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Merry & Pippin on Treebeard Won't throw Rocks


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#1 fienx001

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Posted 02 August 2010 - 01:24 AM

I've tried for 1/2 a day in every possible combination of Weaponsets, KindOf, CAN_ATTACK etc. Nothing makes them shoot rocks. Here's the code as it looks now. Why won't they fire their rocks?

CODE
;------------------\\MERRY & PIPPIN STUFF\\-----------------;

; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = MERRY_THREAT_LEVEL
ThingClass = CHARACTER_UNIT

;//DisplayMeleeDamage = HOBBIT_SWORD_DAMAGE
;//DisplayRangedDamage = HOBBIT_ROCK_DAMAGE

HeroSortOrder = 80
MaxSimultaneousOfType = 1
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY HobbitSword
Weapon = SECONDARY HobbitRockThrow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY NONE
End

WeaponSet
Conditions = CONTAINED WEAPONSET_TOGGLE_1
Weapon = PRIMARY HobbitRockThrow
;;;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CONTAINED
Weapon = PRIMARY HobbitRockThrow
;;;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY HobbitRockThrow
;;;AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 140
CanAttackWhileContained = Yes ; But they don't
End

;------------------------\\TREEBEARD STUFF\\----------------------; Also Tried GARRISON in KindOf With No luck
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT PATH_THROUGH_INFANTRY CAN_ATTACK_WALLS SCARY HERO BIG_MONSTER HEAVY_MELEE_HITTER SIEGEENGINE TRANSPORT
BuildCost = 0.0 ;;;2000 FIENX TESTING
BuildTime = 1.0 ;;;60.0 FIENX TESTING

;;;;;;;;;;;;;;;;;;;;;;;;; MERRY AND PIPPIN MODE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; battle wagon dwarves

Behavior = TransportContain ModuleTag_MerryAndPippin
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK
PassengerFilter = NONE +RohanMerry +RohanPippin
Slots = 2
ShowPips = No
AllowEnemiesInside = No
AllowNeutralInside = No
AllowAlliesInside = No
AllowOwnPlayerInsideOverride = Yes
DamagePercentToUnits = 10%
TypeOneForWeaponSet = HOBBIT
PassengerBonePrefix = PassengerBone:PASSENGER KindOf:HOBBIT

EjectPassengersOnDeath = Yes

GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
ForceOrientationContainer = Yes ; otherwise contained units can't orient themselves towards their targets...

BoneSpecificConditionState 1 PASSENGER_VARIATION_1
BoneSpecificConditionState 2 PASSENGER_VARIATION_2

EnterSound = TreebeardVoiceJoinHobbit
FadeFilter = ALL
FadePassengerOnEnter = Yes
EnterFadeTime = 2000
FadePassengerOnExit = Yes
ExitFadeTime = 2000
End

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#2 Lauri

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Posted 02 August 2010 - 10:33 AM

TypeOneForWeaponSet = SECONDARY

At least that's what I'd try :crazed:

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#3 JUS_SAURON

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Posted 02 August 2010 - 03:27 PM

ObjectStatusOfContained = CAN_ATTACK UNSELECTABLE

Treebeards TransportContain code ,

If what Lauri suggested don't work try :

TypeOneForWeaponSet = HOBBIT

And try toggling to the Rocks Before 'Entering' Treebeard

#4 fienx001

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Posted 02 August 2010 - 05:55 PM

Thanks Guys!

Well the Weaponsets didn't work, but switching to rocks first did. So I just switched the Hobbits primary weapons around so players don't have to think about it.
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#5 DeeZire

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Posted 07 August 2010 - 03:40 PM

A simple solution :p For reference you could also have put this on the Hobbits;-
WeaponSet
	Conditions = CONTAINED WEAPONSET_TOGGLE_1
	Weapon = PRIMARY HobbitRockThrow
	AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  End
  WeaponSet
	Conditions = CONTAINED
	Weapon = PRIMARY HobbitRockThrow
	AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  End


#6 Prolong

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Posted 08 August 2010 - 02:44 PM

A simple solution :) For reference you could also have put this on the Hobbits;-

Indeed - you shouldn't have to manually toggle them for them to use their proper garrison weapons. Faramir, Noldor Warriors (and campaign Lindon Warriors), and Prince Brand require this fix as well.

#7 fienx001

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Posted 08 August 2010 - 03:52 PM

A simple solution :) For reference you could also have put this on the Hobbits;-

WeaponSet
	Conditions = CONTAINED WEAPONSET_TOGGLE_1
	Weapon = PRIMARY HobbitRockThrow
	AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  End
  WeaponSet
	Conditions = CONTAINED
	Weapon = PRIMARY HobbitRockThrow
	AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  End


I know the code I posted up there actually shows AutoChooseSources for the Hobbits CONTAINED & CONTAINED WEAPONSET_TOGGLE_1 commented out, but I tried it both ways and it still wouldn't work. Switching Primary and Secondary was the only thing that did. I even added GARRISON to TB.

But now their major glitch is Pippin runs at times on Treebeard. Turning off AutoAcquire didn't work. And I used WinDiff to compare Merry and Pippins files and matched them up. I commented out the non-existing animations IDLE3 (I think), and some of the RUNA stuff. The little guy still runs. So weird.
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