   = RANDOMSTART
		End
		
		AnimationState		= STUNNED_FLAILING MOUNTED
			Animation		   = JustDie
				AnimationName	   = KUKngMount_SKL.KUKngMount_FLYA
				AnimationMode	   = LOOP
			End
			Flags			   = RANDOMSTART
		End

		AnimationState				=	DYING SPLATTED MOUNTED
			Animation				=	splatted
				AnimationName		=	KUKngMount_SKL.KUKngMount_LNDA
				AnimationMode		=	ONCE
			End
		End
		
		AnimationState				=	BURNINGDEATH MOUNTED DYING
			Animation
				AnimationName		=	KUKngMount_SKL.KUKngMount_DIEA
				AnimationMode		=	ONCE
				AnimationBlendTime	=	10
				AnimationSpeedFactorRange = 0.8 0.8
			End
		End

		AnimationState				= DYING MOUNTED	; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
			Animation				
				AnimationName	   = KUKngMount_SKL.KUKngMount_DIEA
				AnimationMode	   = ONCE
				AnimationSpeedFactorRange = 0.8 0.8
			End
		End
		
		AnimationState		= STUNNED_STANDING_UP MOUNTED
			Animation		   = StandUp
				AnimationName	   = KUKngMount_SKL.KUKngMount_GTPA
				AnimationMode	   = ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End

		AnimationState		= STUNNED MOUNTED
			Animation		   = Land
				AnimationName	   = KUKngMount_SKL.KUKngMount_LNDA
				AnimationMode	   = ONCE
			End
		End

		AnimationState		= MOVING FIRING_OR_PREATTACK_A MOUNTED
			ShareAnimation		= Yes
			Animation		   = TrotAndFire
				AnimationName	   = KUKngMount_SKL.KUKngMount_RUNB
				AnimationMode	   = LOOP
				Distance			= 70; 35
			End
			Flags			   = RANDOMSTART
		End

		AnimationState				=	TURN_LEFT_HIGH_SPEED MOUNTED
			Animation				=	TurnLeft
				AnimationName		=	KUKngMount_SKL.KUKngMount_RUNA
				AnimationMode		=	LOOP
				AnimationBlendTime	=	10
			End
		End

		AnimationState				=	TURN_RIGHT_HIGH_SPEED MOUNTED
			Animation				=	TurnLeft
				AnimationName		=	KUKngMount_SKL.KUKngMount_RUNA
				AnimationMode		=	LOOP
				AnimationBlendTime	=	10
			End
		End
	;;;===== BACKUP
		AnimationState				=	MOVING BACKING_UP MOUNTED
			Animation				=	BackingUp
				AnimationName		=	KUKngMount_SKL.KUKngMount_BAKA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART
		End
	
		AnimationState		= MOVING TURN_LEFT MOUNTED
			Animation				=	TurnLeft
				AnimationName		=	KUKngMount_SKL.KUKngMount_TRNL
				AnimationMode		=	LOOP
			End
		End

		AnimationState		= MOVING TURN_RIGHT MOUNTED
			Animation				=	TurnLeft
				AnimationName		=	KUKngMount_SKL.KUKngMount_TRNR
				AnimationMode		=	LOOP
			End
		End
	
		AnimationState			= MOVING ACCELERATE MOUNTED
			Animation		   = Accelerate
				AnimationName   = KUKngMount_SKL.KUKngMount_ACCL
				AnimationMode   = ONCE; was LOOP
				AnimationSpeedFactorRange = 1.3 1.3
			End
		End

		AnimationState			= MOVING DECELERATE MOUNTED
			Animation		   = Decelerate
				AnimationName   = KUKngMount_SKL.KUKngMount_DECL
				AnimationMode   = ONCE
				AnimationSpeedFactorRange = 1.0 1.0
			End
		End

		AnimationState		= MOVING MOUNTED
			ShareAnimation		= Yes
			Animation		   = RunA
				AnimationName	   = KUKngMount_SKL.KUKngMount_RUNA
				AnimationMode	   = LOOP
			End
		End


		AnimationState		= FIRING_OR_PREATTACK_A MOUNTED
			Animation		   = ATKA
				AnimationName	   = KUKngMount_SKL.KUKngMount_ATKA
				AnimationMode	   = ONCE
			End
			Animation		   = ATKB
				AnimationName	   = KUKngMount_SKL.KUKngMount_ATKB
				AnimationMode	   = ONCE
			End
		End
		
	; --- Morgul Blade Weapon anim
		AnimationState		= SPECIAL_WEAPON_ONE MOUNTED
			Animation			 = ATKA
				AnimationName	   = KUKngMount_SKL.KUKngMount_SPCA
				AnimationMode	   = ONCE
			End
		End

	; --------- Click and Hit Reactions ------------
		AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED
			Animation = Hit_Level_1_a
				AnimationName = KUKngMount_SKL.KUKngMount_HFMA
				AnimationMode = ONCE
			End
		End

	;;------------- EMOTIONS ---------------------------------------------
		AnimationState					= EMOTION_TAUNTING MOUNTED
			ShareAnimation				= Yes
			Animation					= Taunting
				AnimationName			= KUKngMount_SKL.KUKngMount_CHRA
				AnimationMode			= ONCE
			End
			Animation					= Taunting
				AnimationName			= KUKngMount_SKL.KUKngMount_CHRB
				AnimationMode			= ONCE
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
		End

		AnimationState					= EMOTION_POINTING MOUNTED
			Animation					= Pointing1
				AnimationName			= KUKngMount_SKL.KUKngMount_CHRA
				AnimationMode			= LOOP
			End
		End

		AnimationState					= EMOTION_CELEBRATING MOUNTED
			ShareAnimation				= Yes
			Animation					= CHRA
				AnimationName			= KUKngMount_SKL.KUKngMount_CHRA
				AnimationMode			= ONCE
			End
			Animation					= CHRB
				AnimationName			= KUKngMount_SKL.KUKngMount_CHRB
				AnimationMode			= ONCE
			End
			Flags						= RESTART_ANIM_WHEN_COMPLETE
		End
		
		AnimationState					= EMOTION_ALERT MOUNTED
			Animation					= IDLA
				AnimationName			= KUKngMount_SKL.KUKngMount_IDLA
				AnimationMode			= LOOP
				AnimationBlendTime  = 15
			End
		End
		
		AnimationState					= RAISING_FLAG MOUNTED
			ShareAnimation				= Yes
			Animation					= CHRA
				AnimationName			= KUKngMount_SKL.KUKngMount_CHRA
				AnimationMode			= ONCE
				AnimationSpeedFactorRange		= 0.9 1.1
			End
			Animation					= CHRB
				AnimationName			= KUKngMount_SKL.KUKngMount_CHRB
				AnimationMode			= ONCE
				AnimationSpeedFactorRange		= 0.9 1.1
			End
			Flags						= RESTART_ANIM_WHEN_COMPLETE
		End

		AnimationState				=	SELECTED MOUNTED
			StateName				=	State_Selected
			Animation				=	AtAttention
				AnimationName		=	KUKngMount_SKL.KUKngMount_ATNB
				AnimationMode		=	Loop
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
			EndScript
		End

		AnimationState = MOUNTED
			StateName			= Idle
			Animation		   = IdleB
				AnimationName	   = KUKngMount_SKL.KUKngMount_IDLB
				AnimationMode	   = Loop
				AnimationBlendTime  = 15
				AnimationPriority   = 10
			End
			Animation		   = IdleC
				AnimationName	   = KUKngMount_SKL.KUKngMount_IDLC
				AnimationMode	   = Loop
				AnimationBlendTime  = 15
				AnimationPriority   = 5
			End
			Flags						= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
			EndScript
		End


		TransitionState					=	TRANS_Idle_to_Selected
			Animation					=	ATNA
				AnimationName			=	KUKngMount_SKL.KUKngMount_ATNA
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
		End
		
		
		TransitionState					=	TRANS_Selected_to_Idle
			Animation					=	ATNC
				AnimationName			=	KUKngMount_SKL.KUKngMount_ATNC
				AnimationMode			=	ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
			Flags						= START_FRAME_LAST
		End


	End

; ***DESIGN parameters ***
	Side				= Mordor
	EditorSorting		= UNIT
	ThreatLevel			= WITCHKING_THREAT_LEVEL
	ThingClass			= MEDIUM_MONSTER
	BuildCost			= WITCHKING_ON_FELLBEAST_BUILDCOST		
	BuildTime			= WITCHKING_ON_FELLBEAST_BUILDTIME		
	TransportSlotCount	= TRANSPORTSLOTCOUNT_HERO
	ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
	CommandSet			= MordorWitchKingCommandSet
	CommandPoints		= WITCHKING_COMMAND_POINTS

	VisionRange			= VISION_FLIER
	ShroudClearingRange = SHROUD_CLEAR_FLIER
	Scale				= 1.5

	DisplayName			= OBJECT:MordorWitchKing
	CrushableLevel		= 2 ;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles

	MountedCrusherLevel		= 1
	MountedCrushableLevel		= 3
	CrushWeapon			= KnightCrush

	MinCrushVelocityPercent 	= 50; Has to be moving at at least 50% of full speed.
	CrushDecelerationPercent	= 20; Lose 80 percent of max velocity when crushing.

	RamPower			= 30
	RamZMult			= 0.5
	MaxSimultaneousOfType = 1
	 
	WeaponSet
		Weapon			  = PRIMARY	 WitchKingWarMace  ;WitchKingMorgulBlade
		Weapon				= TERTIARY	  WitchKingMorgulBladeSpecialPower
		AutoChooseSources	= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
		AutoChooseSources	= SECONDARY FROM_PLAYER
		AutoChooseSources	= TERTIARY NONE
	End
	
;WeaponSet
;	Conditions			= WEAPONSET_TOGGLE_1
;	Weapon				= PRIMARY	  WitchKingWarMace
;	Weapon				= TERTIARY	  WitchKingMorgulBladeSpecialPower
	;   AutoChooseSources	= TERTIARY NONE
;End

	ArmorSet
		Conditions	  = None
		Armor		   = WitchKingArmor
		DamageFX		= None
	End


; *** AUTO RESOLVE DATA *** 
	AutoResolveUnitType = AutoResolveUnit_Hero
	AutoResolveCombatChain = AutoResolve_HeroCombatChain

	AutoResolveBody = AutoResolve_WitchKingBody
	
	AutoResolveArmor
		Armor = AutoResolve_WitchKingArmor
	End

	AutoResolveWeapon
		Weapon = AutoResolve_WitchKingWeapon
	End
	
;AutoResolveLeadership = AutoResolve_MouthOfSauronBonus


; *** AUDIO Parameters ***;

	VoiceAttack					= FellBeastVoiceAttack
	VoiceAttackCharge			= FellBeastVoiceAttack
	VoiceAttackMachine			= FellBeastVoiceAttack
	VoiceAttackStructure		= FellBeastVoiceAttack
;VoiceCreated				= EVA:WitchKingCreated
;VoiceFullyCreated 			= EVA:WitchKingCreated
	VoiceMove					= FellBeastVoiceMove
	VoiceMoveToCamp				= FellBeastVoiceMove
	VoiceMoveWhileAttacking		= FellBeastVoiceMove
	VoicePriority				= 88
	VoiceRetreatToCastle		= FellBeastVoiceMove
	VoiceSelect					= FellBeastVoiceSelect
	VoiceSelectBattle 			= FellBeastVoiceSelect
	VoiceGuard					= FellBeastVoiceMove

	SoundImpact					= ImpactHorse

	UnitSpecificSounds
		VoiceEnterUnitEvilMenTransportShip	= FellBeastVoiceMove
		VoiceEnterUnitMordorMumakil			= FellBeastVoiceMove
		VoiceEnterUnitSlaughterHouse		= FellBeastVoiceMove
		VoiceGarrison						= FellBeastVoiceMove
		VoiceInitiateCaptureBuilding		= FellBeastVoiceMove
		VoiceSpecialAbilityCurseEnemy		= WitchKingHourOfTheWitchKing
	End

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
	;AnimationSound = Sound:FootstepDirtA	Animation:MUSAURON_SKL.MUSAURON_WLKA 	Frames:8 26 44 62 80 98 
		AnimationSound = Sound:BodyFallSoldier	Animation:MUWCHKNG_SKL.MUWCHKNG_DIEA	Frames:67
		AnimationSound = Sound:BodyFallSoldier	Animation:MUWCHKNG_SKL.MUWCHKNG_DIEB	Frames:122
		AnimationSound = Sound:BodyFallSoldier	Animation:MUWCHKNG_SKL.MUWCHKNG_LNDA	Frames:4
		AnimationSound = Sound:BodyFallSoldier	Animation:MUWCHKNG_SKL.MUWCHKNG_LNDB	Frames:4
	End

	#include "..\..\..\includes\StandardUnitEvaEvents.inc"

	EvaEventDieOwner		= WitchKingDie		;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
						;For deaths you can respawn from, use the DeathFX


; *** ENGINEERING Parameters ***
	RadarPriority	= UNIT
	KindOf			= PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY  PATH_THROUGH_INFANTRY SCARY ARMY_SUMMARY HERO HEAVY_MELEE_HITTER SCORE;MONSTER
	 
	Body = RespawnBody ModuleTag_02
		CheerRadius 				= EMOTION_CHEER_RADIUS
		MaxHealth		 			= WITCHKING_ON_FELLBEAST_HEALTH		;BALANCE Witchking Health
		PermanentlyKilledByFilter	= NONE	//	+RohanEowyn		Nope, that's BFME1.  This is BFME2
		BurningDeathBehavior		= Yes
		BurningDeathFX				= FX_InfantryBurningFlame
	End
	
	Behavior = RespawnUpdate ModuleTag_RespawnUpdate
		DeathAnim					= USER_1			;Model condition to play when killed-to-respawn
		DeathFX						= FX_WitchKingDeath	;FXList to play when killed-to-respawn
		DeathAnimationTime			= 5133				;How long DeathAnim will take.
		RespawnAnim					= LEVELED			;Animation to play when respawning.
		RespawnFX					= FX_Resurrection	;FXList to play when respawning.
		RespawnAnimationTime		= 2000				;Time it takes for respawn to play.
		AutoRespawnAtObjectFilter	= NONE +CASTLE_KEEP	;Respawn at this location -- and at it's exit production point if possible.
		ButtonImage					= HIWitchKing_res
		RespawnAsTemplate			= MordorWitchKingOnFellBeast
		
	;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
	;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
		RespawnRules =	AutoSpawn:No	Cost:3750	Time:120000	Health:100%	;DEFAULT VALUES
	End

	Behavior = AutoHealBehavior ModuleTag_WitchKingHealing
		StartsActive			= Yes
		HealingAmount			= 20
		HealingDelay			= 1000
		StartHealingDelay		= 15000
		HealOnlyIfNotInCombat	= Yes
	End

;---------DREAD VISAGE------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DreadVisage
		SpecialPowerTemplate		= SpecialAbilityFakeLeadership
		TriggeredBy					= Upgrade_DreadVisage
	End
	Behavior = SpecialPowerModule ModuleTag_DreadVisageUpdate
		SpecialPowerTemplate		= SpecialAbilityFakeLeadership
		UpdateModuleStartsAttack	= Yes
		StartsPaused				= Yes
	End
	Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisageAura
		StartsActive	= No													;If no, requires upgrade to turn on.
		TriggeredBy		= Upgrade_DreadVisage
		RefreshDelay	= 2000
		Range			= WITCHKING_DREADVISAGE_EFFECT_RADIUS
		TargetEnemy		= Yes
		AntiCategory	= LEADERSHIP BUFF
		BonusName		= GenericDebuff
		ObjectFilter	= ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION  -HERO -HORDE
	End
	Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
		InitiallyActive						= No
		TriggeredBy							= Upgrade_DreadVisage
		WhichSpecialPower					= 1
		GenerateFear						= Yes
		EmotionPulseRadius					= WITCHKING_DREADVISAGE_EFFECT_RADIUS
		EmotionPulseInterval				= 2000
	End	
	 
;---------MOUNT------------------------------------------------------------------------
 	Behavior = SpecialPowerModule ModuleTag_FellBeastToggleStarter					  
 		SpecialPowerTemplate		= SpecialAbilityToggleMounted
 		UpdateModuleStartsAttack	= Yes
 		StartsPaused				= No
	;InitiateSound				= FellBeastVoiceMove
 	End

	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_FellBeastToggle
 		SpecialPowerTemplate	= SpecialAbilityToggleMounted
 		MountedTemplate			= MordorWitchKingOnFellBeast
 		SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech
 		UnpackTime			  = 2000
 		PreparationTime		 = 0		; none, cause we hop onto our mount in no time at all :)
 		PackTime				= 0 	; none, cause we hop onto our mount in no time at all :)
 		OpacityTarget			= .0	; How see-thru to be at peak of change
 		AwardXPForTriggering	= 0
 		IgnoreFacingCheck		= Yes
	;TriggerSound			= FellBeastVoiceMove
	End
;;Horse
 	Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter					  
 		SpecialPowerTemplate		= SpecialAbilityToggleMountedWKH
 		UpdateModuleStartsAttack	= Yes
 		StartsPaused			= No
 	End
	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
 		SpecialPowerTemplate		= SpecialAbilityToggleMountedWKH
 		TriggerInstantlyOnCreate	= Yes ;Instantly puts Black Rider on a horse.
 		UnpackTime			= 2000
 		PreparationTime			= 1  
 		PersistentPrepTime		= 250
 		PackTime			= 2000
 		OpacityTarget			= .3	; How see-thru to be at peak of change   
 		AwardXPForTriggering		= 0
	End


;---------SCREECH------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScreechUnPause
		SpecialPowerTemplate		= SpecialAbilityScreech
		TriggeredBy					= Upgrade_Screech
		ObeyRechageOnTrigger		= Yes
	End
	Behavior = SpecialPowerModule ModuleTag_Screech					  
		SpecialPowerTemplate		= SpecialAbilityScreech
		UpdateModuleStartsAttack	= Yes
		StartsPaused				= Yes
	End
	Behavior = SpecialAbilityUpdate ModuleTag_ScreechUpdate  
		SpecialPowerTemplate		= SpecialAbilityScreech
		UnpackTime					= 0  
		TriggerSound				= WitchKingScreechMS
		Instant						= Yes
		EffectRange					= 180
	End
	Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
	End		

;---------HOUR OF THE WITCH KING---------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HOFTWEnabler
		SpecialPowerTemplate		= SpecialAbilityCurseEnemy
		TriggeredBy					= Upgrade_HourOfTheWitchKing
 		ObeyRechageOnTrigger		= Yes
	End
	Behavior = SpecialPowerModule ModuleTag_HOFTW
		SpecialPowerTemplate		= SpecialAbilityCurseEnemy
		StartsPaused				= Yes
		UpdateModuleStartsAttack	= Yes
		InitiateSound				= FellBeastVoiceAttack
	End

 	Behavior = CurseSpecialPower ModuleTag_HOFTWUPdate
		SpecialPowerTemplate		= SpecialAbilityCurseEnemy

		CursePercentage				= 100.0% //Curse the target's power by this amount (will not exceed maximum charge time)

		StartAbilityRange			= 200.0
		CursedFX					= FX_SarumanDominateTargets
		TriggerFX					= FX_CreateaHeroCurse
		UnpackTime					= 2000
		PreparationTime				= 1000
		FreezeAfterTriggerDuration	= 2500; Hold AI for this long after we fire.
	End	
	
	Behavior = StancesBehavior ModuleTag_StancesBehavior
		StanceTemplate = Hero
	End
		
	#include "..\..\..\includes\CaptureBuilding.inc"
	   
	Behavior = AIUpdateInterface ModuleTag_AI
		AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
	;AILuaEventsList = TrollFunctions
		BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
	End

	LocomotorSet
		Locomotor = NazgulLocomotor
		Condition = SET_NORMAL
		Speed	 = 65
	End

	LocomotorSet
		Locomotor = HeroHorseLocomotor
		Condition = SET_MOUNTED
		Speed	 = NORMAL_CAVALRY_FAST_MEMBER_SPEED
	End


	LocomotorSet
		Locomotor = BurningDeathLocomotorInfantry
		Condition = SET_BURNINGDEATH
		Speed	  = 75
	End

	Behavior = PhysicsBehavior ModuleTag_Physics
	End

	Behavior = SlowDeathBehavior ModuleTag_05
		DeathTypes			= ALL 				;-KNOCKBACK
		SinkDelay			= 3000
		SinkRate			= 1.20	; in Dist/Sec
		DestructionDelay	= 15000
		Sound 				= INITIAL FellBeastDieExplode
	End
	 
;	Behavior = SlowDeathBehavior ModuleTag_07
;	; Same as normal death, but no sound (sound already played by SoundImpact = ... )
;		DeathTypes			= NONE +KNOCKBACK
;		SinkDelay			= 3000
;		SinkRate			= 1.20	; in Dist/Sec
;		DestructionDelay	= 15000
;	End

;///////////////////
; AISpecialPowers
;///////////////////
	
	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
		CommandButtonName = Command_SetStanceBattle
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
		CommandButtonName = Command_SetStanceAggressive
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
	End

	Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
		CommandButtonName = Command_SetStanceHoldGround
		SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
	End

	
	Behavior = AISpecialPowerUpdate ToggleMountedAI
		CommandButtonName = Command_WitchKingToggleMounted
		SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
	End

	Behavior = AISpecialPowerUpdate ToggleMountedHorseAI
		CommandButtonName = Command_WitchKingToggleMountedHorse
		SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
	End
	
	Behavior = AISpecialPowerUpdate ScreechAI
		CommandButtonName = Command_SpecialAbilityScreechWitchKing
		SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
	End
	
	Behavior = AISpecialPowerUpdate HourOfTheWitchKingAI
		CommandButtonName = Command_HourOfTheWitchKing
		SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
	End

	Geometry			= CYLINDER
	GeometryMajorRadius = 8.0
	GeometryHeight		= 16.0
	GeometryIsSmall		= Yes
	
	Shadow				= SHADOW_DECAL
	ShadowSizeX			= 19
	ShadowSizeY			= 19
	ShadowTexture		= ShadowI
End

;--------------------

ChildObject MordorWitchKing_Mounted MordorWitchKing

; Same except without HERO
	KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER PATH_THROUGH_INFANTRY SCARY ARMY_SUMMARY
	
End






Specialpower.ini
;------------------------------------------------------------------------------
SpecialPower SpecialAbilityToggleMountedWKH
	Enum		= SPECIAL_TOGGLE_MOUNTED
	ReloadTime	= 1000
End

Commandbutton.ini
CommandButton Command_WitchKingToggleMountedHorse
	Command			= SPECIAL_POWER
	SpecialPower		= SpecialAbilityToggleMountedWKH
	TextLabel		= CONTROLBAR:TheodenMount
	Options			= TOGGLE_IMAGE_ON_WEAPONSET	ON_GROUND_ONLY			; Not really image, just audio
	FlagsUsedForToggle	= MOUNTED							; What we really want is to toggle Theoden's audio if he is mounted or unmounted. Ya, this is a hack
	ButtonImage		= HIBlackRiderMount HIBlackRiderMount
	ButtonBorderType	= ACTION 
	DescriptLabel		= CONTROLBAR:GenericMountTooltip
	InPalantir		= Yes
End
You still need to add it to the WK's Unmounted Commandset (mounted on fellbeast's commandset WONT work)

In a few minutes I MAY have the Nazgul done :blush:
Ridder Geel

#45 Ridder Geel

Ridder Geel

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Posted 25 November 2008 - 11:04 PM

The Nazgul :p

Add this to the MordorFellBeast object:
;---------DISMOUNT------------------------------------------------------------------------
 	Behavior = SpecialPowerModule ModuleTag_DismountStarter
 		SpecialPowerTemplate		= SpecialAbilityToggleMountedFromFellBeast
 		UpdateModuleStartsAttack	= Yes
 		StartsPaused				= No
		InitiateSound				= FellBeastVoiceMove
 	End
	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_Dismount
 		SpecialPowerTemplate	= SpecialAbilityToggleMountedFromFellBeast
 		StartAbilityRange		= 50.0								; pretty small so we are forced to the right place.
 		MountedTemplate			= MordorBlackRider
 		SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech
 		UnpackTime			  = 0
 		PreparationTime		 = 1  
; 		PersistentPrepTime	  = 250
 		PackTime				= 0
 		OpacityTarget			= 1									; How see-thru to be at peak of change
 		AwardXPForTriggering	= 0
 		IgnoreFacingCheck		= Yes
	End

In MordorBlackRider.ini add:
;---------MOUNT-FB----------------------------------------------------------------------
 	Behavior = SpecialPowerModule ModuleTag_FellBeastToggleStarter					  
 		SpecialPowerTemplate		= SpecialAbilityToggleMountedFellBeast
 		UpdateModuleStartsAttack	= Yes
 		StartsPaused				= No
	;InitiateSound				= FellBeastVoiceMove
 	End

	Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_FellBeastToggle
 		SpecialPowerTemplate	= SpecialAbilityToggleMountedFellBeast
 		MountedTemplate			= MordorFellBeast
 		SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech
 		UnpackTime			  = 2000
 		PreparationTime		 = 0		; none, cause we hop onto our mount in no time at all :)
 		PackTime				= 0 	; none, cause we hop onto our mount in no time at all :)
 		OpacityTarget			= .0	; How see-thru to be at peak of change
 		AwardXPForTriggering	= 0
 		IgnoreFacingCheck		= Yes
	;TriggerSound			= FellBeastVoiceMove
	End

;;Bla Bla Bla

	Behavior = AISpecialPowerUpdate ToggleMountedAI
		CommandButtonName = Command_WitchKingToggleMounted
		SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
	End



Specialpower.ini
;------------------------------------------------------------------------------
SpecialPower SpecialAbilityToggleMountedFellBeast
	Enum			= SPECIAL_TOGGLE_MOUNTED
	ReloadTime		= 1000
End

Commandbutton.ini
CommandButton Command_BlackRiderToggleMountedFellBeast
	Command			= SPECIAL_POWER
	SpecialPower		= SpecialAbilityToggleMountedFellBeast
	TextLabel		= CONTROLBAR:TheodenMount
	Options			= TOGGLE_IMAGE_ON_WEAPONSET	ON_GROUND_ONLY			; Not really image, just audio
	FlagsUsedForToggle	= MOUNTED							; What we really want is to toggle Theoden's audio if he is mounted or unmounted. Ya, this is a hack
	ButtonImage		= HSWitchKingMountDismount HSWitchKingMountDismount
	ButtonBorderType	= ACTION 
	DescriptLabel		= CONTROLBAR:GenericMountTooltip
	InPalantir		= Yes
End

In the commandset of the Nazgul you must add that mount fellbeast button, and in the flying nazgul you must add the same button as the dismount from the WK :blush:
Ridder Geel

#46 AleAleWitchKing

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Posted 25 November 2008 - 11:08 PM

Thanks to you and the others my faction is pratically finished! :p I don't know how to thank you!!! A last doubt: when my faction capture a port/seaport (I don't remember like it's called in English B4ME2, sorry... :blush: is it possible that my faction can build every type of ship (corsar, elven, trasport, etc.)? It's the last thing, with this my faction becomes perfect! The problem is that it isn't an own structure of a faction, but its options changes by the faction that capture it (if elven capture a port, it produces elven ships, if mordor captures it it produces corsarships). Which file do I have modify to do this? Commandset.ini?

#47 Ridder Geel

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Posted 25 November 2008 - 11:13 PM

Yes you only need to modify this: (BTW its Ship Wright) :p
In ShipWright.ini:
Behavior = CommandSetUpgrade ModuleTag_EvilFactionCS
		TriggeredBy	= Upgrade_WildFaction Upgrade_MordorFaction Upgrade_IsengardFaction Upgrade_AngmarFaction
		CommandSet	= EvilPortCommandSet
	End
	
	Behavior = SubObjectsUpgrade ModuleTag_EvilFactionSO
		TriggeredBy			= Upgrade_WildFaction Upgrade_MordorFaction Upgrade_IsengardFaction Upgrade_AngmarFaction
		RequiresAllTriggers	= No
		ShowSubObjects		= EvilPart_A  EvilPart_B
		HideSubObjects		= GoodPart_A GoodPart_B
	End


	Behavior = CommandSetUpgrade ModuleTag_GoodFactionCS
		TriggeredBy	= Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction
		CommandSet	= GoodPortCommandSet
	End
	
	Behavior = SubObjectsUpgrade ModuleTag_GoodFactionSO
		TriggeredBy			= Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction
		RequiresAllTriggers	= No
		ShowSubObjects		= GoodPart_A GoodPart_B
		HideSubObjects		= EvilPart_A EvilPart_B
	End

If you wish to make something for ONLY your faction you should add a something similar to this:
Behavior = CommandSetUpgrade ModuleTag_MyFactionCS
		TriggeredBy	= Upgrade_MYFACTION
		CommandSet	= MYFACTIONPortCommandSet
	End

Otherwise you should add your 'faction upgrade' in this line:
TriggeredBy	= Upgrade_MenFaction Upgrade_ElfFaction Upgrade_DwarfFaction

And add this in Commandset.ini
CommandSet MYFACTIONPortCommandSet
	1	= Command_ConstructGoodTransportShip
	2	= Command_ConstructGoodShip
	3	= Command_ConstructGoodBombardShip
	4	= Command_ConstructGoodFireShip
	5	= Command_ConstructEvilTransportShip
	6	= Command_ConstructEvilShip
	7	= Command_ConstructEvilBombardShip
	8	= Command_ConstructEvilFireShip
	9	= Command_StartSelfRepair	
End

If you just want to modify the Good or the Evil commandset, all you need to do is edit it :blush:

Edited by Ridder Geel, 25 November 2008 - 11:14 PM.

Ridder Geel

#48 AleAleWitchKing

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Posted 26 November 2008 - 07:14 AM

I read about you RCMod, I'll give a look at this after I'll finish my faction... thanks Ridder Geel, now I'll look for any litthe things like my faction symbols and a custom flag when my faction captures a building, and it's finished!!! :p

#49 Ridder Geel

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Posted 26 November 2008 - 07:23 AM

On both those 'subjects' there are tutorials on the3rdage.net, so just try to do those there, and if you are having trouble just post here :p
Ridder Geel

#50 AleAleWitchKing

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Posted 26 November 2008 - 11:08 AM

The tutorials for capture a flag and add symbol to a faction are good, but I can't understand a thing: where do I have to put the image of the flag and the symbol image? In a Texture.big file of the game? How can I do this? I've opened the Texture.big file and I found the flag of every faction (like it's written in the tutorial) but it doesn't explain how to create the phisical image.
I read these tutorialis:
http://www.the3rdage...tem-329?addview
http://www.the3rdage...item-83?addview

These are very good tutorials, but they don't explain how to add buttons or flags to the game. Can you explain me how to create the file who contains the symbol and the flag image? In the 2th tutorial I found these istructions:

"This looked very interesting, so I couldn't help but extract the Capture flags W3Ds and open em up in RenX. Here is what I saw: The Flag Pole, and the "Neutral Flag", then all the Flags. I Imported the SKL file, and saw how the bones were arranged. Thats when it hit me that I could make one for Rohan. I quickly made Rohan a flag, stuck a texture onto it, and bound. (When I bound I just bound all the flags to one of the bones; I didn't want to sit there all night binding them to their individual bones. No Negative effects have turned up because of this.). I added it into my .BIG, and made an asset. Then, I edited my LUA to look like this:"

What does it mean?

#51 Ridder Geel

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Posted 26 November 2008 - 02:43 PM

You need to extract all the animations and the model from the Capture Flag.

For the symbol just create a TGA size 256x256 or something like that and make your new 'image' on it :p
Then put it in the corresponding folder:
Example:
Texture name: SymbolMyFaction
Folder: art/compiledtextures/sy/

If you do it like this it should work, then you need to make a new 'entry' in data\ini\mappedimages\handcreated\handcreatedmappedimages.ini like this:

MappedImage AptIconMyFaction;;My Faction must be replaced by the faction SIDE found in your factions 'playertemplate.ini'
  Texture = SymbolMyFaction.tga;;The Name of the texture used
  TextureWidth = 252
  TextureHeight = 252
  Coords = Left:0 Top:0 Right:252 Bottom:252
  Status = NONE
End

Then your symbol should work :grin: (if you made the image correctly and followed my instructions) :sad:
Also DO NOT forget to make a new Asset.dat :sad:
Ridder Geel

#52 AleAleWitchKing

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Posted 26 November 2008 - 03:49 PM

Sorry, I was aking you... The part you told me to add at mordorblackrider.ini can be added at evilmenblackrider.ini? I use that INI file for my nazgul... :p

#53 Ridder Geel

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Posted 26 November 2008 - 04:00 PM

Oh right, yes i think that works too :p
Actually yes it should work :grin:
Ridder Geel

#54 AleAleWitchKing

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Posted 26 November 2008 - 10:01 PM

Now I am a victim of the famous bug in skirmish mode that causes an error in game.dat!

Edited by AleAleWitchKing, 26 November 2008 - 11:00 PM.


#55 Ridder Geel

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Posted 26 November 2008 - 11:28 PM

? What happens? (saying that you are a victim of the famous bug does not really help :p )

Answer these questions about the 'error' (if possible)
Who?
What?
When?
Where?
Why?
:grin:

-------------------------------
:sad: 1800th Post :sad:

Edited by Ridder Geel, 26 November 2008 - 11:28 PM.

Ridder Geel

#56 AleAleWitchKing

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Posted 27 November 2008 - 03:43 PM

I found the error, it was in my new spell book... PS If I need help can I continue the discussion here? I know that this topic is long, but I see that any other topics are much longer than this ... ;)

#57 Ridder Geel

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Posted 27 November 2008 - 03:49 PM

Yes of course you may continue here ;)
Ridder Geel

#58 AleAleWitchKing

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Posted 27 November 2008 - 04:49 PM

Ehm... I have a doubt: ;) I need to apply a commandset on a new fortress that I built like copy of the Object Fortress (in this case an elven fortress). I noticed that the object fortress hasn't its own commandset, 'cause the choice of the commandset has to be done in object fortress citadel. If I have to create a copy of a fortress but I have to create its own commandset, how can I do that? (I don't want to modify the commandset of the original fortress, cut a copy of it)

#59 Ridder Geel

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Posted 27 November 2008 - 05:09 PM

In the 'citadel' is the commandset you should change i believe, the normal fortress 'unpacks' the fort structure AND the plots ;)
Ridder Geel

#60 AleAleWitchKing

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Posted 27 November 2008 - 05:51 PM

Yes, but I'm trying to use a copy of the fortress. I want to copy a fortress and its citadel object, I change the citadel commandset with my new fortress commandset, but I know that it can't work 'cause new object fortress and new object citadel don't work together, do you understand? I've to discovered how to tell at the new fortress "your commandset is in that object citadel and not in elvenfortress' ". I read the object elvenfortress but I didn't find anything...




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