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Upgrading walls different from the fortress type


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#1 Ale2110

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Posted 05 November 2013 - 08:40 PM

Hi =) I wanna add at the Men stonemaker the upgrade that reinforces the Dwarven wall, but I don't know where to start. For example, do I have to change the code of the wall object or the fortress? Can the upgrade button add more than an upgrade (men and dwarven stonemaker)? 'Cause I simply tried to add the upgrade of dwarven walls at the men button, but the walls didn't change. And if it's possible I wanna do the same with flaming munitions. Ideas/advices? =)



#2 Ale2110

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Posted 06 November 2013 - 09:56 AM

The first thing I tested is the addiction of this code at menfortresscitadel object:

;Behavior = CastleUpgrade ModuleTag_PassOutDwarvenStoneworkUpgrade
	;	TriggeredBy		= Upgrade_DwarvenFortressDwarvenStoneworkTrigger
	;	Upgrade			= Upgrade_DwarvenFortressDwarvenStonework
	;	WallUpgradeRadius 	= DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
	;End

	;Behavior = AttributeModifierUpgrade ModuleTag_DwarvenReinforced
	;	TriggeredBy		= Upgrade_DwarvenFortressDwarvenStonework
	;	AttributeModifier	= DwarvenStoneworkKeep_Bonus
	;End

	;Behavior = ModelConditionUpgrade ModuleTag_DwarvenShowTheStones
	;	TriggeredBy		= Upgrade_DwarvenFortressDwarvenStonework		
	;	AddConditionFlags	= UPGRADE_NUMENOR_STONEWORK
	;	Permanent		= Yes
	;End

;Behavior = ModelConditionUpgrade ModuleTag_DwarvenShowFlamingMunitions
	;	TriggeredBy		= Upgrade_GoodFortressFlamingMunitionsTrigger
	;	AddConditionFlags	= FORTRESS_IMPROVEMENT_1
	;	AddTempConditionFlag	= ModelConditionState:USER_2 			//For buildup
	;	TempConditionTime	= 8.0						//try to match buildup anim time
	;End

and this button in fortress commandset:

CommandButton Command_NewPurchaseUpgradeMenFortressNumenorStonework 
  Command           = OBJECT_UPGRADE
  Upgrade           = Upgrade_MenFortressNumenorStoneworkTrigger Upgrade_DwarvenFortressDwarvenStoneworkTrigger
  Options			= CANCELABLE
  TextLabel         = CONTROLBAR:PurchaseUpgradeMenFortressNumenorStonework
  ButtonImage       = BGFortress_NumenorStonework
  ButtonBorderType  = UPGRADE
  DescriptLabel     = CONTROLBAR:ToolTipPurchaseUpgradeMenFortressNumenorStonework
  Radial            = Yes
  InPalantir	   	= No
End

CommandButton Command_NewPurchaseUpgradeMenFortressFlamingMunitions 
  Command           = OBJECT_UPGRADE
  Upgrade           = Upgrade_GoodFortressFlamingMunitionsTrigger
  Options			= CANCELABLE
  TextLabel         = CONTROLBAR:PurchaseUpgradeMenFortressFlamingMunitions
  ButtonImage       = BGArcheryRange_FireArrows
  ButtonBorderType  = UPGRADE
  DescriptLabel     = CONTROLBAR:ToolTipPurchaseUpgradeMenFortressFlamingMunitions
  Radial            = Yes
  InPalantir	   	= No
End

but nothing changed =(



#3 Ridder Geel

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Posted 06 November 2013 - 02:00 PM

Don't you need stuff like this in the stonemaker to make something change?

	; --------- LEADERSHIP -----------------------------------------------------------------
	Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
		StartsActive	= No ;If no, requires upgrade to turn on.
		BonusName		= GondorStonemakerNumenorStonework
		TriggeredBy		= Upgrade_GondorStonemakerNumenorStoneworkTrigger
		RefreshDelay	= 2000
		Range			= GONDOR_STONEWORKER_MONEY_RANGE
		ObjectFilter	= ANY +MenWallSegmentSmall +MenWallHubSmall +MenWallCliffCap +MenWallGateSmall +MenWallPosternGateSmall +MenWallTowerSmall +MenWallTrebuchetSmall
	End	

In attrib modifier:

ModifierList GondorStonemakerNumenorStonework
    Category = SPELL    
    Duration = 0                    // Duration is forever when set to 0
    Upgrade = Upgrade_MenFortressNumenorStonework Delay:1000        // give drafted upgrade after specified delay
End

At least this is how my little brother made the stone maker make numenor stonework for walls in the RC Mod :p (If this is not all, I'll ask him what he did, but as far as i can see those are the two things you need to give out upgrades to walls :) )

 

It's essentially the same as you did... except this code is not fortress specific :)


Edited by Ridder Geel, 06 November 2013 - 02:01 PM.

Ridder Geel

#4 Ale2110

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Posted 06 November 2013 - 02:46 PM

I found this:

;----------------------------------------------------------------------------------
; Adding aura behavior to pass out flaming munitions to summonded towers
;;.;;	
	Behavior = AttributeModifierAuraUpdate ModuleTag_SummonedStructureFlamingMunitions
		StartsActive			= No ;If no, requires upgrade to turn on.
		BonusName			= SummonedStructureFlamingMunitionsGood
		TriggeredBy			= Upgrade_GoodFortressFlamingMunitionsTrigger
		RefreshDelay			= 2000
		Range				= MEN_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; 99999
		ObjectFilter			= ANY +GondorSentryTower +GondorSentryTower_Independant +GondorCastleWallTower +GondorTrebuchetWall +MenWallTowerSmall ;;,;; Added +GondorCastleWallTower +GondorTrebuchetWall +MenWallTowerSmall
	End

This is in fortress.ini (it's for Gondor, but there's something similar in Dwarven fortress), but in stonemaker.ini there's no behavior like that =( for the moment I'll try to add the Dwarven code at the men fortress code and test =)



#5 Ridder Geel

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Posted 06 November 2013 - 05:14 PM

Well you want the stonemaker to do visual things to the wall right?

If so, add what i posted, should make it work :p


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#6 Ale2110

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Posted 06 November 2013 - 05:23 PM

Sorry, Ithought that you were advicing me to find a similar code and change it ahah =) so I have to copy these two parts in stonemaker.ini? =) (in objectfilter string I have to put the dwarven structures of the wall, right?)


Edited by Ale2110, 06 November 2013 - 05:23 PM.


#7 Ridder Geel

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Posted 07 November 2013 - 12:30 PM

Yep :) I think that should make it work, do keep in mind that the upgrade is required to activate the leadership thing :p


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#8 Ale2110

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Posted 10 November 2013 - 09:02 AM

I solved looking at the TriggeredBy strings =) using the Men upgradetrigger on the Dwarven behaviors I added (ex.

Behavior = CastleUpgrade ModuleTag_PassOutDwarvenStoneworkUpgrade
		TriggeredBy		= Upgrade_MenFortressNumenorStoneworkTrigger ;<=== ONLY THIS
		Upgrade			= Upgrade_DwarvenFortressDwarvenStonework
		WallUpgradeRadius 	= DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
	End

	Behavior = AttributeModifierUpgrade ModuleTag_DwarvenReinforced
		TriggeredBy		= Upgrade_DwarvenFortressDwarvenStonework
		AttributeModifier	= DwarvenStoneworkKeep_Bonus
	End

	Behavior = ModelConditionUpgrade ModuleTag_DwarvenShowTheStones
		TriggeredBy		= Upgrade_DwarvenFortressDwarvenStonework		
		AddConditionFlags	= UPGRADE_NUMENOR_STONEWORK
		Permanent		= Yes
	End

for the renforced walls and:

Behavior = AttributeModifierAuraUpdate ModuleTag_SummonedStructureFlamingMunitions
		StartsActive			= No ;If no, requires upgrade to turn on.
		BonusName			= SummonedStructureFlamingMunitionsGood
		TriggeredBy			= Upgrade_GoodFortressFlamingMunitionsTrigger
		RefreshDelay			= 2000
		Range				= MEN_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; 99999
		ObjectFilter			= ANY +GondorSentryTower +GondorSentryTower_Independant +GondorCastleWallTower +GondorTrebuchetWall +MenWallTowerSmall +DwarvenSentryTower_Independent +DwarvenCastleWallTower +DwarvenWallCatapult +DwarvenWallTowerSmall;<=== +DWARVEN STRUCTURES ON THE WALLS;,;; Added +DwarvenCastleWallTower +DwarvenWallCatapult +DwarvenWallTowerSmall 
	End

) everything goes :D now the last problem is that the walls don't have the upgrade if they're built after the upgrade acquire =(


Edited by Ale2110, 10 November 2013 - 03:12 PM.


#9 Ridder Geel

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Posted 11 November 2013 - 09:28 AM

Ghehe... which is another reason i think i have that leadership variation, unless this upgrade is also given to the normal walls after being built in the original game? (don't remember if this is the case, so test it) ;)


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#10 Ale2110

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Posted 12 November 2013 - 08:04 AM

During these days I haven't Internet at home =( however I'll try to do what you adviced me and when I have Internet again I'll tell you what happens =) but if I wanna give the same upgrade at another fortress (ex. Elven) do I have to do the same thing? 'cause I see that Men is the only faction that has stonemaker.ini file ...


Edited by Ale2110, 12 November 2013 - 09:40 AM.


#11 Ridder Geel

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Posted 12 November 2013 - 11:09 AM

the stone maker is a structure, not a part of the fortress, for your information :p

If you just want the fortress to do it you can put it in the fortress' ini :)


Ridder Geel




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