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Mumakil Pen Will Not Level Up (Solved)


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#1 fienx001

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Posted 31 July 2011 - 06:36 PM

SOLVED - If you set buildcost to = 0 (for testing) then you won't get any credit for building your units (ie Mumakil). I can't believe it took four days to figure that out. :facepalm:

I can get every other building to level from making Units, but the Mumakil Pen will not level up. I've tried multiple combinations of UpgradeMordorMumakilPenLevel, and Upgrade_Structure, and both combined. I also tried multiple numbers in the experience required fields with no luck too. What am I missing?

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;  Commandset.ini
CommandSet MordorMumakilPenCommandSetLevel1
  	1	= Command_ConstructMordorMumakil
  	;;;2 	= Command_UpgradeMordorMumakilPenLevel2
  	6	= Command_Sell
End

CommandSet MordorMumakilPenCommandSetLevel2
  	1	= Command_ConstructMordorMumakil
  	;;;2 	= Command_UpgradeMordorMumakilPenLevel3
  	6	= Command_Sell
End

CommandSet MordorMumakilPenCommandSetLevel3
  	1	= Command_ConstructMordorMumakil
  	6	= Command_Sell
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Commandbutton.ini ****Not using but including in post***
CommandButton Command_UpgradeMordorMumakilPenLevel2
	Command				= OBJECT_UPGRADE
	Object				= MordorMumakilPen
	Upgrade				= Upgrade_MordorMumakilPenLevel2
	Options				= CANCELABLE
	TextLabel			= CONTROLBAR:UpgradeMordorMumakilPenLevel2
	ButtonImage			= UCCommon_UpgradeStructureNew
	ButtonBorderType		= BUILD
	DescriptLabel			= CONTROLBAR:TooltipUpgradeMordorMumakilPenLevel2
	Radial				= Yes
	InPalantir			= Yes
End

CommandButton Command_UpgradeMordorMumakilPenLevel3
	Command				= OBJECT_UPGRADE
	Object				= MordorMumakilPen
	Upgrade				= Upgrade_MordorMumakilPenLevel3
	Options				= CANCELABLE
	TextLabel			= CONTROLBAR:UpgradeMordorMumakilPenLevel3
	ButtonImage			= UCCommon_UpgradeStructureNew
	ButtonBorderType		= BUILD
	DescriptLabel			= CONTROLBAR:TooltipUpgradeMordorMumakilPenLevel3
	Radial				= Yes
	InPalantir			= Yes
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Experiencelevels.ini
;------------- MordorMumakilPen -----------------

ExperienceLevel	MordorMumakilPenLevel1
	TargetNames				= MordorMumakilPen
	RequiredExperience			= 1
	ExperienceAward		  		= MORDOR_MUMAKILPEN_LVL1_EXP_AWARD
	Rank					= 1
	AttributeModifiers			= BasicLevelUpProduction1
	Upgrades				= Upgrade_StructureLevel1
End

ExperienceLevel	MordorMumakilPenLevel2
	TargetNames				= MordorMumakilPen
	RequiredExperience			= 2
	ExperienceAward		  		= MORDOR_MUMAKILPEN_LVL2_EXP_AWARD
	Rank					= 2
	AttributeModifiers			= MordorMumakilPenHitPointModLvl2 MordorMumakilPenBuildSpeedModLvl2
	Upgrades				= Upgrade_StructureLevel2	      ;;;Upgrade_MordorMumakilPenLevel2
	LevelUpFx				= FX:MordorMumakilPenUpgrade
End
	
ExperienceLevel	MordorMumakilPenLevel3
	TargetNames				= MordorMumakilPen
	RequiredExperience			= 3
	ExperienceAward		  		= MORDOR_MUMAKILPEN_LVL3_EXP_AWARD
	Rank					= 3
	AttributeModifiers			= MordorMumakilPenHitPointModLvl3 MordorMumakilPenBuildSpeedModLvl3
	Upgrades				= Upgrade_StructureLevel3	      ;;;Upgrade_MordorMumakilPenLevel3
	LevelUpFx				= FX:MordorMumakilPenUpgrade
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Object Mumakilpen.ini
Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorMumakilPenLevel2
	TriggeredBy		= Upgrade_StructureLevel2	      ;;;Upgrade_MordorMumakilPenLevel2
	LevelsToGain	= 1
	LevelCap		= 3
End

Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorMumakilPenLevel3
	TriggeredBy		= Upgrade_StructureLevel3	      ;;;Upgrade_MordorMumakilPenLevel3
	LevelsToGain	= 1
	LevelCap		= 3
End

Behavior = CommandSetUpgrade ModuleTag_MordorMumakilPenLevel2
	TriggeredBy		= Upgrade_StructureLevel2	      ;;;Upgrade_MordorMumakilPenLevel2
	ConflictsWith	= Upgrade_StructureLevel3	    ;;;Upgrade_MordorMumakilPenLevel3
	CommandSet		= MordorMumakilPenCommandSetLevel2
End

Behavior = CommandSetUpgrade ModuleTag_MordorMumakilPenLevel3
	TriggeredBy		= Upgrade_StructureLevel3	;;;Upgrade_MordorMumakilPenLevel3
	CommandSet		= MordorMumakilPenCommandSetLevel3
End


 Behavior = ProductionUpdate ProductionUpdateModuleTag
	NumDoorAnimations            = 1
    DoorOpeningTime              = 0  ;in mSeconds how long you want doors to be in open state
    DoorWaitOpenTime             = 600  ;in mSeconds time the door stays open, so units can exit
    DoorCloseTime                = 0  ;in mSeconds how long you want doors to be in open state
    ConstructionCompleteDuration = 0  ;in mSeconds   wait time so if you have multiple units they don't run over each other
    UnitInvulnerableTime		 = 6000 ; In msec, we flag things we make as invulnerable for a bit.  The mumakil can't handle being hurt during his complicated build phase.
	VeteranUnitsFromVeteranFactory = Yes ;I am higher than my default level, I will give a free level to those I produce
	GiveNoXP					= No	;Yes
 End


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Evilmen Mumakil.ini 
	Behavior = ProductionUpdate ProductionUpdateModuleTag
		GiveNoXP = Yes  ;also tried No...
	End  
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Upgrade.ini
Upgrade Upgrade_MordorMumakilPenLevel2
	Type			= OBJECT
	BuildCost		= 0	;;;MORDOR_MUMAKILPEN_LVL2_UPGRADE_COST
	BuildTime		= 0	;;;MORDOR_MUMAKILPEN_LVL2_UPGRADE_TIME
	DisplayName		= UPGRADE:MordorMumakilPenLevel2
	ResearchCompleteEvaEvent	= MumakilPenUpgraded
End

Upgrade Upgrade_MordorMumakilPenLevel3
	Type			= OBJECT
	BuildCost		= 0	;;;MORDOR_MUMAKILPEN_LVL3_UPGRADE_COST
	BuildTime		= 0	;;;MORDOR_MUMAKILPEN_LVL3_UPGRADE_TIME
	DisplayName		= UPGRADE:MordorMumakilPenLevel3
	ResearchCompleteEvaEvent	= MumakilPenUpgraded
End 

Upgrade Upgrade_StructureLevel1
	Type			= OBJECT
End
Upgrade Upgrade_StructureLevel2
	Type			= OBJECT
End
Upgrade Upgrade_StructureLevel3
	Type			= OBJECT
End

Edited by fienx001, 04 August 2011 - 07:45 AM.

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#2 Elric

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Posted 31 July 2011 - 09:24 PM

The only thing i cant see that would be missing is in the mumakil.ini where does it state how much xp to give the structure? how many do you have to build before the structure levels? i dont see you having that? and if you did i missed it...

p.s: i see that you want to give the structure xp but i dont see where the amount of xp is defined.

Edited by Dragon Rider, 31 July 2011 - 09:26 PM.


#3 fienx001

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Posted 31 July 2011 - 11:58 PM

What am I missing?

This is also in Mumakil.ini

Behavior = ProductionUpdate ProductionUpdateModuleTag
		GiveNoXP = No	;;;Yes
	End

And this is in Mumakilpen.ini
  Behavior = ProductionUpdate ProductionUpdateModuleTag
	NumDoorAnimations            = 1
    DoorOpeningTime              = 0  ;in mSeconds how long you want doors to be in open state
    DoorWaitOpenTime             = 600  ;in mSeconds time the door stays open, so units can exit
    DoorCloseTime                = 0  ;in mSeconds how long you want doors to be in open state
    ConstructionCompleteDuration = 0  ;in mSeconds   wait time so if you have multiple units they don't run over each other
    UnitInvulnerableTime		 = 6000 ; In msec, we flag things we make as invulnerable for a bit.  The mumakil can't handle being hurt during his complicated build phase.
	VeteranUnitsFromVeteranFactory = Yes ;I am higher than my default level, I will give a free level to those I produce
	GiveNoXP					= No	;Yes<-----------------------------------

  Behavior = QueueProductionExitUpdate ModuleTag_11
    UnitCreatePoint   = X:95.424 Y:0.0 Z:0.0
    NaturalRallyPoint = X:100.0 Y:0.0 Z:0.0	;NaturalRallyPointX must always match GeometryMajorRadius! 
  End  
 
	Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
		Radius			= 100		;// 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.
		Visible = No 		;// Don't show decal when a resource building is selected.
	End
  End 


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