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Problem with new fortress


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#1 Vardamir

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Posted 21 February 2009 - 05:40 PM

I make new fortress for Rohan,but when i try to play for Rohan my fortress is invisible and after 5 sec - DEFEATED!Help me please with this problem.

#2 Ridder Geel

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Posted 21 February 2009 - 06:12 PM

I believe there is a tutorial on adding new fortresses for new factions on the3rdage.net, i suggest you look there :p
I know what your problem most likely is :p
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 :p
Ridder Geel

#3 Malush9321

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Posted 21 February 2009 - 06:31 PM

I believe there is a tutorial on adding new fortresses for new factions on the3rdage.net, i suggest you look there :p
I know what your problem most likely is :p
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 :p

1.Going to read tutor))
2.Have made BSE file Fortress_Rohan
3."Unpack..."what do you mean?
4.it will be fort with buildplots
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#4 Malush9321

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Posted 21 February 2009 - 06:32 PM

this is our code(in finished only for 50%)
// 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

Posted Image

#5 Ridder Geel

Ridder Geel

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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 :p Oh and are you sure that the base name can be with "capital" characters?
I suggest you try fortress_rohan :p
Oh and Fortress_Rohan is the name of your BSE file? :p
Ridder Geel

#6 Malush9321

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Posted 21 February 2009 - 06:41 PM

Oh and Fortress_Rohan is the name of your BSE file? :p

ai base - rohan - base_01.bse
and
Fortress_Rohan.bse

Oh and are you sure that the base name can be with "capital" characters

Em....explain it better :p

is it right tutor?
http://www.the3rdage...?apage=381#page

Edited by Malush9321, 21 February 2009 - 06:45 PM.

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#7 Ridder Geel

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Posted 21 February 2009 - 06:50 PM

Explanation ... like this HHHHSDFGSDFG... :p
No thats for the ai :p
Not what you want :p
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 :p
Ridder Geel

#8 Malush9321

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Posted 21 February 2009 - 07:28 PM

ok i finished read it...make as in turor bse file...the problem is not solve...
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#9 Malush9321

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Posted 21 February 2009 - 08:30 PM

when i try build fortress-it builds.but when building finished-it disappear.
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#10 Ridder Geel

Ridder Geel

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Posted 21 February 2009 - 08:58 PM

Is the center of the BSE the Citadel structure? Not the 'object' that unpacks it?
And have you never heard of EDITING your posts :p
Ridder Geel

#11 Malush9321

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Posted 21 February 2009 - 09:09 PM

Is the center of the BSE the Citadel structure? Not the 'object' that unpacks it?
And have you never heard of EDITING your posts :p

1.Yes....emmm... :p
2.sorry :p
will toy in the future :p
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#12 Vardamir

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Posted 21 February 2009 - 09:26 PM

Ufffff,i think our problem lies somewhere in code...When i try build my fortress-it invisible,but i can see construction of the fortress.When construction is finished - my fortress disappeared in nowhere!I write model of my fortress in rohan barracks and when i construct barracks i can see my FORTRESS!What wrong?

#13 Ridder Geel

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Posted 21 February 2009 - 09:48 PM

So 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 :p
Ridder Geel

#14 Vardamir

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Posted 21 February 2009 - 09:58 PM

So 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 :p

Ok,thanks

#15 Ridder Geel

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Posted 21 February 2009 - 10:02 PM

have you tried making it unpack with fortress_rohan instead of Fortress_Rohan?
Ridder Geel

#16 Vardamir

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Posted 21 February 2009 - 10:07 PM

have you tried making it unpack with fortress_rohan instead of Fortress_Rohan?

But where differences?

#17 Ridder Geel

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Posted 21 February 2009 - 10:20 PM

R & r - F & f - This might make a difference, give it a try ;)
Where did you put your BSE file anyways? :p
Ridder Geel

#18 Malush9321

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Posted 22 February 2009 - 05:53 AM

bases\Rohan_Fortress\....
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#19 Ridder Geel

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Posted 22 February 2009 - 10:31 AM

Its got to be:
Bases\Fortress_Rohan\Fortress_Rohan.bse
Just like when making maps :p
Ridder Geel

#20 Malush9321

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Posted 22 February 2009 - 10:58 AM

done as you say...nothing
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