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rotwk bfme tower shot arrow multi many

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#1 grunshac

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Posted 28 February 2015 - 03:00 PM

Does someone know how to make towers fire with many projectiles ?



#2 Ridder Geel

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Posted 01 March 2015 - 03:02 PM

What is many? what exactly do you want to do? :p


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#3 grunshac

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Posted 01 March 2015 - 03:14 PM

i want to make for example the fortress to fire with more then 1 arrow at a time



#4 Ridder Geel

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Posted 01 March 2015 - 05:36 PM

I'd say see if you can make the weapon reload time faster than that it currently is, that way you will see more than 1 arrow, and it does more damage.

Weapon tutorial, if you don't know how to do that kind of stuff: http://www.the3rdage...?apage=336#page

Essentially is decreasing these two values:

    FiringDuration
    DelayBetweenShots

Not entirely sure its easy to make it shoot multiple arrows and that it actually looks nice, so i think this might be a better alternative?

Or do you want me to search a bit further to litteraly make it shoot more than 1 arrow at the same time? (it won't make the fortress shoot arrows at different enemies though i think)


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#5 grunshac

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Posted 02 March 2015 - 12:58 PM

i would prefer to helmp me with this matter :) i saw that in SEE mod the mordor battle tower is shooting with more arrows but the objects file is a mess so i cant figure out what it is added to vanilla tower but maybe you can cuz you are a beeter modder then me :p



#6 Ridder Geel

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Posted 02 March 2015 - 01:02 PM

Well i don't have the SEE mod files here, so you'd have to  wait till i get home :p


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#7 grunshac

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Posted 02 March 2015 - 02:13 PM

np im not hurrying



#8 Ridder Geel

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Posted 02 March 2015 - 05:44 PM

They spawn 5 invisible archers that do the shooting for the tower:

    Behavior = HordeTransportContain ModuleTag_hordeGarrison ;HordeGarrisonContain
        ObjectStatusOfContained        = UNSELECTABLE UNATTACKABLE CAN_ATTACK ENCLOSED
        ContainMax              = 5
        Slots                        = 5
        DamagePercentToUnits        = 0%
        PassengerFilter                = NONE +InternalBattleTowerEvilArcher
        PassengerBonePrefix            = PassengerBone:Arrow_ KindOf:INFANTRY
        AllowEnemiesInside                = No
        AllowAlliesInside                = No
        AllowNeutralInside                = No
        AllowOwnPlayerInsideOverride    = Yes
        ShowPips                    = No
        KillPassengersOnDeath        = Yes
        EjectPassengersOnDeath        = No
        InitialPayload                = InternalBattleTowerEvilArcher 5
    End

 

 

Object InternalBattleTowerEvilArcher
    
    SelectPortrait = UPEvil_Battleship
    
    KindOf                = INFANTRY ARCHER UNATTACKABLE NOT_AUTOACQUIRABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ;HORDE
    TransportSlotCount    = 1
    CommandPoints        = 0
    VisionRange            = M_VISION_BASE_DEFENSE
    
    ShockwaveResistance    = M_SHOCKWAVE_RESISTANCE_ALWAYS
 
    VisionSide            = 100%
    VisionRear            = 100%
 
    Behavior = AIUpdateInterface ModuleTag_AI
        AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
        MoodAttackCheckRate            = 500
        CanAttackWhileContained        = Yes
    End
    
    Behavior = WeaponSetUpgrade ModuleTag_FlamingAttack ;// Doesn't really use a weaponset swap, the swap is in the weapon itself. But this helps debugging more than a fake status bit upgrade
        TriggeredBy                = Upgrade_SentryTowerFireArrows
    End

    Behavior = SlowDeathBehavior ModuleTag_05                ; overriden to be faster, so we fall with the barricade rubble.
        DeathTypes            = ALL
        SinkDelay            = 10
        SinkRate            = 1.50                            ; in Dist/Sec
        DestructionDelay    = 10000
        ; Sound                = INITIAL OrcVoiceDie
    End
 
    LocomotorSet
        Locomotor = CatapultLocomotor
        Condition = SET_NORMAL
        Speed     = 0
    End

    Behavior = PhysicsBehavior ModuleTag_Fall
        GravityMult = 1.0
    End

    Body = ActiveBody ModuleTag_Body
        MaxHealth = 1
    End

    WeaponSet
        Conditions    = None
        Weapon        = PRIMARY MordorSentryArcherBow_SEE
    End
    
    ThreatBreakdown ElvenShoreBombardShip_DetailedThreat
        AIKindOf = STRUCTURE
    End
    
End

Edited by Ridder Geel, 02 March 2015 - 05:46 PM.

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#9 grunshac

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Posted 02 March 2015 - 07:11 PM

and you found this in SEE files how did you arrange the mess thers



#10 Ridder Geel

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Posted 02 March 2015 - 07:42 PM

It was simply in the battletower ini and in their weapon.inc, its called searching through files and following links to include files :D


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#11 grunshac

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Posted 03 March 2015 - 12:04 PM

yea but how did you exactly transformed the continious rows of writings in normal showing file did you use a different program from notepad?



#12 Ridder Geel

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Posted 03 March 2015 - 12:25 PM

notepad++


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#13 grunshac

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Posted 03 March 2015 - 01:20 PM

aha ok i made it work but i have 2 questions one when i click on the tower two empty buttons are shown this can be solved by removing the buttons in command set and commanbutton ? and two can i make the arrows shoot different targets ?



#14 Ridder Geel

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Posted 03 March 2015 - 06:01 PM

1- Yes most likely, id say try :p

2- You have no control over what they shoot (at least that i know of) so no, not really, although if two or more units are near, and the one they are currently focusing dies they have a chance to shoot different targets :p


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#15 grunshac

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Posted 04 March 2015 - 05:32 PM

ok thks man youre the best



#16 Ridder Geel

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Posted 04 March 2015 - 06:58 PM

Ghehe... No problem, if ya have any more questions don't hesitate to ask on the forums :p


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#17 grunshac

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Posted 09 March 2015 - 02:30 PM

hi, i found another problem i made isengard battletower to fire with more arrows and all is fine but the arrows are fires from the towers base not from its top and the mortdor battletower witch is made by the SEE modding team works how it should be i dont know what is wrong

 

Object MordorBattleTower
      
    ; *** ART Parameters ***
    
    SelectPortrait = BPMBattleTower
    
    Draw = W3DScriptedModelDraw ModuleTag_Draw
 
        ExtraPublicBone    = Arrow_01
        ExtraPublicBone    = Arrow_02
        ExtraPublicBone    = Arrow_03
        ExtraPublicBone    = Arrow_04
        ExtraPublicBone    = Arrow_05
        ExtraPublicBone    = Arrow_06
        ExtraPublicBone    = Arrow_07
        ExtraPublicBone    = Arrow_08
        ExtraPublicBone    = Arrow_09
        ExtraPublicBone    = Arrow_10
        ExtraPublicBone    = Arrow_11
        ExtraPublicBone    = Arrow_12
        ExtraPublicBone    = Arrow_13
        ExtraPublicBone    = Arrow_14
        ExtraPublicBone    = Arrow_15
        ExtraPublicBone    = Arrow_16
              
        OkToChangeModelColor  = Yes
        UseStandardModelNames = Yes
        DefaultModelConditionState
            Model = MBSentry
            WeaponLaunchBone = PRIMARY Arrow_
        End

        IdleAnimationState
        End
        
        ;------------ build up states---------------
        ModelConditionState   = SNOW AWAITING_CONSTRUCTION
        Model               = MBSentry_A
;        Texture            = DolGolGate.tga MBSentry_S.tga
        End;
        ModelConditionState   = AWAITING_CONSTRUCTION
        Model               = MBSentry_A
        End;
        AnimationState        = AWAITING_CONSTRUCTION
        Animation           =  MBSentry_A
            AnimationName     =  MBSentry_A.MBSentry_A
            AnimationMode     = MANUAL
            AnimationBlendTime = 0
        End
        Flags                  = START_FRAME_FIRST
        End

        ModelConditionState   = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
        Model               = MBSentry_A
;        Texture            = DolGolGate.tga MBSentry_S.tga
            ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
        End;
        ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
        Model               = MBSentry_A
            ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
        End;
        
        AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
            Animation           = MBSentry_A
                AnimationName     = MBSentry_A.MBSentry_A
                AnimationMode     = MANUAL
                AnimationBlendTime = 0
            End
            Flags                  = START_FRAME_FIRST
            StateName              = BeingConstructed
            BeginScript
                CurDrawablePlaySound("GondorBarracksBeginConstruction")
            EndScript
        End
        
        ;--damaged building

    ModelConditionState  = DAMAGED
      Model         = MBSentry_D1
        ParticleSysBone FXBONE BuildingChunkDebris
        ParticleSysBone FXBONE02 FireBuildingMedium
        ParticleSysBone FireLarge01 FireBuildingLarge
        ParticleSysBone SmokeLarge01 SmokeBuildingLarge
    End
    AnimationState = DAMAGED
        EnteringStateFX    = FX_BuildingDamaged
    End

    ModelConditionState  = REALLYDAMAGED
      Model         = MBSentry_D2
        ParticleSysBone FXBONE FireBuildingSmall
        ParticleSysBone FireSmall02 FireBuildingLarge
        ParticleSysBone FXBONE02 FireBuildingMedium
        ParticleSysBone FXBONE SmokeBuildingLarge
    End
    AnimationState = REALLYDAMAGED
      Animation    = RubbleAnimation
        AnimationName        =    MBSentry_D2.MBSentry_D2
        AnimationMode        =    ONCE    
      End
        EnteringStateFX    = FX_BuildingReallyDamaged
    End

    ModelConditionState  = RUBBLE
      Model         = MBSentry_D3
      ParticleSysBone FXBONE FireBuildingLarge
      ParticleSysBone FXBONE Explosion3
    End
    
    AnimationState = RUBBLE
      Animation    = RubbleAnimation
        AnimationName        =    MBSentry_D3.MBSentry_D3
        AnimationMode        =    ONCE    
      End
      EnteringStateFX    = FX_StructureMediumCollapse
    End

    ModelConditionState  = POST_RUBBLE
      Model         = None
        ParticleSysBone NONE SmokeBuildingMediumRubble
    End
        AnimationState = POST_RUBBLE
    End

    ModelConditionState  = POST_COLLAPSE
      Model         = None
        ParticleSysBone NONE SmokeBuildingMediumRubble
    End
        AnimationState = POST_COLLAPSE
    End      
            

        ModelConditionState = SNOW
            Model            = MBSentry
            Texture            = DolGolGate.tga MBSentry_S.tga
        End   
    
    End

    Draw = W3DFloorDraw ModuleTag_Draw_Bib
        ModelName = MBSentry_Bib
        WeatherTexture        = SNOWY MBSentry_Bib_S.tga
          HideIfModelConditions    =    AWAITING_CONSTRUCTION
          HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
    End

    Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
        OkToChangeModelColor  = Yes
        DefaultModelConditionState
            Model = MBHCSentry
        End
        MultiPlayerOnly = Yes
    End    
       
  PlacementViewAngle  = 135
 
    ; ***DESIGN parameters ***
    DisplayName         = OBJECT:MordorBattleTower
    Description        = CONTROLBAR:ToolTipConstructElvenWatchtowerExpansion
    Side                = Mordor
    EditorSorting       = STRUCTURE
    ThreatLevel = 1.0
    
    BuildCost           = M_MORDOR_BATTLETOWER_BUILDCOST
    BuildTime           = M_SENTRY_TOWER_BUILDTIME
    VisionRange         = M_VISION_BASE_DEFENSE
    ShroudClearingRange = M_SHROUD_CLEAR_BASE_DEFENSE    

    CommandSet = MordorBattleTowerCommandSet

    ArmorSet
        Conditions        = None
        Armor             = StructureArmor
    End

    WeaponSet
        Conditions          = None
        Weapon                = PRIMARY      SentryMissileRangefinder_SEE
  End

    ; WeaponSet
        ; Conditions            = None
        ; Weapon                = PRIMARY SentryTowerBow
        ; AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    ; End

    ; *** AUDIO Parameters ***

    #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

    VoiceSelect                        = NeutralArrowTowerSelect    ;IsengardKeepSelect
    VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
    VoiceFullyCreated                = EVA:GenericBuildingComplete

    SoundAmbientReallyDamaged        = BuildingDamageFireSmallLoop
    SoundOnDamaged                    = BuildingLightDamageStone
    SoundOnReallyDamaged            = BuildingHeavyDamageStone

    UnitSpecificSounds
        UnderConstruction        = BuildingConstructionLoop  ; Built first time
        ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
        UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
    End

    CampnessValue = CAMPNESS_DEFENSIVE_TOWER

    ; *** ENGINEERING Parameters ***

    RadarPriority       = STRUCTURE
    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK MADE_OF_WOOD CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY FS_FACTORY FS_BASE_DEFENSE GARRISON GARRISONABLE_UNTIL_DESTROYED ;TRANSPORT SPAWNS_ARE_THE_WEAPONS
    ThreatBreakdown ModuleTag_ThreatBreakdown
        AIKindOf = STRUCTURE
    End
    
    Behavior            = GettingBuiltBehavior ModuleTag_04
        WorkerName          = MordorWorkerNoSelect
        SpawnTimer    = M_DEFAULT_STRUCTURE_HEALDELAY
    End

    Body                      = StructureBody ModuleTag_05
        MaxHealth               = M_MORDOR_BATTLETOWER_HEALTH
        MaxHealthDamaged        = M_MORDOR_BATTLETOWER_HEALTH_DAMAGED
        MaxHealthReallyDamaged  = M_MORDOR_BATTLETOWER_HEALTH_REALLY_DAMAGED
        DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
    End

 
;    Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
;        DestructionDelay  = 5000
;    End

    Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
        MinCollapseDelay        = 000
        MaxCollapseDelay        = 000
        CollapseDamping         = .5
        MaxShudder              = 0.6
        MinBurstDelay           = 250
        MaxBurstDelay           = 800
        BigBurstFrequency       = 4
        FXList                  = INITIAL   FX_StructureMediumCollapseNoSound
        FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
        DestroyObjectWhenDone    = Yes
        CollapseHeight            = 89
    End

    ; Behavior       = EvacuateDamage ModuleTag_evacuateDamage
        ; WeaponThatCausesEvacuation  = MordorCatapultHumanHeads
    ; End

    Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
         AutoAcquireEnemiesWhenIdle    = No ;Yes
         ; MoodAttackCheckRate            = 250
     End

    Behavior = WeaponSetUpgrade ModuleTag_FireArrows
        TriggeredBy = Upgrade_SentryTowerFireArrows
    End
    
    Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
        TriggeredBy = Upgrade_SentryTowerFireArrows
    End

    Behavior = ProductionUpdate ModuleTag_UpgradeProducer
    GiveNoXP                       = Yes ;disable granting xp when producing units.
    End

    Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
        Radius            = 60        ;// 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

    Behavior = HordeTransportContain ModuleTag_hordeGarrison ;HordeGarrisonContain
        ObjectStatusOfContained        = UNSELECTABLE UNATTACKABLE CAN_ATTACK ENCLOSED
        ContainMax              = 5
        Slots                        = 5
        DamagePercentToUnits        = 0%
        PassengerFilter                = NONE +InternalBattleTowerEvilArcher
        PassengerBonePrefix            = PassengerBone:Arrow_ KindOf:INFANTRY
        AllowEnemiesInside                = No
        AllowAlliesInside                = No
        AllowNeutralInside                = No
        AllowOwnPlayerInsideOverride    = Yes
        ShowPips                    = No
        KillPassengersOnDeath        = Yes
        EjectPassengersOnDeath        = No
        InitialPayload                = InternalBattleTowerEvilArcher 5
    End

    GeometryContactPoint = X:20.0    Y:-20.0    Z:0        Repair

    Geometry              = CYLINDER
    GeometryMajorRadius   = 10.0
    GeometryMinorRadius   = 10.0
    GeometryHeight        = 119
    GeometryOffset          = X:0 Y:0 Z:0
    
    GeometryIsSmall       = No
    Shadow                = SHADOW_VOLUME
    BuildCompletion     = PLACED_BY_PLAYER
End


Object InternalBattleTowerEvilArcher
    
    SelectPortrait = UPEvil_Battleship
    
    KindOf                = INFANTRY ARCHER UNATTACKABLE NOT_AUTOACQUIRABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT ;HORDE
    TransportSlotCount    = 1
    CommandPoints        = 0
    VisionRange            = M_VISION_BASE_DEFENSE
    
    Behavior = AIUpdateInterface ModuleTag_AI
        AutoAcquireEnemiesWhenIdle    = Yes ATTACK_BUILDINGS
        MoodAttackCheckRate            = 500
        CanAttackWhileContained        = Yes
    End
    
    Behavior = WeaponSetUpgrade ModuleTag_FlamingAttack ;// Doesn't really use a weaponset swap, the swap is in the weapon itself. But this helps debugging more than a fake status bit upgrade
        TriggeredBy                = Upgrade_SentryTowerFireArrows
    End

    LocomotorSet
        Locomotor = CatapultLocomotor
        Condition = SET_NORMAL
        Speed     = 0
    End

    Behavior = PhysicsBehavior ModuleTag_05
        GravityMult = 1.0
    End

    Body = ActiveBody ModuleTag_Body
        MaxHealth = 1
    End

    WeaponSet
        Conditions    = None
        Weapon        = PRIMARY MordorSentryArcherBow_SEE
    End
    
    ThreatBreakdown ElvenShoreBombardShip_DetailedThreat
        AIKindOf = STRUCTURE
    End
    
End
 
 
 
 
 
 
 
 
 
;------------------------------------------------------------------------------------------
;Isengard Battle Tower
Object IsengardBattleTower

    SelectPortrait = BPIBattleTwr

      ; *** ART Parameters ***
    ButtonImage = BRBattleTower
      
    ; *** ART Parameters ***
  Draw = W3DScriptedModelDraw ModuleTag_Draw
 
    ExtraPublicBone    = ARROWBONE01
    ExtraPublicBone    = ARROWBONE02
    ExtraPublicBone    = ARROWBONE03
    ExtraPublicBone    = ARROWBONE04
    ExtraPublicBone    = ARROWBONE05
    ExtraPublicBone    = ARROWBONE06
    ExtraPublicBone    = ARROWBONE07
    ExtraPublicBone    = ARROWBONE08
    ExtraPublicBone    = ARROWBONE09
    ExtraPublicBone    = ARROWBONE10
    ExtraPublicBone    = ARROWBONE11
    ExtraPublicBone    = ARROWBONE12
 
    OkToChangeModelColor  = Yes
    UseStandardModelNames = Yes
    DefaultModelConditionState
        Model = IBBtlTwr
        WeaponLaunchBone = PRIMARY ARROWBONE
    End

    ;//    Animation state for build placement cursor
    AnimationState = BUILD_PLACEMENT_CURSOR
        BeginScript
            CurDrawableHideSubObject("GARRISON01")
            CurDrawableHideSubObject("GARRISON02")
        EndScript
    End
    
    ;//    Animation state for phantom structure
    AnimationState = PHANTOM_STRUCTURE
        BeginScript
            CurDrawableHideSubObject("GARRISON01")
            CurDrawableHideSubObject("GARRISON02")
        EndScript
    End
    
    IdleAnimationState
    End

    
     ;------------ build up states---------------
    ModelConditionState   = SNOW AWAITING_CONSTRUCTION
      Model               = IBBtlTwr_A
      Texture            = IBBtlTwr.tga IBBtlTwr_snow.tga
;        ParticleSysBone      = NONE BuildingDoughnutCloud
    End;
    ModelConditionState   = AWAITING_CONSTRUCTION
      Model               = IBBtlTwr_A
;        ParticleSysBone      = NONE BuildingDoughnutCloud
    End;
    AnimationState        = AWAITING_CONSTRUCTION
      Animation           =  IBBtlTwr_A
        AnimationName     =  IBBtlTwr_A.IBBtlTwr_A
        AnimationMode     = MANUAL
        AnimationBlendTime = 0
      End
      Flags                  = START_FRAME_FIRST
    End

    ModelConditionState   = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
      Model               = IBBtlTwr_A
      Texture            = IBBtlTwr.tga IBBtlTwr_snow.tga
        ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
    End;
    ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
      Model               = IBBtlTwr_A
        ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
    End;
    
    AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
        Animation           = IBBtlTwr_A
            AnimationName     = IBBtlTwr_A.IBBtlTwr_A
            AnimationMode     = MANUAL
            AnimationBlendTime = 0
        End
        Flags                  = START_FRAME_FIRST
        StateName              = BeingConstructed
        BeginScript
            CurDrawablePlaySound("GondorBarracksBeginConstruction")
        EndScript
    End
    
      ;--damaged building
    ModelConditionState  = DESTROYED_FRONT
      Model         = IBBtlTwr_D2

         ParticleSysBone FXbone01 FireBuildingLarge
         ParticleSysBone FXbone02 SmokeBuildingLarge
    End
    AnimationState = DESTROYED_FRONT
      BeginScript
        CurDrawableHideSubObject("IBBtlTwr_D2a")
      EndScript
    End
    
        ModelConditionState  = DESTROYED_RIGHT
      Model         =  IBBtlTwr_D2
         ParticleSysBone FXbone01 FireBuildingLarge
         ParticleSysBone FXbone02 SmokeBuildingLarge
    End

    AnimationState = DESTROYED_RIGHT
      BeginScript
        CurDrawableHideSubObject("IBBtlTwr_D2b")
      EndScript
    End
    

    ModelConditionState  = DESTROYED_BACK
      Model         =  IBBtlTwr_D2   
         ParticleSysBone FXbone01 FireBuildingLarge
         ParticleSysBone FXbone02 SmokeBuildingLarge
    End

    AnimationState = DESTROYED_BACK
      BeginScript
        CurDrawableHideSubObject("IBBtlTwr_D2c")
      EndScript
    End

    ModelConditionState  = DESTROYED_LEFT
      Model         =  IBBtlTwr_D2   
         ParticleSysBone FXbone01 FireBuildingLarge
         ParticleSysBone FXbone02 SmokeBuildingLarge
    End
    
    AnimationState = DESTROYED_LEFT
      BeginScript
        CurDrawableHideSubObject("IBBtlTwr_D2d")
      EndScript
    End
    
    
    ModelConditionState  = DAMAGED
      Model         =  IBBtlTwr_D1   
        ParticleSysBone NONE SmokeBuildingLarge
    End
    AnimationState = DAMAGED
        EnteringStateFX    = FX_BuildingDamaged
    End

    ModelConditionState  = REALLYDAMAGED
      Model         =  IBBtlTwr_D2
    
         ParticleSysBone FXbone01 FireBuildingLarge
         ParticleSysBone FXbone02 SmokeBuildingLarge
    End
    AnimationState = REALLYDAMAGED
         EnteringStateFX    = FX_BuildingDamaged
    End

    ModelConditionState  = RUBBLE
      Model         =  IBBtlTwr_D2
      ParticleSysBone FXbone01 SmokeBuildingLarge
    End
    
    AnimationState = RUBBLE
      BeginScript
        CurDrawableHideSubObject("IBBtlTwr_D2a")
        CurDrawableHideSubObject("IBBtlTwr_D2b")
        CurDrawableHideSubObject("IBBtlTwr_D2c")
        CurDrawableHideSubObject("IBBtlTwr_D2d")
      EndScript
    End

    ModelConditionState  = POST_RUBBLE
        Model         = None
        ParticleSysBone NONE SmokeBuildingMediumRubble
    End

    ModelConditionState  = POST_COLLAPSE
         Model         = None
        ParticleSysBone NONE SmokeBuildingMediumRubble
    End

    ModelConditionState = SNOW
        Model            = IBBtlTwr
        Texture            = IBBtlTwr.tga IBBtlTwr_snow.tga
    End   
    
  End

    Draw = W3DFloorDraw ModuleTag_Draw_Bib
        ModelName = IBBtlTwr_Bib
        WeatherTexture        = SNOWY IBBtlTwrBib_snow.tga
          HideIfModelConditions    =    AWAITING_CONSTRUCTION
          HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
    End

    Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
        OkToChangeModelColor  = Yes
        DefaultModelConditionState
            Model = IBHCBtlTwr
        End
        MultiPlayerOnly = Yes
    End    
       
  PlacementViewAngle  = 135
 
    ; ***DESIGN parameters ***
    DisplayName         = OBJECT:IsengardBattleTower
    Description    =  CONTROLBAR:ToolTipConstructElvenWatchtowerExpansion
    Side                = Isengard
    EditorSorting       = STRUCTURE
    ThreatLevel = 1.0
    
    BuildCost           = M_ISENGARD_BATTLETOWER_BUILDCOST
    BuildTime           = M_SENTRY_TOWER_BUILDTIME
    VisionRange         = M_VISION_BASE_DEFENSE
    ShroudClearingRange = M_SHROUD_CLEAR_BASE_DEFENSE    

    CommandSet = GenericSentryTowerCommandSet

    ArmorSet
        Conditions        = None
        Armor             = StructureArmor
    End

    WeaponSet
        Conditions            = None
        Weapon                = PRIMARY SentryTowerBow
        AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    End

    ; *** AUDIO Parameters ***
    #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

    VoiceFullyCreated                = EVA:GenericBuildingComplete    ;KeepComplete
    VoiceSelect                        = IsengardKeepSelect
    VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction

    SoundAmbientReallyDamaged        = BuildingDamageFireMediumLoop
    SoundOnDamaged                    = BuildingLightDamageStone
    SoundOnReallyDamaged            = BuildingHeavyDamageStone

    UnitSpecificSounds
        UnderConstruction        = BuildingConstructionLoop  ; Built first time
        ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
        UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
    End
    CampnessValue = CAMPNESS_DEFENSIVE_TOWER

    ; *** ENGINEERING Parameters ***

    RadarPriority       = STRUCTURE
    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK MADE_OF_WOOD GARRISON GARRISONABLE_UNTIL_DESTROYED AUTO_RALLYPOINT CAN_SHOOT_OVER_WALLS IGNORE_FOR_VICTORY FS_FACTORY FS_BASE_DEFENSE
    ThreatBreakdown ModuleTag_ThreatBreakdown
        AIKindOf = STRUCTURE
    End
    
    Behavior            = GettingBuiltBehavior ModuleTag_04
        WorkerName          = MordorWorkerNoSelect
        SpawnTimer    = M_DEFAULT_STRUCTURE_HEALDELAY
    End

    Body                      = StructureBody ModuleTag_05
        MaxHealth               = M_ISENGARD_BATTLETOWER_HEALTH
        MaxHealthDamaged        = M_ISENGARD_BATTLETOWER_HEALTH_DAMAGED
        MaxHealthReallyDamaged  = M_ISENGARD_BATTLETOWER_HEALTH_REALLY_DAMAGED
        DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
        
    ;    DamageCreationList = OCL_IBBtlTwrD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
    ;    DamageCreationList = OCL_IBBtlTwrD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
    ;    DamageCreationList = OCL_IBBtlTwrD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED
    ;    DamageCreationList = OCL_IBBtlTwrD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
    End

 
    Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
        DestructionDelay  = 5000
    End

    Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
        MinCollapseDelay        = 000
        MaxCollapseDelay        = 000
        CollapseDamping         = .5
        MaxShudder              = 0.6
        MinBurstDelay           = 250
        MaxBurstDelay           = 800
        BigBurstFrequency       = 4
        FXList                  = INITIAL   FX_StructureMediumCollapse
        FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
        DestroyObjectWhenDone    = Yes
        CollapseHeight            = 89
    End

    Behavior       = EvacuateDamage ModuleTag_evacuateDamage
        WeaponThatCausesEvacuation  = MordorCatapultHumanHeads
    End

    Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
         AutoAcquireEnemiesWhenIdle    = Yes
         MoodAttackCheckRate            = 250
        AILuaEventsList                = GarrisonableFunctions
     End

    Behavior = HordeGarrisonContain ModuleTag_HordeGarrison
         ObjectStatusOfContained            = UNSELECTABLE CAN_ATTACK ENCLOSED
         ContainMax                      = 2
         DamagePercentToUnits            = 0%
         PassengerFilter                    = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -WildSpiderling -WildSpiderlingHorde -COMBO_HORDE
        AllowEnemiesInside                = No
        AllowAlliesInside                = No
        AllowNeutralInside                = No
        AllowOwnPlayerInsideOverride    = Yes
         NumberOfExitPaths               = 1                                            ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
         PassengerBonePrefix             = PassengerBone:ARROWBONE KindOf:INFANTRY
         EntryPosition                    = X:0.0 Y:0.0 Z:0.0
        EntryOffset                        = X:-50.0 Y:0.0 Z:0.0
        ExitOffset                        = X:-50.0 Y:0.0 Z:0.0
        EnterSound                        = RuinedTowerEnterSound
        ShowPips                        = No
    End
    
    Behavior = WeaponSetUpgrade ModuleTag_FireArrows
        TriggeredBy = Upgrade_SentryTowerFireArrows
    End
    
    Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
        Radius            = 50        ;// 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

    Behavior = ProductionUpdate ModuleTag_UpgradeProducer
    End

    GeometryContactPoint = X:20.0    Y:-20.0    Z:0        Repair

    Geometry              = BOX
    GeometryMajorRadius   = 13.0
    GeometryMinorRadius   = 12.4
    GeometryHeight        = 119
    GeometryOffset          = X:5 Y:0 Z:0
    
    GeometryIsSmall       = No
    Shadow                = SHADOW_VOLUME
    BuildCompletion     = PLACED_BY_PLAYER
End
 

Edited by Ridder Geel, 09 March 2015 - 06:02 PM.
Codebox ;)


#18 Ridder Geel

Ridder Geel

    Master Yelloh

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Posted 09 March 2015 - 06:06 PM

I added the codebox for you, next time do that yourself :p

I think you are missing your InitialPayload line :p (in the HordeGarrisonContain )

Altho I think it might also have to be a HordeTransportContain instead of that garrison one you used, you obviously are using two different modules in the towers :p


Ridder Geel

#19 grunshac

grunshac
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Posted 10 March 2015 - 09:59 AM

the insegard tower object is vanilla i did what you said but the arrows are still being fired from the base of the tower



#20 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,837 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
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  • Job:T3A Staff

Posted 10 March 2015 - 12:28 PM

Well do the bone names you mentioned in the code exist? :p


Ridder Geel





Also tagged with one or more of these keywords: rotwk, bfme, tower, shot, arrow, multi, many

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