Does someone know how to make towers fire with many projectiles ?
#1
Posted 28 February 2015 - 03:00 PM
#2
Posted 01 March 2015 - 03:02 PM
What is many? what exactly do you want to do?
#3
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
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)
#5
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
#6
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
#7
Posted 02 March 2015 - 02:13 PM
np im not hurrying
#8
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.
#9
Posted 02 March 2015 - 07:11 PM
and you found this in SEE files how did you arrange the mess thers
#10
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
#11
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
Posted 03 March 2015 - 12:25 PM
notepad++
#13
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
Posted 03 March 2015 - 06:01 PM
1- Yes most likely, id say try
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
#15
Posted 04 March 2015 - 05:32 PM
ok thks man youre the best
#16
Posted 04 March 2015 - 06:58 PM
Ghehe... No problem, if ya have any more questions don't hesitate to ask on the forums
#17
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
Posted 09 March 2015 - 06:06 PM
I added the codebox for you, next time do that yourself
I think you are missing your InitialPayload line (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
#19
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
Posted 10 March 2015 - 12:28 PM
Well do the bone names you mentioned in the code exist?
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