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[RotWK] Need (urgent) help, please


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#21 Puzzler33

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Posted 24 August 2009 - 10:14 AM

Unfortunately,

"RemoveModule ModuleTag_MoneyProduction was not found for DwarvenMineShaft.

Error parsing field 'RemoveModule' in block 'ChildObject' ---

Error parsing INI block 'RemoveModule' ---"
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#22 Rob38

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Posted 25 August 2009 - 07:05 AM

Hmmm... maybe it's different for BFME2. I do not have the RotWK files on hand at the moment so I can't check.

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#23 Puzzler33

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Posted 02 September 2009 - 11:59 AM

Relevant RotWK Dwarven Mine Shaft coding:

ChildObject DwarvenMineShaft MineShaft_Interface

	Side			= Dwarves
	CommandPointBonus	= GENERIC_ECONOMY_COMMAND_POINT_BONUS

	KindOf						= +LIVING_WORLD_BUILDING_MIRROR

; Special Eva event for resource-producer-under-attack
	EvaEventDamagedOwner		= UnderAttackResource
	CampnessValue = CAMPNESS_RESOURCE_BUILDING

	WeaponSet
		Conditions			= None
	End

	WeaponSet
		Conditions			= PLAYER_UPGRADE
		Weapon				= PRIMARY StructureAxeWeapon
		AutoChooseSources		= PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
	End


	Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
		AutoAcquireEnemiesWhenIdle	= Yes
		MoodAttackCheckRate		= 250
	End

	Behavior = ProductionUpdate ModuleTag_UpgradeProducer
	End

	Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction
		Radius			= DWARVEN_MINE_MONEY_RANGE	; How far we try to claim ground
		MaxIncome		= DWARVEN_MINE_MONEY_AMOUNT	; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
		IncomeInterval		= DWARVEN_MINE_MONEY_TIME	; How often (in msec) we give that much money
	End

	ClientBehavior = TerrainResourceClientBehavior ModuleTag_MoneyProductionClient
	End

	Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
		TriggeredBy		= Upgrade_StructureLevel3
		ConflictsWith		= Upgrade_EasyAIMultiPlayer
	End
End

Let me know if I should post the entire dwarvenmineshaft file.

In other news, I've found out how to spawn teams and it seems all I needed was to tick the boxes saying that the team is AI recruitable and Reinforce whereever possible, and when spawning use the spawn reinforcement team (Create an instance of team 'team' at waypoint 'waypoint').

Is it possible for me to change the cost and buildtime of the upgrades to the elven fortress relating to the eagle? I would like encasing vines to cost 500 and take 40 seconds, Eagle nest to cost 500 and take 60 seconds, and I would like the eagle itself to cost 1600 and take 90 seconds to build.

I would also like to change the radius (I believe there are 2 for each statue) of each of the statues (gondor, elven, dwarven). If this is not possible to too complex, then I'll settle for making them more expensive. I was hoping for an AOE radius of 180, which would make the AOE radius 'decal' 396.

One more thing I would like to do would be to change the cost of purchasing technology both individually and in the forge/siege building. How can this be done?
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#24 Puzzler33

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Posted 03 September 2009 - 08:52 PM

I do also have a few problems which I don't quite know what to do about but I'm sure aren't too hard to fix:

CommandButton Command_ConstructIsengardWildmanAxeHordeOverride
	Command				= UNIT_BUILD
	Object				= IsengardWildmanAxeHorde
	Options				= CANCELABLE
	TextLabel			= CONTROLBAR:ConstructIsengardWildmanAxeHorde
	ButtonImage			= BIClanSteading_WildAxemenIcon
	ButtonBorderType		= BUILD 
	DescriptLabel			= CONTROLBAR:ToolTipBuildIsengardWildmanAxeHorde
	Radial				= Yes
	InPalantir	   		= Yes
	ShowProductionCount		= Yes
;	UnitSpecific   			= GondorArcherVoiceBuy	  
End

CommandButton Command_ConstructIsengardUrukCrossbowHordeOverride
	Command				= UNIT_BUILD
	Object				= IsengardUrukCrossbowHorde
	Options				= NEED_UPGRADE CANCELABLE
	NeededUpgrade			= Upgrade_IsengardUrukPitLevel2
	TextLabel			= CONTROLBAR:ConstructIsengardCrossbowmen
	ButtonImage			= BIUrukPit_Crossbowmen
	ButtonBorderType		= BUILD 
	DescriptLabel			= CONTROLBAR:ToolTipBuildIsengardCrossbowmen
	Radial				= Yes
	InPalantir	   		= Yes
	ShowProductionCount		= Yes  
End

CommandSet IsengardUrukPitOverride
1 = Command_ConstructIsengardWildmanAxeHordeOverride
2 = Command_ConstructIsengardUrukCrossbowHordeOverride
3 = Command_ConstructIsengardBerserker
4 = Command_UpgradeIsengardUrukPitLevel2
6 = Command_Sell

End

This is a bit of code I have which works fine - A 'WildmanAxeHorde' can be made at the uruk pit at level 1, an 'UrukCrossbowHorde' can be made at level 2, but the icons in the UI and Radial thing on-screen are empty (and on-screen it just has Command_ConstructIsengardWildmanAxeHordeOverride written where the icon should be). I'm not quite sure why having the ButtonImage for each doesn't solve the problem, but it seems I need to do something to make you see the icon for building the hordes.

CommandSet MordorPorterCommandSet_Override
   1  = Command_PorterconstructMordorBattleTower
   2  = Command_PorterConstructMordorOrcPit
   3  = Command_PorterConstructMordorHaradrimPalace
   4  = Command_PorterConstructMordorTrollCage
   5  = Command_PorterConstructMordorSiegeWorks
End

Object MordorPorter
CommandSet = MordorPorterCommandSet_Override
End

Object MordorBattleTower
CommandSet = MordorBattleTower_Override

End

CommandSet MordorBattleTower_Override
1 = Command_PurchaseSentryTowerFireArrowsUpgrade
2 = Command_ExitGarrison
6 = Command_Sell

End

I would rather like to have a Mordor Battle Tower in which one garrisonable unit may occupy. If this is not possible I would want to know how to change the messages relating to the Isengard Sentry Tower (which would be different from those built by Isengard due to these messages).

I think that's about all for now. :good:
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#25 Rob38

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Posted 04 September 2009 - 04:17 AM

Lots of questions here. So for the commandbuttons, you cannot make a new one in map.ini because the button image will not show up. Have no idea why this is but it is something that cannot be fixed. So, find the commanbutton you want to edit and that has the proper button image. You then make changes in it but you do not change the actual name of the commandbutton.

CommandButton Command_ConstructIsengardWildmanAxeHorde
	Command				= UNIT_BUILD
	Object				= IsengardWildmanAxeHorde
	Options				= CANCELABLE
	TextLabel			= CONTROLBAR:ConstructIsengardWildmanAxeHorde
	ButtonImage			= BIClanSteading_WildAxemenIcon
	ButtonBorderType		= BUILD
	DescriptLabel			= CONTROLBAR:ToolTipBuildIsengardWildmanAxeHorde
	Radial				= Yes
	InPalantir			   = Yes
	ShowProductionCount		= Yes
;	UnitSpecific			   = GondorArcherVoiceBuy	  
End

CommandButton Command_ConstructIsengardUrukCrossbowHorde
	Command				= UNIT_BUILD
	Object				= IsengardUrukCrossbowHorde
	Options				= NEED_UPGRADE CANCELABLE
	NeededUpgrade			= Upgrade_IsengardUrukPitLevel2
	TextLabel			= CONTROLBAR:ConstructIsengardCrossbowmen
	ButtonImage			= BIUrukPit_Crossbowmen
	ButtonBorderType		= BUILD
	DescriptLabel			= CONTROLBAR:ToolTipBuildIsengardCrossbowmen
	Radial				= Yes
	InPalantir			   = Yes
	ShowProductionCount		= Yes  
End

CommandSet IsengardUrukPitOverride
1 = Command_ConstructIsengardWildmanAxeHorde
2 = Command_ConstructIsengardUrukCrossbowHorde
3 = Command_ConstructIsengardBerserker
4 = Command_UpgradeIsengardUrukPitLevel2
6 = Command_Sell

End

For the battle tower, you need several pieces of code:

Object MordorBattleTower

CommandSet = MordorBattleTower_Override

KindOf			  = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK MADE_OF_WOOD GARRISON GARRISONABLE_UNTIL_DESTROYED AUTO_RALLYPOINT CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY

ReplaceModule ModuleTag_SoWeCanUseWeapon
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon2
 		AutoAcquireEnemiesWhenIdle	= Yes
 		MoodAttackCheckRate			= 250
		AILuaEventsList				= GarrisonableFunctions
 	End\
End

AddModule ModuleTag_HordeGarrison
	Behavior = HordeGarrisonContain ModuleTag_HordeGarrisonOverride
 		ObjectStatusOfContained			= UNSELECTABLE CAN_ATTACK ENCLOSED
 		ContainMax					  = 1
 		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:ARROWBONE 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
		ShowPips						= No
	End
End

End

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#26 Puzzler33

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Posted 06 September 2009 - 01:01 PM

Thank you... It works very nicely.
Any more ideas about the mine shaft?
I would also like to somehow change the experience system so that you get ring points for all forms of combat. The default is to only award points for melee, and if I can't change this, I will have to award ring points for the spell book regardless of how much people fight, which wouldn't be ideal.
Another thing I want to do is have one spell book for all races, in which case I would like this:

CommandSet SpellStoreCommandSet_Override
	1 = Command_PurchaseSpellWarChant
	2 = Command_PurchaseSpellChillWind
	3 = Command_PurchaseSpellCrebain

	4 = Command_PurchaseSpellArrowVolleyGood
	5 = Command_PurchaseSpellAwakenWyrm
	6 = Command_PurchaseSpellMenOfDaleAllies
	7 = Command_PurchaseSpellArrowVolleyEvil
	
	8 = Command_PurchaseSpellBombard
	9 = Command_PurchaseSpellEagleAllies
	10 = Command_PurchaseSpellEvilBombard
	
	11 = Command_PurchaseSpellAvalanche
	12 = Command_PurchaseSpellRainOfFire
End

CommandSet SpellBookCommandSet_Override
	1 = Command_SpellBookWarChant
	2 = Command_SpellBookChillWind
	3 = Command_SpellBookCrebain

	4 = Command_SpellBookArrowVolleyGood
	5 = Command_SpellBookAwakenWyrm
	6 = Command_SpellBookMenOfDaleAllies
	7 = Command_SpellBookArrowVolleyEvil
	
	8 = Command_SpellBookBombard
	9 = Command_SpellBookEagleAllies
	10 = Command_SpellBookEvilBombard
	
	11 = Command_SpellBookAvalanche
	12 = Command_SpellBookRainOfFire
End

Thirdly, and perhaps most importantly, I would like to change whatever is making ranged units not attack certain units on the enemy team. The problem is that all types of ship - excluding transport ships - are ignored by archers and siege weapons and I would like them to be targeted by all enemies. I don't know what you need to do to solve this, but it is probably either changing the ships' threat levels, changing all units' attack priorities to include the ships, or maybe something else.
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#27 Puzzler33

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Posted 06 September 2009 - 01:04 PM

One more thing that might be useful would be to change the properties of a river to become taintable.
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