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Graingy

Member Since 23 May 2018
Offline Last Active Nov 04 2020 09:05 PM

Posts I've Made

In Topic: Spells Ingame Problem

28 May 2018 - 11:01 PM

I decided to create a ChildObject in MenFortress.ini called RohanFortress and it has worked and i am able to use my Spell Tree however when i construct the Builder from the Fortress its the MenBuilder and not the RohanBuilder despite me putting in the RohanFortressCommandSet code, I also created a new CommandButton to construct the RohanFortress and the object says RohanFortress which builds fine but still the same CommandSet as the starting Fort any reason why its overlooking the CommandSet code


In Topic: Spells Ingame Problem

24 May 2018 - 03:31 PM

Right so I tried adding this code to the Golden Hall ini

Behavior = CastleBehavior ModuleTag_castle

        CastleToUnpackForFaction    = Men RohanGoldenHall
        CastleToUnpackForFaction    = Rohan RohanGoldenHall
        CastleToUnpackForFaction    = Elves RohanGoldenHall
        CastleToUnpackForFaction    = Dwarves RohanGoldenHall        
        CastleToUnpackForFaction    = Wild RohanGoldenHall
        CastleToUnpackForFaction    = Isengard RohanGoldenHall
        CastleToUnpackForFaction    = Mordor RohanGoldenHall

FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER        ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.

        MaxCastleRadius                = 130.0
        InstantUnpack                = Yes        
        KeepDeathKillsEverything    = Yes

        EvaEnemyCastleSightedEvent = EnemyFortressSighted
End

and after a few seconds it came up saying defeated despite the building being there so its definitely the Golden Hall that is the problem any suggestions?

 

Golden Hall ini

;------------------------------------------------------------------------------

;Rohan Golden Hall
Object RohanGoldenHall
 
    SelectPortrait = BPRGoldenHall
 
  ; *** ART Parameters ***
  Draw = W3DScriptedModelDraw ModuleTag_Draw
    OkToChangeModelColor  = Yes
    UseStandardModelNames = Yes
    StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD     
    DefaultModelConditionState
      Model = RBGoldHall
;      ParticleSysBone   = glowbone01 TorchSmokeBlack
;      ParticleSysBone   = glowbone01 TorchGlow
;      ParticleSysBone   = glowbone02 TorchSmokeBlack
;      ParticleSysBone   = glowbone02 TorchGlow
    End
    
    ;------------ Build Up States -------
    ModelConditionState   = AWAITING_CONSTRUCTION
      Model               = RBGoldHall_A
;        ParticleSysBone      = NONE BuildingDoughnutCloud
    End;
    AnimationState        = AWAITING_CONSTRUCTION
      Animation           =  RBGoldHall_A
        AnimationName     =  RBGoldHall_ASKL.RBGoldHall_ABLD
        AnimationMode     = MANUAL
        AnimationBlendTime = 0
      End
      Flags                  = START_FRAME_FIRST
    End

    ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
      Model               = RBGoldHall_A
        ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
    End;
    AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
        Animation           = RBGoldHall_A
            AnimationName     = RBGoldHall_ASKL.RBGoldHall_ABLD
            AnimationMode     = MANUAL
            AnimationBlendTime = 0
        End
        Flags                  = START_FRAME_FIRST
        StateName              = BeingConstructed
        BeginScript
            CurDrawablePlaySound("GondorBarracksBeginConstruction")
        EndScript
    End
    
    
    
     ;--damaged building
      ModelConditionState  = DESTROYED_FRONT
      Model         = RBGoldHall_D2
        ParticleSysBone FireSmall01 FireBuildingLarge
        ParticleSysBone FireSmall02 FireBuildingLarge
        ParticleSysBone FireSmall03 FireBuildingLarge
        ParticleSysBone FireSmall04 FireBuildingLarge
        ParticleSysBone FireSmall05 FireBuildingLarge
        ParticleSysBone FireSmall01 SmokeBuildingLarge
        ParticleSysBone FireSmall02 SmokeBuildingLarge
        ParticleSysBone FireSmall03 SmokeBuildingLarge
        ParticleSysBone FireSmall04 SmokeBuildingLarge
        ParticleSysBone FireSmall05 SmokeBuildingLarge
    End

    AnimationState = DESTROYED_FRONT
      BeginScript
        CurDrawableHideSubObject("RBGoldHall_01")
      EndScript
    End
    
        ModelConditionState  = DESTROYED_RIGHT
      Model         = RBGoldHall_D2
        ParticleSysBone FireSmall01 FireBuildingLarge
        ParticleSysBone FireSmall02 FireBuildingLarge
        ParticleSysBone FireSmall03 FireBuildingLarge
        ParticleSysBone FireSmall04 FireBuildingLarge
        ParticleSysBone FireSmall05 FireBuildingLarge
        ParticleSysBone FireSmall01 SmokeBuildingLarge
        ParticleSysBone FireSmall02 SmokeBuildingLarge
        ParticleSysBone FireSmall03 SmokeBuildingLarge
        ParticleSysBone FireSmall04 SmokeBuildingLarge
        ParticleSysBone FireSmall05 SmokeBuildingLarge
    End

    AnimationState = DESTROYED_RIGHT
      BeginScript
        CurDrawableHideSubObject("RBGoldHall_02")
      EndScript
    End
    

    ModelConditionState  = DESTROYED_BACK
      Model         = RBGoldHall_D2
        ParticleSysBone FireSmall01 FireBuildingLarge
        ParticleSysBone FireSmall02 FireBuildingLarge
        ParticleSysBone FireSmall03 FireBuildingLarge
        ParticleSysBone FireSmall04 FireBuildingLarge
        ParticleSysBone FireSmall05 FireBuildingLarge
        ParticleSysBone FireSmall01 SmokeBuildingLarge
        ParticleSysBone FireSmall02 SmokeBuildingLarge
        ParticleSysBone FireSmall03 SmokeBuildingLarge
        ParticleSysBone FireSmall04 SmokeBuildingLarge
        ParticleSysBone FireSmall05 SmokeBuildingLarge
    End

    AnimationState = DESTROYED_BACK
      BeginScript
        CurDrawableHideSubObject("RBGoldHall_03")
      EndScript
    End

    ModelConditionState  = DESTROYED_LEFT
      Model         = RBGoldHall_D2
        ParticleSysBone FireSmall01 FireBuildingLarge
        ParticleSysBone FireSmall02 FireBuildingLarge
        ParticleSysBone FireSmall03 FireBuildingLarge
        ParticleSysBone FireSmall04 FireBuildingLarge
        ParticleSysBone FireSmall05 FireBuildingLarge
        ParticleSysBone FireSmall01 SmokeBuildingLarge
        ParticleSysBone FireSmall02 SmokeBuildingLarge
        ParticleSysBone FireSmall03 SmokeBuildingLarge
        ParticleSysBone FireSmall04 SmokeBuildingLarge
        ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    
    AnimationState = DESTROYED_LEFT
      BeginScript
        CurDrawableHideSubObject("RBGoldHall_04")
      EndScript
    End
    
    
    ModelConditionState  = DAMAGED
      Model         = RBGoldHall_D1
        ParticleSysBone FireSmall01 FireBuildingLarge
        ParticleSysBone FireSmall02 FireBuildingMedium
        ParticleSysBone FireSmall03 FireBuildingMedium
        ParticleSysBone FireSmall04 FireBuildingMedium
        ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    AnimationState = DAMAGED
        EnteringStateFX    = FX_BuildingDamaged
    End

    ModelConditionState  = REALLYDAMAGED
      Model         = RBGoldHall_D2
        ParticleSysBone FireSmall01 FireBuildingLarge
        ParticleSysBone FireSmall02 FireBuildingLarge
        ParticleSysBone FireSmall03 FireBuildingLarge
        ParticleSysBone FireSmall04 FireBuildingLarge
        ParticleSysBone FireSmall05 FireBuildingLarge
        ParticleSysBone FireSmall01 SmokeBuildingLarge
        ParticleSysBone FireSmall02 SmokeBuildingLarge
        ParticleSysBone FireSmall03 SmokeBuildingLarge
        ParticleSysBone FireSmall04 SmokeBuildingLarge
        ParticleSysBone FireSmall05 SmokeBuildingLarge
    End
    AnimationState = REALLYDAMAGED
        EnteringStateFX    = FX_BuildingReallyDamaged
    End

    ModelConditionState  = RUBBLE
      Model         = RBGoldHall_D2
      ParticleSysBone SmokeLarge01 SmokeBuildingLarge
    End
    
    AnimationState = RUBBLE
      BeginScript
        CurDrawableHideSubObject("RBGoldHall_01")
        CurDrawableHideSubObject("RBGoldHall_02")
        CurDrawableHideSubObject("RBGoldHall_03")
        CurDrawableHideSubObject("RBGoldHall_04")
      EndScript
    EnteringStateFX = FX_WallDie
    End

    ModelConditionState  = POST_RUBBLE
      Model         = None
        ParticleSysBone NONE SmokeBuildingMediumRubble
    End

    ModelConditionState  = POST_COLLAPSE
      Model         = None
        ParticleSysBone NONE SmokeBuildingMediumRubble
    End  
  End
 
  PlacementViewAngle  = 90
 
    ; ***DESIGN parameters ***
    DisplayName         = OBJECT:RohanGoldenHall
    Side                = Rohan
    EditorSorting       = STRUCTURE
    ThreatLevel = 1.0
    
    BuildCost           = 2500
    BuildTime           = 60.0           ; in seconds
    VisionRange         = 160.0          ; Shroud clearing distance
    ShroudClearingRange = 160
    ArmorSet
        Conditions        = None
        Armor             = CitadelArmor
    End

    CommandSet            = GoldenHallCommandSet


; *** AUDIO Parameters ***

    SoundOnDamaged            = BuildingLightDamageWood
    SoundOnReallyDamaged        = BuildingHeavyDamageWood

    VoiceSelect                = RohanCitadelSelect
    VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction

    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
 

  ; *** ENGINEERING Parameters ***

  RadarPriority       = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD
 
  Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
    WorkerName          = RohanWorkerNoSelect
    RebuildTimeSeconds = CASTLE_WALL_REBUILD_TIME
  End

  Behavior = CastleMemberBehavior ModuleTag_CMB
  End

  Body                      = StructureBody ModuleTag_05
    MaxHealth               = ROHAN_CENTRAL_GOLDENHALL_HEALTH
    
    DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
    
    DamageCreationList = OCL_RBGoldHall_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
    DamageCreationList = OCL_RBGoldHall_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
    DamageCreationList = OCL_RBGoldHall_Chunk3 CATAPULT_ROCK BACK_DESTROYED
    DamageCreationList = OCL_RBGoldHall_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  End
 
    ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
    ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
    ; buildings automatically stick around because GarrisonContain has it's own DieModule
      
    Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
        DestructionDelay  = 5000
    End

    Behavior                  = StructureCollapseUpdate ModuleTag_06
        MinCollapseDelay        = 000
        MaxCollapseDelay        = 000
        CollapseDamping         = .5
        MaxShudder              = 0.6
        MinBurstDelay           = 250
        MaxBurstDelay           = 800
        BigBurstFrequency       = 4
        FXList                  = INITIAL   FX_StructureMediumCollapse

    End

      ;-----------------------------------------------
    ;Used for hero revival and initial construction     
    Behavior = ProductionUpdate ProductionUpdateModuleTag
        ; nothing, but is required if we have any Object-level Upgrades!
    End
    Behavior = QueueProductionExitUpdate ModuleTag_QueuePEU
        UnitCreatePoint   = X:0.0 Y:-20.0 Z:0.0
        NaturalRallyPoint = X:28.8 Y:-80.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius!
        ExitDelay = 300 ;Handles delays between units if multiple produced at a time.
    End  
    ;-----------------------------------------------

;//Money Maker
    Behavior = AutoDepositUpdate AutoDepositModuleTag
        DepositTiming           = GENERIC_KEEP_MONEY_TIME
        DepositAmount           = GENERIC_KEEP_MONEY_AMOUNT
        InitialCaptureBonus     = 0  ;// no initial bonus
    End

    Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
        Radius            = GENERIC_KEEP_MONEY_RANGE    ;// 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            = HordeGarrisonContain ModuleTag_hordeGarrison
;        ObjectStatusOfContained    = UNSELECTABLE CAN_ATTACK
;        ContainMax              = 6
;        MaxHordeCapacity        = 6
;        DamagePercentToUnits    = 100%
;        PassengerFilter            = ANY +INFANTRY +HORDE +CAVALRY +HERO
;        AllowEnemiesInside      = No
;        AllowNeutralInside      = 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
;        
;        ;ModifierToGiveOnExit    = GoldenHallLastChargeInvulnerability
;        
;        
;        ;PassengersTestCollisionHeight = 80
;        ;Slots                         = 1
;        ;EnterSound                     = GarrisonEnter
;        ;ExitSound                      = GarrisonExit
;        ;ExitDelay               = 250
;        ;GoAggressiveOnExit      = Yes ; AI Will tell people to set their mood to Aggressive on exiting
;        ;ForceOrientationContainer = No  ; otherwise contained units can't orient themselves towards their targets...
;    End
 

;  Behavior           = CreateObjectDie ModuleTag_08
;    CreationList     = OCL_SmallStructureDebris
;  End
 
;  Behavior = ProductionUpdate ModuleTag_10
;    ; nothing, but is required if we have any Object-level Upgrades!
;  End
 
;  Behavior = FlammableUpdate ModuleTag_14
;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
;    AflameDamageAmount = 5       ; taking this much damage...
;    AflameDamageDelay = 500       ; this often.
;  End
 
;  Behavior = TransitionDamageFX ModuleTag_15
;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;    ;---------------------------------------------------------------------------------------
;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
;  End
 
;  Behavior             = FXListDie ModuleTag_16
;    DeathFX       = FX_BuildingDie
;  End

  Behavior                  = BuildingBehavior BuildingModuleTag
    NightWindowName         = WINDOW_N01
  ;  FireWindowName          = WINDOW_F01
  ;  GlowWindowName            = WINDOW_G01
  ;  FireName                = FIRE01
  End
   
    Geometry                = BOX
    GeometryMajorRadius        = 27
    GeometryMinorRadius        = 45
    GeometryHeight            = 47
    GeometryOffset            = X:0 Y:0 Z:0
 
    AdditionalGeometry        = BOX
    GeometryMajorRadius        = 60.0
    GeometryMinorRadius        = 20.0
    GeometryHeight            = 30
    
    AdditionalGeometry        = BOX
    GeometryMajorRadius        = 16.0
    GeometryMinorRadius        = 16.0
    GeometryHeight            = 100
    
    AdditionalGeometry        = BOX
    GeometryMajorRadius        = 7.0
    GeometryMinorRadius        = 7.0
    GeometryHeight            = 155
    
    GeometryIsSmall            = No
    Shadow                    = SHADOW_VOLUME
    BuildCompletion            = PLACED_BY_PLAYER
    
    GeometryContactPoint    = X:-48.78        Y:31.646    Z:0            Repair
    GeometryContactPoint    = X:46.105        Y:-24.325    Z:0            Repair
    GeometryContactPoint    = X:34.019        Y:45.92        Z:0
    GeometryContactPoint    = X:-40.263        Y:-38.858    Z:0
    GeometryContactPoint    = X:-1.232        Y:-0.6        Z:153.736    Swoop

End



In Topic: Spells Ingame Problem

24 May 2018 - 01:22 PM

I've got a feeling it might be something with that now that you have mentioned it, I use the Golden Hall as the fortress it spawns at the start and i can build builders and hero's though it doesn't have a build animation, plots or upgrades yet.  The game might recognise it as a unit building like a barracks hence why i can play fine but not recognise it as a fortress which stops the powers.


In Topic: Spells Ingame Problem

24 May 2018 - 12:26 PM

Yes the code for the powers is fine as they are all the original no new ones, I should have mentioned that i gave them the Men Science Tree temporarily to begin with and had the same problem, there must be a bit of code i am missing or potentially a typo somewhere.
 

This is my Spell CommandSet Code

CommandSet RohanSpellBookCommandSet
    1 = Command_SpellBookHeal
    2 = Command_SpellBookRallyingCall
    3 = Command_SpellBookRebuild

    4 = Command_SpellBookMenOfDaleAllies
    5 = Command_SpellBookArrowVolleyGood
    6 = Command_SpellBookLoneTower
    7 = Command_SpellBookHobbitAllies

    8 = Command_SpellBookRohanAllies
    9 = Command_SpellBookCloudBreak
   10 = Command_SpellBookEntAllies

   11 = Command_SpellBookEarthquake
   12 = Command_SpellBookCitadel
End



CommandSet RohanSpellStoreCommandSet
    1 = Command_PurchaseSpellHeal
    2 = Command_PurchaseSpellRallyingCallMP
    3 = Command_PurchaseSpellRebuild
    
    4 = Command_PurchaseSpellMenOfDaleAllies
    5 = Command_PurchaseSpellArrowVolleyGood
    6 = Command_PurchaseSpellLoneTowerMen
    7 = Command_PurchaseSpellHobbitAllies

    8 = Command_PurchaseSpellRohanAllies
    9 = Command_PurchaseSpellCloudBreak
    10 = Command_PurchaseSpellEntAllies

    11 = Command_PurchaseSpellEarthquake
    12 = Command_PurchaseSpellCitadel
End

This is the code I have in my Playertemplate

    IntrinsicSciences            = SCIENCE_GOOD
    IntrinsicSciencesMP         = SCIENCE_ROHAN
    SpellBook                    = GoodSpellBook
    SpellBookMp                    = RohanSpellBook
    PurchaseScienceCommandSet    = GoodSpellStoreCommandSet
    PurchaseScienceCommandSetMP    = RohanSpellStoreCommandSet

And i added this code to the system.ini

ChildObject RohanSpellBook GoodSpellBook
    CommandSet           = RohanSpellBookCommandSet
End