Problem with new fortress
#1
Posted 21 February 2009 - 05:40 PM
#2
Posted 21 February 2009 - 06:12 PM
I know what your problem most likely is
A list of things:
- Did you make a BSE file?
- Did you change the BSE Unpackforfaction line of code?
- Is your fortress supposed to be 1 structure or a 'fort' with buildplots
#3
Posted 21 February 2009 - 06:31 PM
1.Going to read tutor))I believe there is a tutorial on adding new fortresses for new factions on the3rdage.net, i suggest you look there
I know what your problem most likely is
A list of things:
- Did you make a BSE file?
- Did you change the BSE Unpackforfaction line of code?
- Is your fortress supposed to be 1 structure or a 'fort' with buildplots
2.Have made BSE file Fortress_Rohan
3."Unpack..."what do you mean?
4.it will be fort with buildplots
#4
Posted 21 February 2009 - 06:32 PM
// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress Object RohanFortressCenterGeneric SelectPortrait = BPGFortress Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = NBasePin End End Side = Rohan EditorSorting = STRUCTURE KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER CAN_CAST_REFLECTIONS; RJ - Removed; 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 RohanFortressExpansionPadCorner SelectPortrait = BPGFortress_BuildPlot // *** ART Parameters *** Draw = W3DFloorDraw DrawFloorBase ModelName = eu_potflagMI;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 = Rohan 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 EXPANSION_PAD; RJ - Remove; CAN_CAST_REFLECTIONS 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_PLAYER End //------------------------------------------------------------------------------ // And these are the 2 on the sides. ChildObject RohanFortressExpansionPadSide RohanFortressExpansionPadCorner ; 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 End End //------------------------------------------------------------------------------ // This is the center part of the full Fortress. This plus the buildplots make up the full fortress Object RohanFortressCitadel // *** ART Parameters *** ButtonImage = SHArnorFortressButton SelectPortrait = RJArnorFortressPortrait 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 = ARROW01 ExtraPublicBone = ARROW02 ExtraPublicBone = ARROW03 ExtraPublicBone = ARROW04 ExtraPublicBone = ARROW05 ExtraPublicBone = ARROW06 ExtraPublicBone = ARROW07 ExtraPublicBone = ARROW08 ExtraPublicBone = ARROW09 ExtraPublicBone = ARROW10 ExtraPublicBone = ARROW11 ExtraPublicBone = ARROW12 ExtraPublicBone = ARROW13 ExtraPublicBone = ARROW14 ExtraPublicBone = ARROW15 ExtraPublicBone = ARROW16 OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = rohfort WeaponLaunchBone = PRIMARY ARROW End ;// Animation state for build placement cursor AnimationState = BUILD_PLACEMENT_CURSOR BeginScript CurDrawableHideSubObject("LEVEL1") CurDrawableHideSubObject("LEVEL1_ROOF") CurDrawableHideSubObject("LEVEL2") CurDrawableHideSubObject("LEVEL2_ROOF") CurDrawableHideSubObject("FLAMES") CurDrawableHideSubObject("BANNERS") CurDrawableHideSubObject("TORCH") EndScript End ;// Animation state for phantom structure AnimationState = PHANTOM_STRUCTURE BeginScript CurDrawableHideSubObject("LEVEL1") CurDrawableHideSubObject("LEVEL1_ROOF") CurDrawableHideSubObject("LEVEL2") CurDrawableHideSubObject("LEVEL2_ROOF") CurDrawableHideSubObject("FLAMES") CurDrawableHideSubObject("BANNERS") CurDrawableHideSubObject("TORCH") EndScript End //--Damage States--- ModelConditionState = DAMAGED Model = rohfort Texture = amonsulcentraltower_d.tga amonsul_d1.tga End AnimationState = DAMAGED EnteringStateFX = FX_FortressDamaged End ModelConditionState = REALLYDAMAGED Model = rohfort Texture = amonsulcentraltower_d.tga amonsul_d1.tga End AnimationState = REALLYDAMAGED Animation = Fortress_ReallyDamaged AnimationName = rohfort.rohfort AnimationMode = ONCE End EnteringStateFX = FX_FortressReallyDamaged End ModelConditionState = RUBBLE Model = rohfort ;Texture = amonsulcentraltower_d.tga amonsul_d1.tga End AnimationState = RUBBLE Animation = Fortress_Rubble AnimationName = rohfort.rohfort AnimationMode = ONCE End EnteringStateFX = FX_FortressCollapse End //---Stonework--- ModelConditionState = UPGRADE_NUMENOR_STONEWORK Model = rohfort ;Texture = amonsulcentraltower_d.tga arnwallupg.tga End //---Snow--- ModelConditionState = SNOW Model = rohfort ; 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_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 = rohfortstat_a ;Texture = amonsulcentraltower_d.tga amonsul_d1.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING USER_3 REALLYDAMAGED Model = rohfortstat_a ;Texture = amonsulcentraltower_d.tga amonsul_d1.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING USER_3 UPGRADE_NUMENOR_STONEWORK Model = rohfortstat_a ; Texture = amonsulcentraltower_d.tga arnwallupg.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING USER_3 SNOW Model = rohfortstat_a Texture = GBFortress1.tga GBFortress1_Snow.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING USER_3 Model = rohfortstat_a End AnimationState = UPGRADE_HOUSE_OF_HEALING USER_3 Animation = RiseUp AnimationName = rohfortstat_a.rohfortstat_a AnimationMode = ONCE AnimationSpeedFactorRange = 5.0 5.0 End End //---Damage States--- ModelConditionState = UPGRADE_HOUSE_OF_HEALING DAMAGED Model = rohfortstat ;Texture = amonsulcentraltower_d.tga amonsul_d1.tga End ModelConditionState = UPGRADE_HOUSE_OF_HEALING REALLYDAMAGED Model = rohfortstat ;Texture = amonsulcentraltower_d.tga amonsul_d1.tga End AnimationState = UPGRADE_HOUSE_OF_HEALING REALLYDAMAGED Animation = ReallyDamaged AnimationName = rohfortstat.rohfortstat AnimationMode = ONCE End End ModelConditionState = UPGRADE_HOUSE_OF_HEALING RUBBLE Model = rohfortstat ;Texture = amonsulcentraltower_d.tga amonsul_d1.tga End AnimationState = UPGRADE_HOUSE_OF_HEALING RUBBLE Animation = Destroyed AnimationName = rohfortstat.rohfortstat AnimationMode = ONCE End End //---Stonework upgrade ModelConditionState = UPGRADE_NUMENOR_STONEWORK UPGRADE_HOUSE_OF_HEALING Model = rohfortstat ; Texture = amonsulcentraltower_d.tga arnwallupg.tga End //---Snow--- ModelConditionState = SNOW UPGRADE_HOUSE_OF_HEALING Model = rohfortstat ; Texture = GBFortress1.tga GBFortress1_Snow.tga End //---Default Purchased States ModelConditionState = UPGRADE_HOUSE_OF_HEALING Model = rohfortstat End End PlacementViewAngle = 90 // ***DESIGN parameters *** DisplayName = OBJECT:ArnorFortress Description = OBJECT:MenFortressDescription Side = Rohan EditorSorting = STRUCTURE ThreatLevel = 1.0 CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS BuildCost = MEN_FORTRESS_BUILDCOST BuildTime = MEN_FORTRESS_BUILDTIME VisionRange = MEN_FORTRESS_VISION_RANGE ShroudClearingRange = MEN_FORTRESS_SHROUD_CLEAR WeaponSet Weapon = PRIMARY FortressArrowTowerBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = FortressArmor 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 = ArnorFortressWorkerNoSelect; GondorWorkerNoSelect ; SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY ;End ;Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior ; SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker ; SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound ; SelfRepairFromRubbleLoop = BuildingConstructionLoop ; WorkerName = GondorWorkerNoSelect ; SpawnTimer = -1.0 ; Negative means no 'autoheal' ; RebuildTimeSeconds = 300 ;End Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior WorkerName = GondorWorkerNoSelect SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY End Behavior = CastleMemberBehavior ModuleTag_CMB BeingBuiltSound = BuildingBigConstructionLoop End ;----------------------------------------------- ;Used for hero revival and initial construction Behavior = ProductionUpdate ProductionUpdateModuleTag ProductionModifier; An object-local discount. RequiredUpgrade = Upgrade_ArnorFortressBanners CostMultiplier = 0.80 ModifierFilter = NONE +ArnorPorter 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:0.0 Y:-100.0 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 ;----------------------------------------------- ;//Crystal Moat Behavior = ObjectCreationUpgrade CreateTheMoat TriggeredBy = Upgrade_ArnorFortressCrystalMoat Delay = 0.0 ThingToSpawn = RohanFortressDefence FadeInTime = 600 End Behavior = AttributeModifierAuraUpdate ModuleTag_HouseOfLamentation StartsActive = No;If no, requires upgrade to turn on. BonusName = DeathMaskModifier TriggeredBy = Upgrade_ArnorFortressCrystalMoat RefreshDelay = 2000 Range = ANGMAR_FORTRESS_DEATH_MASK_RANGE TargetEnemy = Yes AntiCategory = LEADERSHIP BUFF; This means cancel all previous leadership bonuses ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION +HERO +HORDE End Body = StructureBody ModuleTag_05 MaxHealth = MEN_FORTRESS_HEALTH MaxHealthDamaged = MEN_FORTRESS_HEALTH_DAMAGED MaxHealthReallyDamaged = 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 DestroyObjectWhenDone = Yes CollapseHeight = 155 End Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE ObjectStatusOfContained = UNSELECTABLE ENCLOSED CashBackPercent = 200% ContainMax = 99; give it a huge capacity, just in case player sends his whole army in at once AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes EnterSound = MordorSlaughterhouseEnterSound EntryOffset = X:0.0 Y:-150.0 Z:0.0 EntryPosition = X:0.0 Y:-50.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point. ExitOffset = X:0.0 Y:-150.0 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 = BANNERS FLAMES LEVEL1 LEVEL1_ROOF LEVEL2 LEVEL2_ROOF TORCH End ; Dunedain Faction Upgrades Behavior = AttributeModifierAuraUpdate ModuleTag_AllowDunedainCamp StartsActive = No;If no, requires upgrade to turn on. BonusName = AllowDunedainStructures TriggeredBy = Upgrade_ArnorFortressDunedainAlliance RefreshDelay = 5000 Range = 999999 ObjectFilter = NONE +ArnorPorter;+ArnorBFME1BuildingFoundation End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AllowDunedainCampLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_ArnorFortressDunedainAlliance End Behavior = SpecialPowerModule ModuleTag_AllowDunedainCampUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End ; Numeror Stonework improvement, just an upgrade Behavior = CastleUpgrade ModuleTag_PassOutEncasingVinesUpgrade TriggeredBy = Upgrade_ArnorFortressNumenorStoneworkTrigger Upgrade = Upgrade_ArnorFortressNumenorStonework WallUpgradeRadius = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS End Behavior = AttributeModifierUpgrade ModuleTag_Reinforced1 TriggeredBy = Upgrade_ArnorFortressNumenorStonework AttributeModifier = ArnorNumenorStoneworkKeep_Bonus End Behavior = ModelConditionUpgrade ModuleTag_ShowTheStones TriggeredBy = Upgrade_ArnorFortressNumenorStonework AddConditionFlags = UPGRADE_NUMENOR_STONEWORK Permanent = Yes End Behavior = AttributeModifierUpgrade ModuleTag_DunedainBonus AttributeModifier = ArnorFortressDunedainBonus ; Vision bonus TriggeredBy = Upgrade_ArnorFortressDunedainAlliance End ;Behavior = SubObjectsUpgrade ModuleTag_FirstLevelUpgrade ; TriggeredBy = Upgrade_ArnorFortressDunedainAlliance Upgrade_ArnorFortressElvenAlliance ; ShowSubObjects = LEVEL1 LEVEL1_ROOF ; HideSubObjects = LEVEL2 LEVEL2_ROOF START_ROOF ;End Behavior = SubObjectsUpgrade ModuleTag_SecondLevelUpgrade TriggeredBy = Upgrade_ArnorFortressPalantirEye;Upgrade_ArnorFortressDunedainAlliance Upgrade_ArnorFortressElvenAlliance RequiresAllTriggers = Yes ShowSubObjects = LEVEL1 LEVEL2 LEVEL2_ROOF HideSubObjects = START_ROOF LEVEL1_ROOF End Behavior = AttributeModifierUpgrade ModuleTag_BatCloudBonus AttributeModifier = WildFortressBatCloudBonus ;//Vision bonus TriggeredBy = Upgrade_ArnorFortressPalantirEye End Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag DetectionRange = 800;// range to detect DetectionRate = 500 ;// how often to rescan for stealthed things in my sight (msec) CancelOneRingEffect = Yes;// forces uses of one-ring to pop out of it RequiredUpgrade = Upgrade_ArnorFortressPalantirEye;//Won't work until this upgrade is purchased End ; Elven Faction Upgrades Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AllowElvenBarracksLeadership SpecialPowerTemplate = SpecialAbilityFakeLeadership2 TriggeredBy = Upgrade_ArnorFortressElvenAlliance End Behavior = SpecialPowerModule ModuleTag_AllowElvenBarracksUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership2 UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_AllowElvenBarracks StartsActive = No ; If no, requires upgrade to turn on. BonusName = AllowElvenStructures TriggeredBy = Upgrade_ArnorFortressElvenAlliance RefreshDelay = 5000 Range = 999999 ObjectFilter = NONE +ArnorPorter End Behavior = AttributeModifierUpgrade ModuleTag_ElvenBonus AttributeModifier = ArnorFortressElvenBonus ; Vision bonus TriggeredBy = Upgrade_ArnorFortressElvenAlliance End ; Istari Upgrade Behavior = CastleUpgrade ModuleTag_PassOutNumenorStoneworkUpgrade TriggeredBy = Upgrade_TechnologyArnorIstariUpgrades Upgrade = Upgrade_ArnorFortressNumenorStonework WallUpgradeRadius = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS End Behavior = AttributeModifierUpgrade ModuleTag_Reinforced TriggeredBy = Upgrade_TechnologyArnorIstariUpgrades AttributeModifier = ArnorFortressIstariBonus End Behavior = ModelConditionUpgrade ModuleTag_ShowIstariUpgrade TriggeredBy = Upgrade_TechnologyArnorIstariUpgrades AddConditionFlags = FORTRESS_IMPROVEMENT_2 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 = TORCH FLAMES 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 = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End Behavior = SubObjectsUpgrade ModuleTag_ShowBanners TriggeredBy = Upgrade_ArnorFortressBanners ShowSubObjects = BANNERS 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 #include "..\..\..\FortressRingFunc.inc" Behavior = AIUpdateInterface ModuleTag_AI AILuaEventsList = FortressFunctions AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End ; Money Maker Behavior = AutoDepositUpdate AutoDepositModuleTag DepositTiming = GENERIC_KEEP_MONEY_TIME DepositAmount = GENERIC_KEEP_MONEY_AMOUNT InitialCaptureBonus = 0 ; no initial bonus End Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot Radius = GENERIC_KEEP_MONEY_RANGE ; How far we try to claim ground MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim IncomeInterval = 999999 ; How often (in msec) we give that much money HighPriority = Yes ; A high priority claim gets to pretend it was there first. End GeometryIsSmall = No Geometry = BOX // Main body GeometryMajorRadius = 80 GeometryMinorRadius = 80 GeometryHeight = 100 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_PLAYER End //------------------------------------------------------------------------------ // This is the one object that you would place on a map and that the porter builds. // It unpacks in to the citadel and the buildplots. It's an old CampFlag. Object RohanFortress SelectPortrait = RJArnorFortressPortrait 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 = rohfort End ;//Phantom structure when placing a new building to be build ModelConditionState = BUILD_PLACEMENT_CURSOR Model = None; arfortress End ;//Structure that stays where you will be building until the porter reaches the place to start building. ModelConditionState = PHANTOM_STRUCTURE Model = rohfort End ;// Animation state for build placement cursor AnimationState = BUILD_PLACEMENT_CURSOR BeginScript CurDrawableHideSubObject("LEVEL1") CurDrawableHideSubObject("LEVEL1_ROOF") CurDrawableHideSubObject("LEVEL2") CurDrawableHideSubObject("LEVEL2_ROOF") CurDrawableHideSubObject("FLAMES") CurDrawableHideSubObject("BANNERS") CurDrawableHideSubObject("TORCH") EndScript End ;// Animation state for phantom structure AnimationState = PHANTOM_STRUCTURE BeginScript CurDrawableHideSubObject("LEVEL1") CurDrawableHideSubObject("LEVEL1_ROOF") CurDrawableHideSubObject("LEVEL2") CurDrawableHideSubObject("LEVEL2_ROOF") CurDrawableHideSubObject("FLAMES") CurDrawableHideSubObject("BANNERS") CurDrawableHideSubObject("TORCH") EndScript End ModelConditionState = RUBBLE Model = rohfort End AnimationState = RUBBLE ; Animation = Fortress_Rubble ; AnimationName = arnorfor.arnorfor ; AnimationMode = ONCE ; End EnteringStateFX = FX_FortressCollapse End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED SNOW; UNPACKING Model = rohfort_a ; Texture = GBFortress1.tga GBFortress1_Snow.tga End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED; UNPACKING Model = rohfort_a; End AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation = UpAndStill AnimationName = rohfort_a.rohfort_a 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 = Rohan EditorSorting = STRUCTURE PlacementViewAngle = -90; A -90 makes the door of the base face natural south. 0 would have it to the East. BuildCost = MEN_FORTRESS_BUILDCOST BuildTime = 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; RJ - Removed; CAN_CAST_REFLECTIONS Body = StructureBody ModuleTag_05 MaxHealth = MEN_FORTRESS_HEALTH End Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Men Fortress_Rohan CastleToUnpackForFaction = Elves Fortress_Rohan CastleToUnpackForFaction = Dwarves Fortress_Rohan CastleToUnpackForFaction = Wild Fortress_Rohan CastleToUnpackForFaction = Isengard Fortress_Rohan CastleToUnpackForFaction = Mordor Fortress_Rohan CastleToUnpackForFaction = Angmar Fortress_Rohan CastleToUnpackForFaction = Arnor Fortress_Rohan CastleToUnpackForFaction = Rohan Fortress_Rohan CastleToUnpackForFaction = EvilMen Fortress_Rohan 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 = GondorWorkerNoSelect SpawnTimer = 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 Swoop End ;------------------------------------------------------------------------------------ Object RohanFortressDefence SelectPortrait = BPEFortress Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultModelConditionState Model = rohfortfence End ModelConditionState = DAMAGED Model = rohfortfence End ModelConditionState = REALLYDAMAGED Model = rohfortfence End ;AnimationState = REALLYDAMAGED ; Animation = EBFCMoat_ReallyDamaged ; AnimationName = EBFCMoat_D2.EBFCMoat_D2 ; AnimationMode = ONCE ; End ;End ModelConditionState = RUBBLE Model = rohfortfence End ;AnimationState = RUBBLE ; Animation = EBFCMoat_ReallyDamaged ; AnimationName = EBFCMoat_D3.EBFCMoat_D3 ; AnimationMode = ONCE ; End ;End End ArmorSet Conditions = None Armor = NoArmor //DamageFX = StructureDamageFXNoShake End Side = Rohan EditorSorting = STRUCTURE // *** AUDIO Parameters *** #include "..\..\..\Includes\StandardBuildingEvaEvents.inc" CampnessValue = 0 // *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE BASE_SITE CAN_SEE_THROUGH_STRUCTURE Body = HighlanderBody ModuleTag_02 //Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 50.0 End Behavior = SlavedUpdate ModuleTag_Slave DieOnMastersDeath = Yes End Geometry = CYLINDER GeometryMajorRadius = 80 GeometryHeight = 10 GeometryIsSmall = No Shadow = SHADOW_VOLUME End //------------------------------------------------------------------------------ ChildObject RohanFortressDarkEye RohanFortress Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE ObjectStatusOfContained = UNSELECTABLE ENCLOSED CashBackPercent = 200% ContainMax = 99 // give it a huge capacity, just in case player sends his whole army in at once AllowEnemiesInside = No AllowAlliesInside = No AllowNeutralInside = No AllowOwnPlayerInsideOverride = Yes EnterSound = GUI_RingReturned EntryOffset = X:125.0 Y:0.0 Z:0.0 EntryPosition = X:30.0 Y:0.0 Z:0.0 ExitOffset = X:125.0 Y:0.0 Z:0.0 StatusForRingEntry = HOLDING_THE_RING ; UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero ObjectToDestroyForRingEntry = NONE +PalantirShard ; FXForRingEntry = FX_OneRingFlare End End
#5
Posted 21 February 2009 - 06:38 PM
Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Men Fortress_Rohan CastleToUnpackForFaction = Elves Fortress_Rohan CastleToUnpackForFaction = Dwarves Fortress_Rohan CastleToUnpackForFaction = Wild Fortress_Rohan CastleToUnpackForFaction = Isengard Fortress_Rohan CastleToUnpackForFaction = Mordor Fortress_Rohan CastleToUnpackForFaction = Angmar Fortress_Rohan CastleToUnpackForFaction = Arnor Fortress_Rohan CastleToUnpackForFaction = Rohan Fortress_Rohan CastleToUnpackForFaction = EvilMen Fortress_Rohan
Thats what i mean with unpack Oh and are you sure that the base name can be with "capital" characters?
I suggest you try fortress_rohan
Oh and Fortress_Rohan is the name of your BSE file?
#6
Posted 21 February 2009 - 06:41 PM
ai base - rohan - base_01.bseOh and Fortress_Rohan is the name of your BSE file?
and
Fortress_Rohan.bse
Em....explain it betterOh and are you sure that the base name can be with "capital" characters
is it right tutor?
http://www.the3rdage...?apage=381#page
Edited by Malush9321, 21 February 2009 - 06:45 PM.
#7
Posted 21 February 2009 - 06:50 PM
No thats for the ai
Not what you want
You want this one:
http://www.the3rdage...item-65?addview
Its for BFME 1 but some things apply for BFME 2 & ROTWK so i suggest you read it
#8
Posted 21 February 2009 - 07:28 PM
#9
Posted 21 February 2009 - 08:30 PM
#10
Posted 21 February 2009 - 08:58 PM
And have you never heard of EDITING your posts
#11
Posted 21 February 2009 - 09:09 PM
1.Yes....emmm...Is the center of the BSE the Citadel structure? Not the 'object' that unpacks it?
And have you never heard of EDITING your posts
2.sorry
will toy in the future
#12
Posted 21 February 2009 - 09:26 PM
#13
Posted 21 February 2009 - 09:48 PM
I will look and see if i can find any problems
#14
Posted 21 February 2009 - 09:58 PM
Ok,thanksSo that means there is a problem when unpacking, the buildup animation is caused by the Fortress object (not the citadel)
I will look and see if i can find any problems
#15
Posted 21 February 2009 - 10:02 PM
#16
Posted 21 February 2009 - 10:07 PM
But where differences?have you tried making it unpack with fortress_rohan instead of Fortress_Rohan?
#17
Posted 21 February 2009 - 10:20 PM
Where did you put your BSE file anyways?
#18
Posted 22 February 2009 - 05:53 AM
#19
Posted 22 February 2009 - 10:31 AM
Bases\Fortress_Rohan\Fortress_Rohan.bse
Just like when making maps
#20
Posted 22 February 2009 - 10:58 AM
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