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Culfa

Member Since 03 Apr 2007
Offline Last Active Jul 24 2008 08:09 PM

Topics I've Started

These ****** bse-Files

24 July 2008 - 07:33 PM

Hi

I tried a new sort of buildingsystem. I have for example a building A in which a plot is, where u can build a building, in which a plot is, too, where u can build a tower or a well.

OK, I tried this code:

Object TESTCenterGeneric	
	
	SelectPortrait = BPMFortress
	
	Draw = W3DScriptedModelDraw ModuleTag_01

		DefaultModelConditionState
			  Model = None
		End
		
		ModelConditionState = WORLD_BUILDER
			Model = NBasePin
		End
	End
	
	Side			= Elves
	EditorSorting	= STRUCTURE
	KindOf			= IMMOBILE BASE_FOUNDATION CASTLE_CENTER
  
	Behavior = CastleBehavior ModuleTag_castle
	;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.	
		FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER				
	End  
End

Object EEELBENTEST

	SelectPortrait = BPRCamp_Citadel

 ; *** ART Parameters ***


  Draw = W3DScriptedModelDraw ModuleTag_Draw

	OkToChangeModelColor  = Yes
	UseStandardModelNames = Yes

;
	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 = Glowbone02
;	ExtraPublicBone = Glowbone03
;	ExtraPublicBone = Glowbone04

	DefaultModelConditionState  
	Model = ibtent
	WeaponLaunchBone = PRIMARY ARROW_
;					ParticleSysBone   = glowbone01 TorchGlow
;					ParticleSysBone   = glowbone02 TorchGlow
;					ParticleSysBone   = glowbone03 TorchGlow
;					ParticleSysBone   = glowbone04 TorchGlow
	End
	
	IdleAnimationState
	   ;BeginScript
	   ;	Prev = CurDrawablePrevAnimationState()
	   ;	if Prev == "BeingConstructed" then 
			   ; Don't play completed sound when canceling build-in-progress or when
			   ; destroyed halfway
	   ;		if not CurDrawableModelcondition( "DYING" ) then 
	   ;			CurDrawablePlaySound("CampSoldierCompleteGeneric")
	   ;		end
	   ;	end
	   ;EndScript
	End

;------------Build Up States
	ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED
	  Model			   = RBCCENTEROP_A
;	  ParticleSysBone	  = NONE BuildingDoughnutCloud
	  ParticleSysBone	 = NONE BuildingContructDust
	End  

	AnimationState		  = ACTIVELY_BEING_CONSTRUCTED
		Animation
			AnimationName	= RBCCenterOP_A.RBCCenterOP_A
			AnimationMode   = MANUAL
		End
		BeginScript
		   ;CurDrawableHideSubObject("FIRE02")
			CurDrawablePlaySound("GondorBarracksBeginConstruction")
			CurDrawablePlaySound("BuildingTopple")
		EndScript
	End

;------------Build Up States
	ModelConditionState   = BASE_BUILD
	  Model			   = RBCCENTEROP_A
;	  ParticleSysBone	  = NONE BuildingDoughnutCloud
	  ParticleSysBone	 = NONE BuildingContructDust
	End  

	AnimationState		  = BASE_BUILD
		Animation
			AnimationName = RBCCenterOP_A.RBCCenterOP_A
			AnimationMode = ONCE
			AnimationBlendTime = 0			
			AnimationSpeedFactorRange = 2.0 2.0; 300 frame anim, but need to shrink down to 5 seconds
		End
		BeginScript
			CurDrawablePlaySound("GondorBarracksBeginConstruction")
			CurDrawablePlaySound("BuildingTopple")
		EndScript
	End

	ModelConditionState   = JUST_BUILT
	  Model			   = RBCCENTEROP_A
;	  ParticleSysBone	  = NONE BuildingDoughnutCloud
	  ParticleSysBone	 = NONE BuildingContructDust
	End  

	AnimationState		  = JUST_BUILT
		Animation
			AnimationName = RBCCenterOP_A.RBCCenterOP_A
			AnimationMode = MANUAL			
			AnimationBlendTime = 0
		End
		Flags = START_FRAME_FIRST
	End

	ModelConditionState  = DAMAGED
	  Model		 = RBCCENTEROP_D1
	ParticleSysBone NONE BuildingDamaged
	  ParticleSysBone dustbone01 TrebuchetImpactDebris
;					ParticleSysBone   = glowbone01 TorchGlow
;					ParticleSysBone   = glowbone02 TorchGlow
;					ParticleSysBone   = glowbone03 TorchGlow
;					ParticleSysBone   = glowbone04 TorchGlow
	End
	AnimationState = DAMAGED
	EnteringStateFX	= FX_BuildingDamaged
	End

	ModelConditionState  = REALLYDAMAGED
	  Model		 = RBCCENTEROP_D2
	  ParticleSysBone dustbone01 TrebuchetImpactDebris
	  ParticleSysBone NONE SmokeBuildingMediumRubble
	
	End
	AnimationState = REALLYDAMAGED
	EnteringStateFX	= FX_BuildingReallyDamaged
	End
	
	ModelConditionState  = RUBBLE
	  Model		 = RBCCENTEROP_D2
	  ParticleSysBone dustbone01 BuildingChunkBitsTrail
	  ParticleSysBone NONE Explosion5
	End
	AnimationState = RUBBLE
	End

	  ModelConditionState  = POST_RUBBLE
		Model		 = GBGenRubble
		ParticleSysBone NONE SmokeBuildingMediumRubble
	End
	AnimationState = POST_RUBBLE
	End
	
	ModelConditionState  = POST_COLLAPSE
		Model		 = GBGenRubble
		ParticleSysBone NONE SmokeBuildingMediumRubble
	End
	AnimationState = POST_COLLAPSE
	End

  End


   ; *** AUDIO Parameters ***

	VoiceSelect				= RohanCitadelSelect

	SoundOnDamaged			= BuildingLightDamageWood
	SoundOnReallyDamaged		= BuildingHeavyDamageWood

	VoiceSelectUnderConstruction	= BuildingGoodVoiceSelectUnderConstruction

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



   ; ***DESIGN parameters ***

	DisplayName	  = OBJECT:RohanOutpost
	Side = Elves

	EditorSorting   = STRUCTURE
	ThreatLevel = 1.0
	BuildCost   = 800; 1000
	BuildTime   = 30.0		  ; in seconds
	ShroudClearingRange = 300   ;
	CommandSet	= GenericKeepCommandSet;GenericOutpostCommandSet

	ArmorSet
		Conditions		= None
		Armor			 = CitadelArmor
		DamageFX		  = None
	End

   ; *** ENGINEERING Parameters ***  
	KindOf	= VITAL_FOR_BASE_SURVIVAL STRUCTURE SELECTABLE IMMOBILE MP_COUNT_FOR_VICTORY FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE GARRISON CAN_ATTACK GARRISONABLE_UNTIL_DESTROYED
	RadarPriority			= STRUCTURE
	VisionRange		 = 300.0 ; Shroud clearing distance
	KeepSelectableWhenDead	= Yes

	Body			  = ActiveBody ModuleTag_02
		MaxHealth	   = 2700; ROHAN_CENTRAL_CAMP_KEEP_HEALTH
	End

  Behavior = GettingBuiltBehavior ModuleTag_04
	SelfBuildingLoop = BuildingBigConstructionLoop		   ; Only played if we DON'T spawn a worker;
	SelfRepairFromDamageLoop  = NoSound			   ; This doesn't cause an animation, so don't bother playing a sound
	SelfRepairFromRubbleLoop  = BuildingBigConstructionLoop
  End

  Behavior = CastleMemberBehavior ModuleTag_CMB
	BeingBuiltSound = BuildingBigConstructionLoop
  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  
   ;-----------------------------------------------

;


; Won't-rebuild bug, scrapped out - Left as a warning
;	Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
;		AutoAcquireEnemiesWhenIdle	= Yes
;		MoodAttackCheckRate		= 250
;	End


	Behavior = AutoDepositUpdate AutoDepositModuleTag
		DepositTiming			= GENERIC_KEEP_MONEY_TIME	   ; in milliseconds
		DepositAmount			= 10; GENERIC_KEEP_MONEY_AMOUNT	   ; cash amount to deposit every DepositTiming
		InitialCaptureBonus		= 0 ; no initial bonus
	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 = KeepObjectDie ModuleTag_IWantRubble
  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

	Behavior				  = RubbleRiseUpdate ModuleTag_07
		MinRubbleRiseDelay	  = 000
		MaxRubbleRiseDelay	  = 000
	   ;RubbleRiseDamping	   = .5
		RubbleHeight			= 4.0
		MaxShudder			  = 0.6
		MinBurstDelay		   = 250
		MaxBurstDelay		   = 800
		BigBurstFrequency	   = 4
		FXList				  = INITIAL FX_StructureMediumPostCollapse	   ;;FX_StructureMediumCollapse
	End

	Behavior = CastleBehavior ModuleTag_castle
		CastleToUnpackForFaction	= Mordor Outpost_Bruchtal
		CastleToUnpackForFaction	= Isengard Outpost_Bruchtal
		CastleToUnpackForFaction	= Men Outpost_Bruchtal
		CastleToUnpackForFaction	= Elves Outpost_Bruchtal
		CastleToUnpackForFaction	= Dwarves Outpost_Bruchtal		
		CastleToUnpackForFaction	= Wild Outpost_Bruchtal			

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

		MaxCastleRadius 			= 130.0
		InstantUnpack				= Yes		
		KeepDeathKillsEverything	= Yes

		EvaEnemyCastleSightedEvent = EnemyFortressSighted
	End



  Geometry			  = CYLINDER
  GeometryMajorRadius   = 37.0
  GeometryMinorRadius   = 0
  GeometryHeight		= 16.0
  
  AdditionalGeometry	= CYLINDER
  GeometryMajorRadius   = 12.0
  GeometryMinorRadius   = 0
  GeometryHeight		= 95.0
  
  GeometryIsSmall	   = No
  Shadow				= SHADOW_VOLUME
  
  AttackContactPoint	= X:-0.489		Y:1.954		Z:133.674		Swoop
  AttackContactPoint	= X:0			Y:0			Z:0
End



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;------------------------------------------------------------------------------------------
;Rohan Building Foundation -- the area where faction rohan buildings can be built on
Object TestBuildingFoundation
 
	SelectPortrait = BPRCamp_Plot
 ; *** ART Parameters ***

  
	Draw = W3DScriptedModelDraw ModuleTag_Draw2
		DefaultModelConditionState
			Model = EBFoundation
		End
		ModelConditionState = WORLD_BUILDER
			  Model = EBFoundation
		  End
		
	End
   Draw = W3DFloorDraw ModuleTag_Draw
	  ModelName = EBFoundation
  End
 
 ;PlacementViewAngle  = 0
 
 ; ***DESIGN parameters ***
  DisplayName		 = OBJECT:RohanBuildingFoundation
  Side				= Elves
  EditorSorting	   = STRUCTURE
  ThreatLevel = 1.0
 
  BuildCost		   = 1
  BuildTime		   = 5.0		  ; in seconds
  VisionRange		 = 160.0		 ; Shroud clearing distance
  ShroudClearingRange = 160

  CommandSet = TestCommandSet

 ; *** AUDIO Parameters ***

  VoiceSelect = Gui_PlotSelect


 ; *** ENGINEERING Parameters ***

  RadarPriority	   = STRUCTURE
  KindOf			  = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY
 
  Behavior			= FoundationAIUpdate ModuleTag_foundationAI
  End

  Behavior = CastleMemberBehavior ModuleTag_CMB
  End 

  Body				= ImmortalBody ModuleTag_05
	MaxHealth		 = 15000.0
  End
 
  Geometry			  = BOX
  GeometryMajorRadius   = 24.0
  GeometryMinorRadius   = 24.0
  GeometryHeight		= 0.8
  GeometryIsSmall	   = No
  Shadow				= SHADOW_VOLUME
  BuildCompletion		= PLACED_BY_PLAYER
End

But, if u want to place the building, so you see the transparent building, u see the bse-File perfectly. But if it is built up, there's nothing. Really nothing, where u can select it or sth. else. The bse-File is correct, i compard it to your tutorial.

When is an hero an hero?

27 December 2007 - 10:37 PM

Hi

I want my hero resisting all negative effects, including the Crippling strike by Lurtz. So i looked after the weapon. There I found that it works only against HERO units. But when is an hero an hero? When he is defined in BuildableHeroes or whatelse?

Can I change, in any way, that my hero cannot be a target for the crippling strike after level 7? Maybe in changing that he is not an hero anymore? But how?

Sorry for my bad english, but i am really bad at english.

Includes by EA do not work

06 August 2007 - 09:34 PM

The Includes by EA. Firstly, I discovered them, I found them a good work by EA and I use them but now I have problems with those by EA.... In nearly every unit he does not know this Includefile. He cannot open it. I do not change the setting of the includecommand. There is no difference between the location of the EA's units and mine but it crashes.

Posted Image

Sry for my bad English, but im german and really bad at english :popcorn:

Thanks