Not just as FX around him .
It is summoned to the battefield
It must be able to be entered i.e path through the FX not like a Garrison
It must be able to repel ALL ENEMY Projectiles ---This is what stumps me .
If i set it as unit I can achieve all this except the projectile
I think if i give it the correct KIND_OF and GEMETRY it will work as planned
If i set it as a STRUCTURE i cant path through it as a structure wont allow it
(or can it )
Sofar it is bassically complete except i want all Projectiles EG ROCKS
to be stopped by its GEOMETRY but still allow a person to enter/Path Through
Please Check Coding to see if it is possible (I tried everything)
[attachment=22400:SHIELD_BUBBLE.JPG]
Object GANDALF_SHIELD_BUBBLE
Scale = 3.0
CommandSet = BUBBLECommandSet
Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble
DefaultModelConditionState
Model = GUGANDALFCRSTL
ParticleSysBone = ROOTTRANSFORM AragornElendill FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
End
End
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = GANDALF_THREAT_LEVEL
ThingClass = LARGE_MONSTER
BuildCost = GONDOR_ARCHERYRANGE_BUILDCOST
BuildTime = GONDOR_ARCHERYRANGE_BUILDTIME
BountyValue = GONDOR_ARCHERYRANGE_BOUNTY_VALUE
VisionRange = GONDOR_ARCHER_VISION_RANGE ; Shroud clearing distance
ShroudClearingRange = GONDOR_ARCHERYRANGE_SHROUD_CLEAR
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
//AILuaEventsList = GateWatchersFunctions
End
//Debuff
Behavior = AttributeModifierAuraUpdate ModuleTag_GateDebuff
StartsActive = Yes
BonusName = StandardDebuff
RefreshDelay = 2000
Range = 100
TargetEnemy = Yes
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Body = ActiveBody ModuleTag_ActiveBody
MaxHealth = 1000000
End
RadarPriority = UNIT
KindOf = IMMOBILE PRELOAD WALL_HUB MUMAKIL_BUFF_NUGGET BIG_MONSTER ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK DEPLOYED_MINE MADE_OF_STONE HEAVY_MELEE_HITTER PRELOAD SELECTABLE INFANTRY PATH_THROUGH_EACH_OTHER SCORE NOTIFY_OF_PREATTACK ARMY_SUMMARY SCARY GANDALF INFANTRY SCORE MINE IGNORE_FOR_VICTORY ;NO_COLLIDE UNATTACKABLE NOT_AUTOACQUIRABLE SELECTABLE STRUCTURE
ThreatBreakdown MenWallHubSmall_DetailedThreat
AIKindOf = WALL
End
CampnessValue = CAMPNESS_WALL
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
//This one does the work, but the one in the horde displays the timer
MinLifetime = 300000
MaxLifetime = 300000
DeathType = FADED
End
;;; FIRE BALL SPECIAL POWER ;;;
Behavior = SpecialPowerModule ModuleTag_FireballStarter
SpecialPowerTemplate = SpecialAbilitySarumanFireball_BUBBLE
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate
SpecialPowerTemplate = SpecialAbilitySarumanFireball_BUBBLE
;WhichSpecialWeapon = 1
SkipContinue = Yes
UnpackTime = 800
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 0
StartAbilityRange = 500
MustFinishAbility = Yes
SpecialWeapon = MordorGateWatchersFearWeapon2
End
Behavior = AutoAbilityBehavior ModuleTag_FirBallAutoAbility
SpecialAbility = SpecialAbilitySarumanFireball_BUBBLE
MaxScanRange = 500
Query = 1 ALL ENEMIES -STRUCTURE NOT_CREEP -RohanFrodo -NeutralGollum -NeutralGollum_RingHero -NeutralGollum_RingStealer
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 0.1
End
Behavior = SlowDeathBehavior ModuleTag_FizzleDeath
DeathTypes = ALL
DeathFlags = DEATH_1
SinkDelay = 1
SinkRate = 5.0 ; in Dist/Sec
DestructionDelay = 5
;Sound = INITIAL ImpactHorse
Weapon = FINAL ChillWindWeapon
; OCL = INITIAL OCL_SpawnCRATE_BOMB
End
Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
EffectRadius = GONDOR_WELL_AOE_RADIUS
PingDelay = 20;msec
HealPercentPerSecond = 3000%
AllowFilter = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE +DOZER
NonStackable = Yes
HealFX = FX_SpellHealUnitHealBuff
End
Geometry = SPHERE
GeometryMajorRadius = 100
GeometryHeight = 100.0
GeometryIsSmall = No
DeadCollideSize = LARGE
End