Jump to content


Photo

Horde Problem

horde menofdale menofdalehorde menofdalehordeinn

  • Please log in to reply
2 replies to this topic

#1 withmorten

withmorten
  • Members
  • 21 posts
  • Location:Berlin

Posted 22 June 2012 - 01:46 AM

Hello!

I'm new here and I'm just doing a little modding around for myself, and I have a question concerning hordes.

What I am trying to do is creating a ChildObject of the Unit "DwarvenMenOfDale" called "DwarvenMenOfDaleInn" (very much like there's "GondorRangerInn" and "GondorRanger") and making the ChildObject "DwarvenMenOfDaleInnHorde" using the CO "DwarvenMenOfDaleInn". Well, this kind of works, but the units don't group together. They are not together in the horde, it's just 12 single Men of Dale archers.
I've basically copied the entire MenOfDaleHorde Object content into the InnHorde ChildObject, and copied the MenOfDale content to the MenOfDaleInn ChildObject, but it doesn't work at all. Of course I changed the InitialPaylod to "12 DwarvenMenOfDaleInn", and as soon as I change it back to the normal Men of Dale it works fine. I've also added the "DwarvenMenOfDaleHordeInn" and "DwarvenMenOfDaleInn" to the GOOD_ELITE constant in experiencelevels.ini, so I have selection decals, but I don't think that matters.

Anyway, here's the code for both ChildObjects the original Objects ones are untouched. The only thing I've changed are the description text for the Inn archers and "OkToChangeModelColor = No" for the single Inn archers. I've cut out the all the W3D animations, since they're exactly the same.

Oh, and this is for RotWK.

DwarvenMenOfDaleInn

ChildObject DwarvenMenOfDaleInn DwarvenMenOfDale
	; *** ART Parameters ***
UpgradeCameo1	  = Upgrade_RohanFireArrows
SelectPortrait	  = UPDwarven_MenofDale
ButtonImage   = WOR_MenofDale
	;EquivalentTo = DwarvenMenOfDale

Draw = W3DHordeModelDraw ModuleTag_01
  OkToChangeModelColor = No
;---
;cut animations
;
End
	#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side   = Dwarves
EditorSorting  = UNIT
ThreatLevel  = 1.0
ThingClass = HORDE_UNIT
CommandPoints  = 6

CommandSet  = DwarvenMenOfDaleCommandSet
TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
  Conditions = None
  Weapon = PRIMARY	DwarvenArcherBow
  Weapon = TERTIARY   DwarvenArcherBowBombard
  Weapon = QUINARY DwarvenMenOfDaleBlackArrows
  AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  AutoChooseSources = QUINARY FROM_PLAYER FROM_SCRIPT ; not from ai
End
WeaponSet
  Conditions = CLOSE_RANGE CONTESTING_BUILDING
  Weapon = PRIMARY	DwarvenArcherBow
	;Weapon = SECONDARY   GondorArcherBowMelee
  Weapon = TERTIARY   DwarvenArcherBowBombard
	;OnlyAgainst = PRIMARY STRUCTURE
End

ArmorSet
  Conditions	  = None
  Armor		   = ArcherEliteArmor
  DamageFX		= NormalDamageFX
End

ArmorSet
  Conditions  = PLAYER_UPGRADE
  Armor   = ArcherEliteHeavyArmor
  DamageFX  = NormalDamageFX
End

BountyValue = DWARVEN_MENOFDALE_BOUNTY_VALUE
VisionRange = DWARVEN_MENOFDALE_VISION_RANGE

VisionSide = 35%
VisionRear = 25%
VisionBonusPercentPerFoot = 2.0%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200

ShroudClearingRange = SHROUD_CLEAR_STANDARD  
DisplayName = OBJECT:DwarvenMenOfDale
CrushableLevel = 0  ;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge
; *** AUDIO Parameters ***;
VoiceAttack		= MenOfDaleVoiceAttack
VoiceAttackCharge	  = MenOfDaleVoiceAttackCharge
VoiceAttackMachine	  = MenOfDaleVoiceAttack
VoiceAttackStructure	 = MenOfDaleVoiceAttackBuilding
VoiceCreated	   = MenOfDaleVoiceSalute
VoiceFullyCreated	   = MenOfDaleVoiceSalute
VoiceGuard		= MenOfDaleVoiceMove
VoiceMove		= MenOfDaleVoiceMove
VoiceMoveToCamp	   = MenOfDaleVoiceMoveCamp
VoiceMoveToHigherGround	 = MenOfDaleVoiceMoveHighGround
VoiceMoveWhileAttacking	 = MenOfDaleVoiceDisengage
VoicePriority	   = 45
VoiceRetreatToCastle	 = MenOfDaleVoiceRetreat
VoiceSelect		= MenOfDaleVoiceSelectMS
VoiceSelectBattle	   = MenOfDaleVoiceSelectBattle  
MinZIncreaseForVoiceMoveToHigherGround = 45
VoiceEnterStateAttack	 = MenOfDaleVoiceEnterStateAttack
VoiceEnterStateAttackCharge	= MenOfDaleVoiceEnterStateAttackCharge
VoiceEnterStateAttackMachine   = MenOfDaleVoiceEnterStateAttackBuilding
VoiceEnterStateAttackStructure   = MenOfDaleVoiceEnterStateAttackBuilding
VoiceEnterStateMove	  = MenOfDaleVoiceEnterStateMove
VoiceEnterStateMoveToCamp	= MenOfDaleVoiceEnterStateMoveCamp
VoiceEnterStateMoveToHigherGround  = MenOfDaleVoiceEnterStateMoveHighGround
VoiceEnterStateMoveWhileAttacking  = MenOfDaleVoiceEnterStateDisengage
VoiceEnterStateRetreatToCastle   = MenOfDaleVoiceEnterStateRetreat
SoundImpact		= ImpactHorse
UnitSpecificSounds
  VoiceCreatedFromInn	 = MenOfDaleVoiceSalute-Inn
  VoiceEnterUnitElvenTransportShip = MenOfDaleVoiceMoveShip
  VoiceFullyCreatedFromInn	= MenOfDaleVoiceSalute-Inn
  VoiceGarrison	  = MenOfDaleVoiceMoveGarrison
  VoiceInitiateCaptureBuilding  = MenOfDaleVoiceCaptureBuilding
  VoiceInitiateBlackArrowsAttack  = MenOfDaleVoiceAttack
End
	#include "..\..\..\includes\StandardUnitEvaEvents.inc"
CrowdResponseKey = GoodMen
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationVoxCheerSinglesLoop ;MOVING ATTACKING
  ModelCondition = Required:EMOTION_POINTING  Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop ;MOVING ATTACKING
  ModelCondition = Required:EMOTION_TAUNTING  Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop ;MOVING ATTACKING
  ModelCondition = Required:RAISING_FLAG   Excluded:DYING ENGAGED Sound:EmotionMenGoodCompilationBFME1and2VoxTauntSinglesLoop
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
  Key = Humanoid_Male Man Man_Male Dwarf_MenOfDale
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  MaxUpdateRangeCap = 800
  AnimationSound = Sound:BodyFallGeneric1  Animation:GUArcher_SKL.GUArcher_DIEB Frames:19
  AnimationSound = Sound:BodyFallGeneric1  Animation:GUArcher_SKL.GUArcher_DIED Frames:53
  AnimationSound = Sound:BodyFallGeneric1  Animation:GUArcher_SKL.GUArcher_LNDA Frames:1
  AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUArcher_SKL.GUArcher_LNDA Frames:14
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARCHER GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT ;GRAB_AND_KILL

Body = ActiveBody ModuleTag_02
  CheerRadius	= EMOTION_CHEER_RADIUS
  MaxHealth		 = DWARVEN_MENOFDALE_HEALTH	;BALANCE Archer Health
  MaxHealthDamaged  = DWARVEN_MENOFDALE_HEALTH_DAMAGED  
  BurningDeathBehavior = Yes
  BurningDeathFX		= FX_InfantryBurningFlame
End

Behavior = AIUpdateInterface ModuleTag_03
  AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  CanAttackWhileContained  = Yes
  AILuaEventsList	= RohanArcherFunctions
  AttackPriority	=  AttackPriority_Archer
  BurningDeathTime   = BURNINGDEATH_DURATION_INFANTRY
End

LocomotorSet
  Locomotor = HumanLocomotor
  Condition = SET_NORMAL
  Speed	 = NORMAL_FOOT_MED_MEMBER_SPEED
End
LocomotorSet
  Locomotor = HumanWanderLocomotor
  Condition = SET_WANDER
  Speed	 = NORMAL_FOOT_MED_MEMBER_SPEED
End
LocomotorSet
  Locomotor = BurningDeathLocomotorInfantry
  Condition = SET_BURNINGDEATH
  Speed   = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = PhysicsBehavior ModuleTag_04
  GravityMult = 1.0
End
Behavior = AimWeaponBehavior AimWeaponModuleTag
  AimLowThreshold  = -0.15
  AimHighThreshold =  0.15
End

Behavior = SlowDeathBehavior ModuleTag_05
  DeathTypes = ALL -FADED
  SinkDelay = 3000
  SinkRate = 0.600	 ; in Dist/Sec
  DestructionDelay = 12000
  Sound = INITIAL HumanVoiceDie
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathFaded
  DeathTypes = NONE +FADED
  FadeDelay  = 0
  FadeTime  = 4000
  DestructionDelay = 4000
  DeathFlags  = DEATH_1
End

Behavior = SquishCollide ModuleTag_06
  ;nothing
End

; RohanArcher
Behavior = HordeMemberCollide ModuleTag_HMC
  ;nothing
End

Behavior = BezierProjectileBehavior ModuleTag_07 ; Module starts asleep, and wakes up when thrown.
  FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  SecondHeight = 24
  FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  SecondPercentIndent = 70%
  TumbleRandomly = Yes
  CrushStyle = Yes ; I don't detonate, I just hit
  DieOnImpact = Yes
  BounceCount = 1   ; When I hit the ground, I'll arc again
  BounceDistance = 40 ; this far
  BounceFirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  BounceSecondHeight = 24
  BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  BounceSecondPercentIndent = 80%
  GroundHitFX	   = FX_ThrownRockGroundHit
  GroundBounceFX	= FX_ThrownRockBounceHit
End

;--------------------------------------------------------------------------
; Upgrades.
;--------------------------------------------------------------------------

   Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
  TriggeredBy = Upgrade_DwarvenMithrilMail
  ;ArmorSetFlag = PLAYER_UPGRADE
End

   Behavior = SubObjectsUpgrade Armor_Upgrade
	TriggeredBy  = Upgrade_DwarvenMithrilMail
	UpgradeTexture = RUArcher.tga 0 RUArcherHA.tga
	UpgradeTexture = RUArcher_M.tga 0 RUArcherHA.tga
	ShowSubObjects = ARMOR
   RecolorHouse = Yes
  ExcludeSubobjects = FireArowTip
   End
  
   ; Fire arrow upgrade
Behavior = WeaponSetUpgrade ModuleTag_08
  TriggeredBy = Upgrade_DwarvenFireArrows
  ; Turn off fire arrow visuals -- will be redone like Peasant drafting.
  ;CustomAnimAndDuration   = AnimState:USER_4 AnimTime:0 TriggerTime:0 ;set flag forever
End

   Behavior = SubObjectsUpgrade FireArrows_Upgrade
	TriggeredBy  = Upgrade_DwarvenFireArrows
	ShowSubObjects = FireArowTip ;ArrowNock   ; yes, it's a typo.
	;HideSubObjects = arrow
   End

;--------------------------------------------------------------------------
; Behavior = DualWeaponBehavior ModuleTag_09
;  SwitchWeaponOnCloseRangeDistance = 40
; End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  HitReactionLifeTimer1 = 1993 ; level 1 (light  damage)  hit reaction animations in ms
  HitReactionLifeTimer2 = 1993 ; level 2 (medium damage)  hit reaction animations in ms
  HitReactionLifeTimer3 = 1993 ; level 3 (heavy  damage)  hit reaction animations in ms
  HitReactionThreshold1 = 5.0   ; level 1 (light  damage) threshold trigger
  HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
  HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
  FastHitsResetReaction = Yes	;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 19;
  ShadowSizeY = 19;
  ShadowTexture = ShadowI;
End

DwarvenMenOfDaleHordeInn

ChildObject DwarvenMenOfDaleHordeInn DwarvenMenOfDaleHorde  ;YeomanArcher
; This is required for garrisoned objects - please put in all objects.
ButtonImage  = WOR_MenofDale
SelectPortrait = UPDwarven_MenofDale
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
	 DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR
  DefaultModelConditionState
   Model = None ;InvisHrdeTmp5x2
  End
  ModelConditionState = HORDE_EMPTY
   Model = None
  End

  ModelConditionState = WORLD_BUILDER
   Model = HordeMarkRUYeo
  End
End

Side = Dwarves
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeRohanArcher
DisplayNameStrategic = CONTROLBAR:LW_Unit_DwarvenMenOfDaleHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_DwarvenMenOfDaleHorde

WeaponSet
  Conditions = None
  Weapon = PRIMARY	NormalMissileHordeRangefinder
  Weapon = TERTIARY   NormalMissileHordeRangefinderBombard
  AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT	; Not AI.
End

CommandSet =  DwarvenMenOfDaleHordeCommandSet
; *** AUDIO Parameters ***
; Note: Don't put voice parameters here -- they will be ignored. Voice play requests
; are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"

  CrushableLevel = 0  ;What am I?:		0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0
UseCrushAttack = No ;Archer hordes cannot crush or Bombard will not work
BuildCost = INN_UNIT_BUILDCOST_DWARVEN  ; originally ROHAN_YEOMAN_BUILDCOST  
BuildTime = DWARVEN_MENOFDALE_BUILDTIME  ; originally ROHAN_YEOMAN_BUILDTIME
	
VisionRange = DWARVEN_MENOFDALE_HORDE_VISION_RANGE ; ROHAN_YEOMAN_HORDE_VISION_RANGE
ShroudClearingRange = ROHAN_YEOMAN_SHROUD_RANGE
VisionSide = 50%
VisionRear = 25%

MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%

CommandPoints = 72  ; originally 60

FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 ; Depth it occupies in formations. Current choices are 1 or 2.

	TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARCHER ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND;UNATTACKABLE

ThreatLevel = DWARVEN_MENOFDALE_HORDE_THREAT
ThreatBreakdown DwarvenMenOfDaleHorde_DetailedThreat
  AIKindOf = ARCHER
End

Body = ImmortalBody ModuleTag_ImmortalBody
  MaxHealth = 1
End

Behavior = SpecialPowerModule ModuleTag_BlackArrowsStarter
  SpecialPowerTemplate  = SpecialAbilityBlackArrows
  UpdateModuleStartsAttack = Yes
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BlackArrowsWeaponFireUpdate
  SpecialPowerTemplate  = SpecialAbilityBlackArrows
  ; this has to be longer than the weapon firing time on the members or
  ; else the horde will fire its regular weapon and blow away the members' ai.
  PackTime   = 2000
  StartAbilityRange  = #SUBTRACT( DWARVEN_MENOFDALE_RANGE 100 )
  SpecialWeapon   = DwarvenMenOfDaleBlackArrowsRangeFinder
  ApproachUntilMembersInRange = Yes
  TriggerSound   = YeomanArcherVoiceAttackCharge
End
#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
		StanceTemplate = ArcherHorde
	End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
  AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  MoodAttackCheckRate  = 500
  MaxCowerTime   = 5000
  MinCowerTime   = 3000
  CanAttackWhileContained  = Yes	 ; Can fire out of garrisoned building
		AILuaEventsList	= InfantryFunctions
		AttackPriority	= AttackPriority_Archer	
End
Behavior = HordeContain ModuleTag_HordeContain
  ObjectStatusOfContained =
  InitialPayload  = DwarvenMenOfDaleInn 12
  Slots   = 12
  PassengerFilter = NONE +INFANTRY
  ShowPips  = No
  ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
  MeleeBehavior  = Amoeba
  End
  ; Banner Carrier info
  BannerCarriersAllowed = DwarvenBanner		  ; types of units that are allowed as banner carriers
  BannerCarrierPosition = UnitType:DwarvenMenOfDale  Pos:X:40.0 Y:0.0  ; (DEFAULT) position of banner carrier for archer horde

  ; Positions for 5
  RandomOffset = X:0 Y:-12

  RankInfo = RankNumber:1 UnitType:DwarvenMenOfDale Position:X:0 Y:12 Position:X:0 Y:-12 Position:X:0 Y:-36 Position:X:0 Y:36 Position:X:0 Y:-60  Position:X:0 Y:60
  RankInfo = RankNumber:2 UnitType:DwarvenMenOfDale Position:X:20 Y:12 Position:X:15 Y:-12 Position:X:20 Y:-36 Position:X:20 Y:36 Position:X:20 Y:-60 Position:X:20 Y:60
  RanksToReleaseWhenAttacking = 1 2
  
  MeleeAttackLeashDistance = 1   //How far the hordes can move from the center of the horde when melee attacking.	
  BackUpMinDelayTime   = 1 //The minimum amount of time to delay before backing up
  BackUpMaxDelayTime   = 3000 //The maximum amount of time to delay before backing up
  BackUpMinDistance   = 1 //The minimum number of cells to backup
  BackUpMaxDistance   = 3 //The maximum number of cells to backup
  BackupPercentage   = 80% //The amount of chance that a unit will back up.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
  GravityMult = 1.0
End

  Behavior = EmotionTrackerUpdate Module_EmotionTracker
  TauntAndPointDistance  = INFANTRY_TAUNT_POINT_RADIUS  ; max distance to taunted/pointed objet
  TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
  TauntAndPointExcluded  = NONE
  AfraidOf   = EMOTION_AFRAIDOF_OBJECTFILTER
  AlwaysAfraidOf   = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
   PointAt	= EMOTION_POINTAT_OBJECTFILTER
  HeroScanDistance  = 150
  FearScanDistance  = CAVALRY_FEAR_SCAN_RADIUS
  AddEmotion   = Terror_Base
  AddEmotion   = Doom_Base
  AddEmotion   =	BraceForBeingCrushed_Base
  AddEmotion   = UncontrollableFear_Base
  AddEmotion   = FearIdle_Base
  AddEmotion   = FearBusy_Base
  AddEmotion   = Point_Base
  AddEmotion   = Taunt_Base
   AddEmotion   = CheerIdle_Base
  AddEmotion   = CheerBusy_Base
  AddEmotion   = HeroCheerIdle_Base
  AddEmotion   = HeroCheerBusy_Base
  AddEmotion   = Alert_Base
End

LocomotorSet
  Locomotor	 = NormalRangedHordeLocomotor
  Condition	 = SET_NORMAL
  Speed		 = NORMAL_FOOT_MED_HORDE_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
  GiveNoXP = Yes
End
Behavior = LevelUpUpgrade ModuleTag_BasicTraining
  TriggeredBy = Upgrade_DwarvenBasicTraining
  LevelsToGain = 1
  LevelCap = 2
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
  TriggeredBy = Upgrade_DwarvenFireArrows
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
  TriggeredBy = Upgrade_DwarvenMithrilMail
End

Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
  SkirmishAIOnly = Yes
  StuffToPickUp = NONE +CRATE
  ScanRange = 200
  ScanIntervalSeconds = 0.5
End

/////////////////////
// AISpecialPowers
/////////////////////

Behavior = AISpecialPowerUpdate DwarvenMenOfDaleHordeCaptureBuildingAI
  CommandButtonName = Command_CaptureBuilding
  SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
  CommandButtonName = Command_SetStanceBattle
  SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
  CommandButtonName = Command_SetStanceAggressive
  SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
  CommandButtonName = Command_SetStanceHoldGround
  SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End

Behavior = AISpecialPowerUpdate DwarvenMenOfDaleHordeBlackArrowAI
  CommandButtonName = Command_BlackArrows
  SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER_RANGED
End

Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 60.0
GeometryHeight = 10.0
GeometryIsSmall = No


; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Archer
AutoResolveCombatChain = AutoResolve_ArcherCombatChain

AutoResolveBody = AutoResolve_DwarvenMenOfDaleHordeBody

AutoResolveArmor
  RequiredUpgrades = Upgrade_DwarvenMithrilMail
  Armor = AutoResolve_DwarvenMenOfDaleHeavyArmor
End
AutoResolveArmor
  ExcludedUpgrades = Upgrade_DwarvenMithrilMail
  Armor = AutoResolve_DwarvenMenOfDaleArmor
End
AutoResolveWeapon
  RequiredUpgrades = Upgrade_DwarvenFireArrows
  Weapon = AutoResolve_DwarvenMenOfDaleUpgradedWeapon
End
AutoResolveWeapon
  ExcludedUpgrades = Upgrade_DwarvenFireArrows
  Weapon = AutoResolve_DwarvenMenOfDaleWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_DwarvenBasicTraining Upgrade_DwarvenFireArrows Upgrade_DwarvenMithrilMail
End

I hope that somebody around here can help me, I don't really know what to do here and where to look for it.

Edited by withmorten, 22 June 2012 - 01:54 AM.


#2 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,436 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 22 June 2012 - 10:57 AM

You need to change DwarvenMenOfDale to DwarvenMenOfDaleInn in the HordeContain stuff. Right below where you choose the type of unit that is in a horde, you choose where the specific types are placed in a horde. You forgot to change that;

RankInfo = RankNumber:1 UnitType:DwarvenMenOfDale Position:X:0 Y:12 Position:X:0 Y:-12 Position:X:0 Y:-36 Position:X:0 Y:36 Position:X:0 Y:-60 Position:X:0 Y:60
RankInfo = RankNumber:2 UnitType:DwarvenMenOfDale Position:X:20 Y:12 Position:X:15 Y:-12 Position:X:20 Y:-36 Position:X:20 Y:36 Position:X:20 Y:-60 Position:X:20 Y:60


Edited by Lauri, 22 June 2012 - 10:58 AM.

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#3 withmorten

withmorten
  • Members
  • 21 posts
  • Location:Berlin

Posted 22 June 2012 - 09:12 PM

Oh crap ... I feel kind of stupid now. Awesome, thanks!




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users