Solved, I made an error in Rebuild spell, it wasn't a wrong part of the structure
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Ale2110
Member Since 15 Sep 2013Offline Last Active Mar 26 2015 10:41 AM
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In Topic: Rebuild spell on a new object
27 March 2014 - 08:03 AM
In Topic: Problems with new Nazgul Horde
20 February 2014 - 05:34 PM
Well, after 3 months without an internet connection, I'm back I wanted to ask a thing: where do i put the first two parts of code? I have to put the third in the nazgul childobjects (on foot, on horse and on fellbeasts), right? =)
In Topic: Upgrading walls different from the fortress type
12 November 2013 - 08:04 AM
During these days I haven't Internet at home =( however I'll try to do what you adviced me and when I have Internet again I'll tell you what happens =) but if I wanna give the same upgrade at another fortress (ex. Elven) do I have to do the same thing? 'cause I see that Men is the only faction that has stonemaker.ini file ...
In Topic: Problems with new Nazgul Horde
10 November 2013 - 09:14 AM
Ok, I'll continue to test them, I didn't thing about the slave behavior =) in two or three days I'll tell you how the horde goes =)
In Topic: Upgrading walls different from the fortress type
10 November 2013 - 09:02 AM
I solved looking at the TriggeredBy strings =) using the Men upgradetrigger on the Dwarven behaviors I added (ex.
Behavior = CastleUpgrade ModuleTag_PassOutDwarvenStoneworkUpgrade TriggeredBy = Upgrade_MenFortressNumenorStoneworkTrigger ;<=== ONLY THIS Upgrade = Upgrade_DwarvenFortressDwarvenStonework WallUpgradeRadius = DWARVEN_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; MEN_FORTRESS_WALL_EFFECTIVE_RADIUS End Behavior = AttributeModifierUpgrade ModuleTag_DwarvenReinforced TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework AttributeModifier = DwarvenStoneworkKeep_Bonus End Behavior = ModelConditionUpgrade ModuleTag_DwarvenShowTheStones TriggeredBy = Upgrade_DwarvenFortressDwarvenStonework AddConditionFlags = UPGRADE_NUMENOR_STONEWORK Permanent = Yes End
for the renforced walls and:
Behavior = AttributeModifierAuraUpdate ModuleTag_SummonedStructureFlamingMunitions StartsActive = No ;If no, requires upgrade to turn on. BonusName = SummonedStructureFlamingMunitionsGood TriggeredBy = Upgrade_GoodFortressFlamingMunitionsTrigger RefreshDelay = 2000 Range = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; 99999 ObjectFilter = ANY +GondorSentryTower +GondorSentryTower_Independant +GondorCastleWallTower +GondorTrebuchetWall +MenWallTowerSmall +DwarvenSentryTower_Independent +DwarvenCastleWallTower +DwarvenWallCatapult +DwarvenWallTowerSmall;<=== +DWARVEN STRUCTURES ON THE WALLS;,;; Added +DwarvenCastleWallTower +DwarvenWallCatapult +DwarvenWallTowerSmall End
) everything goes now the last problem is that the walls don't have the upgrade if they're built after the upgrade acquire =(
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