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#21 Ridder Geel

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Posted 05 December 2008 - 06:39 AM

There was a mod that had the same amount of powers for skirmish and the campaign, you should look for it in the3rdage.net :)
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#22 AleAleWitchKing

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Posted 05 December 2008 - 07:12 AM

Like the usual Ridder is right!!! :) Every part that you're looking for is in the WB (I'm not sure about the seven levels of minas tirith and the Eye of Sauron at the top of Barad-dur) 'cause many days ago I'm trying the elven fortress and I saw all these, the same for Helm's Deep. In the campaign of good there are also Lothlorien and GranBurrone (Elrond's reign, I don't know like it's called in English). Extract all from Base.big (if I remember it's all in it). PS like the WB guides say, don't make a too big map, or your pc will become too slow.

Edited by AleAleWitchKing, 05 December 2008 - 07:14 AM.


#23 Ridder Geel

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Posted 05 December 2008 - 09:31 AM

Indeed do not make a map that is too big, well for slow maps I have not yet made any of those and most of my maps as the largest possible :)
GranBurrone? do you mean Rivendell?
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#24 AleAleWitchKing

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Posted 05 December 2008 - 10:14 AM

Yes, I think so, we in Italy call it GranBurrone ("big-ravine" or "big-gorge"), however it is where Elrond reigns. :)
I don't know why the italian tradution didn't let the Elven name, when somebody listen to a word like "GranBurrone" thinks at the Grand Canyon! :)

Edited by AleAleWitchKing, 05 December 2008 - 10:20 AM.


#25 Jimmy

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Posted 05 December 2008 - 12:33 PM

Check the data\ini\object\civilian\civilianbuildings.ini file. Use ctrl+f to find "CastleBehavior" (without quotes) and you should find something like so:

[codebox]Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Men Camp_Men 2000
CastleToUnpackForFaction = Elves Camp_Elves 2000
CastleToUnpackForFaction = Dwarves Camp_Dwarves 2000
CastleToUnpackForFaction = Isengard Camp_Isengard 2000
CastleToUnpackForFaction = Mordor Camp_Mordor 2000
CastleToUnpackForFaction = Wild Camp_Wild 2000

FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION
+TACTICAL_MARKER

;FactionDecal = Gondor GBCampFloor 675.0
;FactionDecal = Rohan IBCampFloor 650.0
;FactionDecal = Mordor MBCampFloor 650.0
;FactionDecal = Isengard IBCampFloor 650.0

MaxCastleRadius = 280.0
FadeTime = 2.0 ; 2 seconds

End [/codebox]

Just change the CastleToUnpackForFaction line for whichever factions you want to edit. Obviously, the 2000 is the price if that's all you're interested in changing. Depending on how many and which camp/castle flags you use (i.e. CampFlagNE, CastleFlagSE) on your maps you'll have to edit somewhere from 15 to 40 entries or so. Use the find shortcut after editing every one if you want to save yourself some work (the civilianbuildings.ini file is very disorganized and large).

Edit:
Oh yeah, pertaining to this: "can a tower of ornac spawn in the middle when a mordor player unpacks a mordor foundation ??"

You'd have to edit the .bse files to do that.

Edited by Jimmy, 05 December 2008 - 01:41 PM.

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#26 JUS_SAURON

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Posted 05 December 2008 - 10:22 PM

Thanks all!
yes the file is large and disorganised !
ps although this is a minor change in the mod the ornac tower would look cool!
what and where is the .BSE file and how or what to change it too!
is it one of those finalbig files or is it a text file in the INI folder mod (the unpacked INI.BIG file)

#27 Ridder Geel

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Posted 05 December 2008 - 10:28 PM

Its in bases.big and it can be edited with World Builder ;)
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#28 JUS_SAURON

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Posted 05 December 2008 - 10:43 PM

Thanks!
btw the german map i am talking about goes by the name 'the last battle for middle earth'
I have also seen a 7 levelled minas tirith but cant remember name now
it has all the features i am looking for EXCEPT MOUNT DOOM should be on the top right as the eye of sauron special power
originates from a top right position so the eye must look like it is coming in the general direction of mordor!
ps i modified this map to suite my needs such as i put in an ocean ,i put in hobbit town ,i put in a mountain pass,i put in the dead marshes
and a secret way into mordor . i also have this script


something like this
If player 1 has equal to 1 unit of type RohanFrodo in area RING then Total victory
The area named RING is a small cave in the heart of MOUNT DOOM

This causes the player 1 who is men to win when frodo destroys the ONE RING (by entering the area surrounding the cave !
It is good gameplay just like the movie as mordor is looking for the ring and Frodo is actually going into mordor
i.e getting within inches of their castle to destroy the ring !

Frodo has alot of stealth abilities such as the one ring power
The nazguls powers have been changed as most of them are passive
they now can palantir vision and summon crebain and attach spy to help them find the ELUSIVE frodo who is slowly getting closer to them!

Frodo ofcourse spawns dropped ring when he dies AND he must start like a worker already built next to the men fortress
or else the men faction payer one human may never build him !

As he is on the scrren at the beginning it is their duty to hide him, keep him allive or win by entering mordor and destroying the ring

WHAT I was wondering-- is it OK to post a modified ver of someones elses map ,
I of course wont take ANY credit for it but i dont know german so i dont know whose it is !
I just want to share the modified map with the new features !

Edited by JUS_SAURON, 06 December 2008 - 02:21 AM.


#29 JUS_SAURON

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Posted 05 December 2008 - 11:08 PM

Hi i was wondering can SAURON the dark lord have the ring glow_FX ?
I saw it in the file bu when i uncomment it to use it

DefaultModelConditionState
Model = MUSauron_SKN
ParticleSysBone = SaronRingSpark FollowBone:Yes
End

use it it hovers a distance from him How to get it on his MACE wielding hand ??
Is there another part in his file to get it to be on his swinging hand ?


FXParticleSystem SaronRingSpark
System
Priority = ALWAYS_RENDER
ParticleName = EXSparkle.tga
Lifetime = 5 5
SortLevel = 1
Size = 10 10
BurstCount = 1 1
End
Color = DefaultColor
Color1 = R:226 G:203 B:93 0
Color2 = R:0 G:0 B:0 5
End
Update = DefaultUpdate
SizeRateDamping = 1 1
AngleZ = 0 1
AngularDamping = 0.8 0.9
AngularDampingXY = 1 1
End
Physics = DefaultPhysics
VelocityDamping = 1 1
End
EmissionVelocity = OrthoEmissionVelocity
End
EmissionVolume = LineEmissionVolume
StartPoint = X:-20 Y:2 Z:20
EndPoint = X:-2 Y:2 Z:20
End
Draw = DefaultDraw
End
End

Edited by JUS_SAURON, 05 December 2008 - 11:13 PM.


#30 Ridder Geel

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Posted 05 December 2008 - 11:16 PM

change the 'bone' to:
FINGERB2RIGHT
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#31 JUS_SAURON

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Posted 05 December 2008 - 11:20 PM

I gave the elven towers that are built by workers the invisible module
It works great but they cannot auto aquire any enimies so i have to cram them with elven archers
I can cram 5 units but i would like them to auto-aquire as well and not just be a 'DUMB' useless tower
that need archers to be of any use !

#32 Ridder Geel

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Posted 05 December 2008 - 11:26 PM

You did what?
If you can NOT see the model (because it has no model) then it does not have any bones, so it would have no place to shoot from ;)
If the thing does have a model please clarify what the issue is and post the code :)
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#33 JUS_SAURON

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Posted 05 December 2008 - 11:31 PM

You did what?
If you can NOT see the model (because it has no model) then it does not have any bones, so it would have no place to shoot from ;)
If the thing does have a model please clarify what the issue is and post the code :)



I dropped this from frodo's file into the battletower file

Behavior = InvisibilityUpdate ModuleTag_StealthForEscape
InvisibilityNugget
InvisibilityType = STEALTH
ForbiddenConditions = NONE ;MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
BecomeStealthedFX = FX_ElvenCloakOn
ExitStealthFX = FX_ElvenCloakOff
Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
End
StartsActive = Yes
UpdatePeriod = 2000
End

I played with the ForbiddenConditions but to no avail
I even tried to use drogoths auto aquire module


;-- AUTO ABILITY MODULES -------------------------------------------------------------------------
Behavior = AutoAbilityBehavior ModuleTag_FireBallAutoAbility
SpecialAbility = SpecialAbilityDrogothFireball === i changed this to the battle tower weapon but stil cannot auto aquire !
Query = 1 ALL ENEMIES
End

Behavior = AutoAbilityBehavior ModuleTag_FireflightAutoAbility
SpecialAbility = SpecialAbilityDrogothFireflight
Query = 1 ANY ENEMIES +HERO ; try a hero first
Query = 10 ANY ENEMIES +INFANTRY +CAVALRY ; then a group of guys
Query = 1 ALL ENEMIES ; then anything
End



NB :the towers ARE invisible but just wont shot any enemies automatically as they would normally do
It seems whenever i give a unit / structure this invisible power they just stand around !
I have to make them to fight and this is too much micro-management !

I even gave the barrowights this power but they also just stand around invisible doing nothing !

Edited by JUS_SAURON, 05 December 2008 - 11:35 PM.


#34 Ridder Geel

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Posted 05 December 2008 - 11:34 PM

...The ENTIRE code from you structure ;)
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#35 JUS_SAURON

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Posted 05 December 2008 - 11:36 PM

...The ENTIRE code from you structure ;)


HERE ==>
;------------------------------------------------------------------------------------------
;Elven Battle Tower
Object ElvenBattleTower

SelectPortrait = BPEBattleTower

; *** ART Parameters ***
ButtonImage = BRBattleTower

; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw

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


StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes
UseStandardModelNames = Yes

DefaultModelConditionState
Model = EBBbattleTwr
WeaponLaunchBone = PRIMARY Arrow_
End

IdleAnimationState
End

;------------ Build Up States -------
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = EBBattleT_A
Texture = EBBbattleTwr.tga EBBbattleTwr_Snow.tga
End

ModelConditionState = AWAITING_CONSTRUCTION
Model = EBBattleT_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = EBBattleT_A
AnimationName = EBBattleT_ASKL.EBBattleT_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
End

ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBBattleT_A
Texture = EBBbattleTwr.tga EBBbattleTwr_Snow.tga
End

ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = EBBattleT_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;

AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = EBBattleT_A
AnimationName = EBBattleT_ASKL.EBBattleT_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End


;--damaged building

ModelConditionState = DAMAGED
Model = EBBbtlTwr_D1
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End

ModelConditionState = REALLYDAMAGED
Model = EBBbtlTwr_D2
End

AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = EBBbtlTwr_D2SK.EBBbtlTwr_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End

ModelConditionState = COLLAPSING
Model = EBBbtlTwr_D3
End

AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = EBBbtlTwr_D3SK.EBBbtlTwr_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End

ModelConditionState = RUBBLE
Model = None
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End

AnimationState = RUBBLE
End

ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End

ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End

ModelConditionState = SNOW
Model = EBBbattleTwr
Texture = EBBbattleTwr.tga EBBbattleTwr_Snow.tga
End

End

Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = EBBbattleT_Bib
WeatherTexture = SNOWY EBBbattleT_Bib_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End

Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = EBHCBbattleTwr
End
MultiPlayerOnly = Yes
End

PlacementViewAngle = 315

; ***DESIGN parameters ***
DisplayName = OBJECT:ElvenBattleTower
Description = OBJECT:RohanBattleTowerDescription
Side = Elves
EditorSorting = STRUCTURE
ThreatLevel = 1.0

BuildCost = ELVEN_WATCHTOWEREXPANSION_BUILDCOST
BuildTime = ELVEN_WATCHTOWEREXPANSION_BUILDTIME
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE

CommandSet = ElvenWatchTowerCommandSet

ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End

WeaponSet
Weapon = PRIMARY ElvenBattleTowerBow
Conditions = NONE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End



; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

VoiceSelect = ElfWatchtowerSelect ;RohanBattleTowerSelect

SoundOnDamaged = BuildingLightDamageWood
SoundOnReallyDamaged = BuildingHeavyDamageWood

VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder-Elf

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

CampnessValue = CAMPNESS_DEFENSIVE_TOWER

; *** ENGINEERING Parameters ***

RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK MADE_OF_WOOD GARRISON GARRISONABLE_UNTIL_DESTROYED ALWAYS_SHOW_HOUSE_COLOR FS_BASE_DEFENSE AUTO_RALLYPOINT CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY
ThreatBreakdown ModuleTag_ThreatBreakdown
AIKindOf = BATTLE_TOWER
End

Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = ElvenWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End


Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes ;disable granting xp when producing units.
End

Flammability ; should be after the 'Body' statement
Fuel = ELVEN_BATTLETOWER_FIRE_FUEL
MaxBurnRate = ELVEN_BATTLETOWER_FIRE_MAX_BURN_RATE
Decay = ELVEN_BATTLETOWER_FIRE_DECAY
Resistance = ELVEN_BATTLETOWER_FIRE_RESISTANCE
End

Body = StructureBody ModuleTag_05
MaxHealth = ELVEN_BATTLE_TOWER_HEALTH
MaxHealthDamaged = ELVEN_WATCHTOWEREXPANSION_HEALTH_DAMAGED
MaxHealthReallyDamaged = ELVEN_WATCHTOWEREXPANSION_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK

DamageCreationList = OCL_GBBtlTwrSD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_GBBtlTwrSD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_GBBtlTwrSD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_GBBtlTwrSD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End

Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 50 ; 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

Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End

Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
AILuaEventsList = GarrisonableFunctions
End

Behavior = KeepObjectDie ModuleTag_IWantRubble
End

Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
; OCL = INITIAL OCL_StructureRubblePileSinkAway
DestroyObjectWhenDone = Yes
CollapseHeight = 0
End

Behavior = EvacuateDamage ModuleTag_evacuateDamage
WeaponThatCausesEvacuation = MordorCatapultHumanHeads
End

Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED
ContainMax = 4
DamagePercentToUnits = 0%
PassengerFilter = GENERIC_FACTION_GARRISONABLE
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengerBonePrefix = PassengerBone:Arrow_ KindOf:INFANTRY
EntryPosition = X:0.0 Y:0.0 Z:0.0
EntryOffset = X:50.0 Y:0.0 Z:0.0
ExitOffset = X:50.0 Y:0.0 Z:0.0
EnterSound = RuinedTowerEnterSound
KillPassengersOnDeath = No
ShowPips = No
End

Behavior = InvisibilityUpdate ModuleTag_StealthForEscape
InvisibilityNugget
InvisibilityType = STEALTH
ForbiddenConditions = NONE ;MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
BecomeStealthedFX = FX_ElvenCloakOn
ExitStealthFX = FX_ElvenCloakOff
Options = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
End
StartsActive = Yes
UpdatePeriod = 2000
End



Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTagBattleTower
TriggeredBy = Upgrade_ElvenSilverthornArrowsTower
End

Behavior = BuildingBehavior ModuleTag_Building
NightWindowName = N_WINDOW
GlowWindowName = N_GLOW

;FireWindowName =
;FireName =
End


Geometry = BOX
GeometryMajorRadius = 15
GeometryMinorRadius = 15
GeometryHeight = 110
GeometryOffset = X:0 Y:0 Z:0

AdditionalGeometry = BOX
GeometryMajorRadius = 10
GeometryMinorRadius = 10
GeometryHeight = 5
GeometryOffset = X:20 Y:0 Z:0

GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

GeometryContactPoint = X:-19 Y:19 Z:0 Repair
GeometryContactPoint = X:19 Y:-19 Z:0 Repair
GeometryContactPoint = X:12.361 Y:24.008 Z:0
GeometryContactPoint = X:-11.371 Y:-22.442 Z:0
GeometryContactPoint = X:0.081 Y:-4.234 Z:111.299 Swoop

End

;------------------------------------------------------------------------------------------
;Elven Battle Tower
ObjectReskin ElvenBattleTowerSnow ElvenBattleTower

Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = EBBbattleTwrS
End
End

Draw = W3DFloorDraw ModuleTag_DrawFloor
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = EBBbattleT_bibS
WeatherTexture = SNOWY EBBbattleT_bib_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End

End

#36 JUS_SAURON

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Posted 05 December 2008 - 11:41 PM

change the 'bone' to:
FINGERB2RIGHT


UNSURE (i am still a novice)
Exactly what and in which file to change to what

#37 Ridder Geel

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Posted 05 December 2008 - 11:47 PM

OK try changing the old behavior of this one with this one ;)
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
 		AutoAcquireEnemiesWhenIdle	= Yes
 		MoodAttackCheckRate			= 250
		AILuaEventsList				= GarrisonableFunctions
 	End

Oh and Please put your code in codeboxes next time :)
Ridder Geel

#38 Ridder Geel

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Posted 05 December 2008 - 11:48 PM

... in that model condition from sauron... change:
DefaultModelConditionState
Model = MUSauron_SKN
ParticleSysBone = SaronRingSpark FollowBone:Yes
End
to
DefaultModelConditionState
Model = MUSauron_SKN
ParticleSysBone = FINGERB2RIGHT SaronRingSpark FollowBone:Yes
End

Ridder Geel

#39 JUS_SAURON

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Posted 05 December 2008 - 11:50 PM

change the 'bone' to:
FINGERB2RIGHT


UNSURE (i am still a novice)
Exactly what and in which file to change to what


hey IT WORKS THANKS!!

#40 JUS_SAURON

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Posted 06 December 2008 - 12:08 AM

[quote name='Ridder Geel' post='655653' date='Dec 5 2008, 07:47 PM']OK try changing the old behavior of this one with this one ;)
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeaponAutoAcquireEnemiesWhenIdle = YesAILuaEventsList = GarrisonableFunctionsEnd

if you mean replacing this with yours it does not work ,the orcs simply walk right next to the invisible towers
ps i learned about Codeboxes LOL

Edited by JUS_SAURON, 06 December 2008 - 12:09 AM.





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