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Tower multi shot

rotwk bfme tower shot arrow multi many

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#41 grunshac

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Posted 14 March 2015 - 08:30 AM

-SilverBane- do you know how to make the tower fire in multiple targets cuz all arrows go in only one ?


Edited by grunshac, 14 March 2015 - 10:05 AM.


#42 grunshac

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Posted 14 March 2015 - 10:07 AM

i cant make dwarven towers to fire with axes not with arrows i begin to think that it is not a good idea to modify the number of projectiles cuz is hard and annoying :(


Edited by grunshac, 14 March 2015 - 10:07 AM.


#43 Ridder Geel

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Posted 16 March 2015 - 08:23 AM

That's because the weapons those units you spawn in the tower don't use axes :p

So you need to change their weaponset :p


Ridder Geel

#44 grunshac

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Posted 27 March 2015 - 10:46 PM

i managed to make all towers to fire with more arrows but there are some purple shards that come out from the tower when it fires what are them ?



#45 Ridder Geel

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Posted 28 March 2015 - 05:21 PM

Those things might be invalid w3d object, or they are missing textures, that are used as projectiles, are you sure you are using a working projectile? :p


Ridder Geel

#46 grunshac

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Posted 28 March 2015 - 07:45 PM

i dont know, the projectiles are ok, all are lauched and the purple shard move slow are pale and dont go in target are just ejected from tower and go down randomly



#47 Ridder Geel

Ridder Geel

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Posted 30 March 2015 - 07:37 AM

Maybe the FX when the weapon fires has strange/unexisting textures :p


Ridder Geel

#48 grunshac

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Posted 30 March 2015 - 12:51 PM

i dont know mordor tower which is made by the mod team works fine but the isengart tower has the probleam and it uses same weapon



#49 Ridder Geel

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Posted 30 March 2015 - 01:36 PM

Oh... well that's odd...

Post some code maybe? :p (objects, weapons nd such)


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#50 grunshac

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Posted 30 March 2015 - 02:12 PM

Weapon SentryMissileRangefinder_SEE
	AttackRange					= M_VISION_BASE_DEFENSE ;M_MORDOR_ARCHER_RANGE   ;Horde member so it needs to be bigger than the horde weapon attack range.
	LeechRangeWeapon		= Yes
	WeaponSpeed					= 20         ; dist/sec 
	MinWeaponSpeed				= 10
	MaxWeaponSpeed				= 30      ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
	RangeBonusMinHeight	= 10
	RangeBonus		= 1
	RangeBonusPerFoot	= #MULTIPLY( M_MORDOR_HARADRIM_BOW_RANGE .01 )
	HitPercentage				= 0     ;When this weapon is used it will hit exactly 50% of the time.
	ScatterRadius				= 150.0     ;When this weapon misses it can randomly miss by as much as this distance.
	AcceptableAimDelta		= 360
	
	DelayBetweenShots			= 0
	PreAttackDelay      		= M_MORDOR_ARCHER_PREATTACKDELAY
	PreAttackType       		= PER_POSITION
	PreAttackRandomAmount		= 200 
	FiringDuration				= 0
	
	ClipSize					= 1
	AutoReloadsClip				= Yes
	AutoReloadWhenIdle			= 1	
	ClipReloadTime				= Min:M_MORDOR_ARCHER_BOW_RELOADTIME_MIN Max:M_MORDOR_ARCHER_BOW_RELOADTIME_MAX
	ContinuousFireOne			= 0
	ContinuousFireCoast			= M_MORDOR_ARCHER_BOW_RELOADTIME_MAX 

	FinishAttackOnceStarted = No
  
	AntiAirborneVehicle		= Yes
	AntiAirborneMonster		= Yes
	CanFireWhileMoving		= Yes
  
	ProjectileNugget	; Default arrow
		ProjectileTemplateName  = CreateAHero_AttachSpy_Projectile
		WarheadTemplateName     = SentryRangefinderWarhead_SEE
	End
End
;-----------------------------------
Weapon SentryRangefinderWarhead_SEE
  ; ProjectileCollidesWith = ENEMIES
  ; RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES
  HitStoredTarget = No	; Always hits initial target.
  DamageNugget                        ; A basic Nugget that just does damage
    Damage        = 1
    Radius        = 0.0	; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.
    DelayTime     = 0
    DamageType    = STRUCTURAL
    ; DamageFXType  = EVIL_ARROW_PIERCE
    DeathType     = LASERED ;now always used instead of NORMAL (Sûl)
  End
End

;------------------------------------------------------------------------------
Weapon MordorSentryArcherBow_SEE       ; BALANCE Archer Weapon ;orc archer
	AttackRange					= M_VISION_BASE_DEFENSE ;M_MORDOR_ARCHER_RANGE   ;Horde member so it needs to be bigger than the horde weapon attack range.
  LeechRangeWeapon    		= Yes
	WeaponSpeed					= 300         ; dist/sec 
	MinWeaponSpeed				= 121
	MaxWeaponSpeed				= 400      ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
	FireFX						= FX_RohanArcherBowWeapon  
	ScaleWeaponSpeed			= Yes ; Used for lob weapons, scales speed proportional to range
	HitPercentage				= 100     ;When this weapon is used it will hit exactly 50% of the time.
	ScatterRadius				= 20.0     ;When this weapon misses it can randomly miss by as much as this distance.
	
	AcceptableAimDelta			= 20	; prevent twitchy reaiming in horde on horde
	DelayBetweenShots			= 0
	PreAttackDelay      		= M_MORDOR_ARCHER_PREATTACKDELAY
	PreAttackType       		= PER_POSITION
	PreAttackRandomAmount		= 200 
	FiringDuration				= 0
	
	ClipSize					= 1
	AutoReloadsClip				= Yes
	AutoReloadWhenIdle			= 1	
	ClipReloadTime				= Min:M_MORDOR_ARCHER_BOW_RELOADTIME_MIN Max:M_MORDOR_ARCHER_BOW_RELOADTIME_MAX
	ContinuousFireOne			= 0
	ContinuousFireCoast			= M_MORDOR_ARCHER_BOW_RELOADTIME_MAX 
	
	AntiAirborneVehicle			= Yes
	AntiAirborneMonster			= Yes
	HitPassengerPercentage		= 20%
	CanBeDodged					= Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent

	ProjectileNugget	; Default arrow
		ProjectileTemplateName  = EvilFactionArrow
		WarheadTemplateName     = MordorSentryArcherBowWarhead_SEE
		ForbiddenUpgradeNames   = Upgrade_SentryTowerFireArrows
	End
	ProjectileNugget	; Fire arrow available through fire upgrade
		ProjectileTemplateName  = EvilFactionFireArrow
		WarheadTemplateName     = MordorSentryArcherBowFireWarhead_SEE
		RequiredUpgradeNames    = Upgrade_SentryTowerFireArrows
	End
End

;-----------------------------------
Weapon MordorSentryArcherBowWarhead_SEE
  ProjectileCollidesWith = ENEMIES
  RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES
  HitStoredTarget = Yes	; Always hits initial target.
  DamageNugget                        ; A basic Nugget that just does damage
    Damage        = M_MORDOR_ARCHER_BARRICADE_DAMAGE
    Radius        = 0.0	; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.
    DelayTime     = 0
    DamageType    = STRUCTURAL
    DamageFXType  = EVIL_ARROW_PIERCE
    DeathType     = LASERED ;now always used instead of NORMAL (Sûl)
  End
End

;------------------------------------------------------------------------------
Weapon MordorSentryArcherBowFireWarhead_SEE
  ProjectileCollidesWith = ENEMIES
  RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES
  HitStoredTarget = Yes	; Always hits initial target.

  DamageNugget                       
    Damage        = M_MORDOR_ARCHER_BARRICADE_DAMAGE_FIRE_FLAME
    Radius        = 0.0	; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.
    DelayTime     = 0
    DamageType    = FLAME
    DamageFXType  = EVIL_ARROW_PIERCE
    DeathType     = BURNED
    AcceptDamageAdd = No
    DamageScalar  = 25% ALL -STRUCTURE
  End

	DamageNugget                        ; A basic Nugget that just does damage
		Damage        = 1
		Radius        = 0.0	; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.
		DamageType    = FLAME
		DamageFXType  = FLAME
		DeathType     = BURNED
		AcceptDamageAdd = No
		DamageScalar  = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch
	End

  DamageNugget                       
    Damage        = M_MORDOR_ARCHER_BARRICADE_DAMAGE_FIRE_PIERCE		
    Radius        = 0.0	; HitStoredTarget means we hurt the person we launched at.  And nobody else.  So a miss hurts nobody.
    DelayTime     = 0
    DamageType    = STRUCTURAL
    DamageFXType  = EVIL_ARROW_PIERCE
    DeathType     = LASERED ;now always used instead of NORMAL (Sûl)
  End
End

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              = 3
		Slots						= 3
		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 3
	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

	DependencySharedModelFlags =PREATTACK_A FIRING_OR_RELOADING_A CONTINUOUS_FIRE_MEAN CONTINUOUS_FIRE_SLOW MOVING TURN_LEFT TURN_RIGHT BACKING_UP DYING SIEGE_CONTAIN
	
	;//	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 = MordorBattleTowerCommandSet

	ArmorSet
		Conditions        = None
		Armor             = StructureArmor
	End

	WeaponSet
		Conditions			= None
		Weapon				= PRIMARY SentryMissileRangefinder_SEE
		;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 = HordeTransportContain ModuleTag_hordeGarrison ;HordeGarrisonContain
		ObjectStatusOfContained		= UNSELECTABLE UNATTACKABLE CAN_ATTACK ENCLOSED
		ContainMax              = 3
		Slots						= 3
		DamagePercentToUnits		= 0%
		PassengerFilter				= NONE +InternalBattleTowerEvilArcher
		PassengerBonePrefix			= PassengerBone:ARROWBONE KindOf:INFANTRY
		AllowEnemiesInside				= No
		AllowAlliesInside				= No
		AllowNeutralInside				= No
		AllowOwnPlayerInsideOverride	= Yes
		ShowPips					= No
		KillPassengersOnDeath		= Yes
		EjectPassengersOnDeath		= No
		InitialPayload				= InternalBattleTowerEvilArcher 3
	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



#51 Ridder Geel

Ridder Geel

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Posted 30 March 2015 - 02:27 PM

Well try to remove the:

FireFX                        = FX_RohanArcherBowWeapon

from the weapon, see if it helps, maybe the model is covering it up in the other one :p


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#52 grunshac

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Posted 30 March 2015 - 03:16 PM

didnt helps



#53 Ridder Geel

Ridder Geel

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Posted 30 March 2015 - 05:19 PM

Hm... Ok can you make a screenshot of it? Then I might be able to determine what it is...

Might it be the tower getting damage? Maybe one of those particles is wrong :p


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#54 grunshac

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Posted 31 March 2015 - 12:33 PM

You are not allowed to use that image extension on this community.

 

what should i do?


Edited by grunshac, 31 March 2015 - 12:39 PM.


#55 Ridder Geel

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Posted 31 March 2015 - 01:10 PM

Upload it to some other image hosting site or whatever, and link here i suppose :p


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#56 grunshac

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Posted 31 March 2015 - 03:20 PM

http://imageshack.co...2933/7ZhDDK.png



#57 Ridder Geel

Ridder Geel

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Posted 31 March 2015 - 04:02 PM

Thats an arrow streak (at least looks like it), which is related to the weapon... the projectile to be exact... But you said you are using the exact same weapon? (odd that it would occur with one building and not the other)

Maybe something in the EvilFactionArrow makes an arrowstreak...


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#58 grunshac

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Posted 01 April 2015 - 12:29 PM

if so you know how to fix it ?



#59 Ridder Geel

Ridder Geel

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Posted 01 April 2015 - 12:41 PM

Well maybe, but for that to work you should really post the object I mentioned up there :p Should be in the subobjects ini for the evil factions (I hope :p)


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#60 grunshac

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Posted 01 April 2015 - 01:05 PM

the problem is not only from EvilFactionArrow its from every weapons i put like StructureDwarvenAxe for dwarves







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

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