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The sub-factions system and Mirkwood

mirkwood subfactions elven

Best Answer Ridder Geel, 22 February 2015 - 11:47 PM

Well your faction would be using:

    Behavior = CommandSetUpgrade ModueTag_ElvenMirkwoodCommandSet
        TriggeredBy                = Upgrade_ElvenMirkwoodFortress
        CommandSet                = ElvenPorterCommandSet
    End

Which is one for the ai apparently, so that won't work, give it one of the other two, or make your own...

    Behavior = CommandSetUpgrade ModueTag_ElvenLothlorienCommandSet
        TriggeredBy                = Upgrade_ElvenLothlorienFortress
        CommandSet                = ElvenLorienPorterCommandSet
    End

    Behavior = CommandSetUpgrade ModueTag_ElvenRivendellCommandSet
        TriggeredBy                = Upgrade_ElvenRivendellFortress
        CommandSet                = ElvenRivendellPorterCommandSet
    End
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#1 yakuzaBoss

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Posted 08 February 2015 - 01:06 PM

Hi guys, since mission 5 of the evil campaign of Bfme 2 has Mirkwood faction in there, is it possible to unlock the entire Mirkwood faction for the skirmish mode? And if I want to separate Elven in more sub-factions, how to do? It reminds me of RJ-RotWK in where there was Lothorien and Imladris which you could choise at the startup of the match like as a sort of "voting system".

I tried extracting Maps.big, I opened the Map Evil Mirkwood (related to the mission 5 of the evil campaign) with the WorldBuilder and all I can see are the Mirkwood structures but I can't do anything else..And I don't know what to do!

My main idea is to add Mirkwood directly as a third Elven faction in RJ-RotWK because it just has all the Mirkwood units ready and playable. All I need is some help on how to create a new sub-faction and how to "link" the Mirkwood models from the campaign to this new sub-faction. Because playing as Mordor against Mirkwood elven without playing nor seeing them anymore is a pain! hope you guys will help me :)



#2 Zero_S4

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Posted 08 February 2015 - 04:56 PM

Hello!

 

The Mirkwood faction isnt actually there, its basically just a map with the mirkwood units making it look like its a hidden faction. The sub-factions work exactly how you said "a voting system" . if you wanted to add in mirkwood my guess is you would have to figure out how to edit the .bse file as well as make it sort of like a new faction. I am not completely sure how to explain this so perhaps another member can enlighten you. However, to get you started on modding in general so you know what is where etc you can check these tutorials.

 

1- Download to Preconverted ini package

2- Setting up the -mod command

3- Setting up a new faction

 

--

 

Setting up a new faction in your mod will help you understand more about how the RJ system works.

 

--

 

Hope this helps and good luck! :)



#3 yakuzaBoss

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Posted 09 February 2015 - 10:09 AM

Thanks a lot! anyway I can't find how to set up the voting system and the main problem is still editing the .bse file.

When I extract Bases.big I open " ai base - elves - base_01.bse " and then I don't know how to edit the file so that it turns in a new faction.


Edited by ykzB, 09 February 2015 - 02:41 PM.


#4 Joey Schank

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Posted 10 February 2015 - 07:09 PM

I would try contacting someone who was on the RJ team if I were you. Mathjis might also be able to help. Or you could look in the inI of the elven faction for help on the voting system. Also, will you share your work somewhere if you can manage to do it?

#5 Mathijs

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Posted 10 February 2015 - 07:24 PM

I'm not a coder so I really can't help here. Sorry!


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#6 Ridder Geel

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Posted 10 February 2015 - 08:06 PM

the .bse file can be opened with worldbuilder :p


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#7 yakuzaBoss

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Posted 11 February 2015 - 08:47 AM

I would try contacting someone who was on the RJ team if I were you. Mathjis might also be able to help. Or you could look in the inI of the elven faction for help on the voting system. Also, will you share your work somewhere if you can manage to do it?

 Absolutely yes! I think that Mirkwood must be the step forward that all expect and continued to wait for years. As the author would have released it in v1.7.

 

the .bse file can be opened with worldbuilder :p

I know it, but I don't know what to do now. I don't know where to find the Mirkwoodfortress .w3d / .dds / .tga files.

My first idea is to create a new "Rivendell 2" faction called Mirkwood, Then to replace all the models of the Rivendell 2 structures from object/goodfaction/structures using the Mirkwood models found in " ai base - elves - base_01.bse ". The problem is that I don't know where to find the related .w3d, .dds and .tga files. It seems that they are simply paste in the map without any animation nor extractable model..



#8 Ridder Geel

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Posted 11 February 2015 - 10:41 PM

Well those files are in the .big files such as w3d.big and textures#.big, most likely under the EB or something like that, which stands for Elven Buildings :p

Otherwise just go through the ini files from the structures and find the model name there :p


Edited by Ridder Geel, 11 February 2015 - 10:42 PM.

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#9 yakuzaBoss

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Posted 13 February 2015 - 08:18 AM

Thanks Ridder Geel and yea, I was so used with rj-rotwk that I have totally forgotten that Elves from Bfme 2 and RotWK are precisely Mirkwood elves! Not Lothlorien, nor Rivendell but Mirkwood elves.

And so at this point I have some questions:

If the Mirkwood elves are there, why I can see only Lothlorien and Rivendell in the game? And how did the author hide them and how to make them visible again?

In ini/objects/goodfaction/elven I can see elvenfortress.ini, elvenlothfortress.ini and elvenrivendellfortress,ini

So if I'm not wrong

elvenlothfortress.ini = Lothlorien

elvenrivendellfortress,ini = Rivendell

So I assume that elvenfortress.ini is Mirkwood fortress.

They are all there as you said, but Mirkwood is locked and you can't use it in the game. Maybe do I have to modify the Voting System so to add Mirkwood as an Elven sub-faction? Is it so easy?

Or do I have to copy all the "normal" elves inis for example elvenfortress.ini and recall it elvenmirkwoodfortress.ini or something similar?



#10 yakuzaBoss

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Posted 14 February 2015 - 08:26 AM

I did it! Now I have Mirkwood.

Anyway there's still one problem:

 

when I select both the two initial porters I can see all the builtable structures on the top right of the screen. But when i create another porter and I select him, I can't see any builtable structure! The top right of the screen is completely empty.

 
Somebody help me please! :( 

Edited by ykzB, 14 February 2015 - 10:12 AM.


#11 Ridder Geel

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Posted 14 February 2015 - 04:41 PM

Maybe your fortress builds a porter with no commandset, or an empty commandset... :p
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#12 yakuzaBoss

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Posted 14 February 2015 - 06:33 PM

Maybe your fortress builds a porter with no commandset, or an empty commandset... :p

 

I did it. In object/goodfaction/units/elven I created a new mirkwoodporter.ini in with I set up: 

 
Object MirkwoodPorter
 
and under ***DESIGN parameters *** in the CommandSet line I set up
 
CommandSet = MirkwoodPorterCommandSet

 

In commandset.ini I added:

 

 

CommandSet MirkwoodPorterCommandSet
1  = Command_Stop
2  = Command_PorterExtinguishFire   
3  = Command_PorterConstructElvenMallornTree 
4  = Command_PorterConstructElvenBarracks
5  = Command_PorterConstructElvenGreenPasture
6  = Command_PorterConstructEregionForge
7  = Command_PorterConstructElvenStatue
8  = Command_PorterConstructElvenMirrorOfGaladriel
9  = Command_PorterConstructElvenEntMoot
10 = Command_PorterConstructElvenWatchTower
11 = Command_PorterConstructElvenWallHubOuter
12 = Command_PorterConstructElvenFortress 
End
 
Did I miss something?


#13 Ridder Geel

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Posted 14 February 2015 - 08:41 PM

Did you add the build commandbutton to the commandset of the fortress?
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#14 yakuzaBoss

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Posted 14 February 2015 - 08:49 PM

Did you add the build commandbutton to the commandset of the fortress?

No I didn't, how to add it? :facepalm:



#15 Ridder Geel

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Posted 15 February 2015 - 12:39 PM

Well first you need to find out what the commandset of the fortress is, and then add it :p
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#16 yakuzaBoss

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Posted 15 February 2015 - 12:55 PM

Do I have to search in the fortress.ini? is this one?

 

 

CommandSet          = ElvenFortressCommandSet
 
Behavior = MonitorConditionUpdate MonitorConditionUpdateModuleTag
ModelConditionFlags = WEAPONSET_TOGGLE_1
ModelConditionCommandSet = ElvenFortressCommandSetMoreHeroes
        End
 
BuildCost           = RJ_ELVEN_FORTRESS_BUILDCOST
BuildTime           = RJ_ELVEN_FORTRESS_BUILDTIME
BountyValue         = RJ_ELVEN_FORTRESS_BOUNTY_VALUE
VisionRange         = RJ_ELVEN_FORTRESS_VISION_RANGE ;// Shroud clearing distance
ShroudClearingRange = RJ_ELVEN_FORTRESS_SHROUD_CLEAR
 
WeaponSet
Weapon = PRIMARY GoodStructureBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End 
 
 
 
 
Edit: I'm sorry but I don't understand what is the precise script for the build commandbutton and where to add it

Edited by ykzB, 15 February 2015 - 01:30 PM.


#17 yakuzaBoss

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Posted 15 February 2015 - 04:07 PM

I created this CommandButton:

 

 

CommandButton Command_ConstructMirkwoodPorter 
Command = UNIT_BUILD
Object = MirkwoodPorter
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructElvenPorter
ButtonImage = BEFortress_Porter
ButtonBorderType = BUILD 
DescriptLabel = CONTROLBAR:ToolTipConstructElvenPorter
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
 
Is it wrong? Where should I add it?


#18 Ridder Geel

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Posted 15 February 2015 - 05:43 PM

ElvenFortressCommandSet
that is the commandset. in commandset.ini, which you need to add the commandbutton to...
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#19 yakuzaBoss

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Posted 15 February 2015 - 06:04 PM

Thanks!! :) 

 

Changed Command_ConstructElvenPorter in Command_ConstructMirkwoodPorter

 

Then I added in the commandbutton.ini:

 

 

 

CommandButton Command_ConstructMirkwoodPorter 
Command = UNIT_BUILD
Object = MirkwoodPorter
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructElvenPorter
ButtonImage = BEFortress_Porter
ButtonBorderType = BUILD 
DescriptLabel = CONTROLBAR:ToolTipConstructElvenPorter
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
 
Now it works all fine! Thanks Ridder  :thumbsupxd:


#20 yakuzaBoss

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Posted 19 February 2015 - 07:16 AM

It's not finished yet. As I wrote in the title, I need Mirkwood as a sub-faction. Now Mirkwood is a normal faction. Yesterday I tried to make a good lan with the new faction and at a frst time when I selected Mirkwood it automatically turned in "Observer"

I couldn't select the color, I couldn't  select the starting position on the map and after 30 seconds it crashed for out of sync.

So I found this topic:

 

http://forums.revora...playing-online/

 

In where Ridder Geel was saying that at a certain number of factions these factions turn unplayable for multiplayer. And for solve the problem it is necessary to making subfactions instead of new full factions...

So how to make Mirkwood a Sub-faction?

Somebody help me please I'm desperate :(






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