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Autor Thema: mordor-mauern problem  (Gelesen 4010 mal)

elladan05

  • Heiler von Imladris
  • **
  • Beiträge: 223
mordor-mauern problem
« am: 10. Mär 2009, 14:48 »
tag... ich habe folgendes problem und zwar:




http://img3.imagebanana.com/view/7jyr1bl/mordorwalls.bmp.png

siehe die mauern


ich habe fogende ini für isengardcastlewalls:




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ;;
;;    CASTLE WALL PIECES FOR THE NEW WALL BUILD SYSTEM ;;
;; ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Object IsengardCastleWallSegment
 
// *** ART Parameters *** 
  SelectPortrait = BPIWall
 
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor  = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = dolgulwall
End

IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; ;AnimationName = IBWallRamp2.IBWallRamp2
; AnimationName = GBWallN.GBWallN
; AnimationMode = LOOP
End
    StateName = STATE_None
End



//------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = dolgulwall
Texture = IBFortress.tga IBFortress_snow.tga
End

ModelConditionState   = AWAITING_CONSTRUCTION
Model               = dolgulwall
End
AnimationState        = AWAITING_CONSTRUCTION
Animation           =  DBWallN_A
AnimationName     =  IBWallN_A.IBWallN_A
AnimationMode     = MANUAL
AnimationBlendTime = 0
End
Flags   = START_FRAME_FIRST
End

ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = dolgulwall
Texture = IBFortress.tga IBFortress_U.tga
End

ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = dolgulwall
Texture = IBFortress.tga IBFortress_snow.tga
End

ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model               = dolgulwall
End
   
AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation           = DBWallN_A
AnimationName     = IBWallN_A.IBWallN_A
AnimationMode     = MANUAL
AnimationBlendTime = 0
End
Flags   = START_FRAME_FIRST
StateName   = BeingConstructed
ParticleSysBone   = NONE WallConstructDust FollowBone:Yes
End


//--damaged building  
ModelConditionState  = DAMAGED
Model         = dolgulwall
End
AnimationState = DAMAGED
EnteringStateFX = FX_WallDamaged
End    

ModelConditionState  = REALLYDAMAGED
Model         = dolgulwall
End
   
    AnimationState = REALLYDAMAGED
      Animation = RubbleAnimation
AnimationName = IBWallN_D2.IBWallN_D2
AnimationMode = ONCE
  End
    EnteringStateFX = FX_WallDamaged
End
 
ModelConditionState  = COLLAPSING
Model         = dolgulwall
End

AnimationState = COLLAPSING
      Animation = RubbleAnimation
AnimationName = IBWallN_D3.IBWallN_D3
AnimationMode = ONCE
  End
  ParticleSysBone NONE WallDestructionDust
End

ModelConditionState  = RUBBLE
Model         = None ;GBWall_Rubble 
End 

ModelConditionState  = POST_RUBBLE
Model         = None ;GBWall_Rubble
End
AnimationState = POST_RUBBLE
End

ModelConditionState  = POST_COLLAPSE
Model         = None
End
AnimationState = POST_COLLAPSE
End

ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = dolgulwall
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW 
Model = dolgulwall
Texture = IBFortress.tga IBFortress_snow.tga
End

End

Draw = W3DScriptedModelDraw ModuleTag_Draw_Rubble
OkToChangeModelColor  = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = None
End

ModelConditionState  = COLLAPSING
Model         = dolgulwall
End

ModelConditionState  = RUBBLE
Model         = dolgulwall
End
   
ModelConditionState  = POST_RUBBLE
Model         = dolgulwall
End

ModelConditionState  = POST_COLLAPSE
Model         = None
End
End
   
// ***DESIGN parameters ***
DisplayName         = OBJECT:IsengardCastleWallSegment
Side                = Isengard
EditorSorting       = STRUCTURE
ThreatLevel = 1.0

BuildCost           = ISENGARD_CASTLE_WALLSEGMENT_BUILDCOST
BuildTime           = ISENGARD_CASTLE_WALLSEGMENT_BUILDTIME
VisionRange         = 160.0          // Shroud clearing distance
ShroudClearingRange = 160
CommandSet = IsengardWallUpgradeNodeCommandSet

// *** AUDIO Parameters ***

#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

VoiceSelect = Gui_PlotSelect2
    VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction

SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone

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

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End

CampnessValue = CAMPNESS_WALL

// *** ENGINEERING Parameters ***
RadarPriority       = STRUCTURE
KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE WALL_SEGMENT SCALEABLE_WALL MADE_OF_STONE
ThreatBreakdown ThreatBreakdown_ModuleTag
AIKindOf = WALL
End

//This is important to let the user select the rubble to begin self repair
KeepSelectableWhenDead = Yes
 
Behavior            = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = WallConstructionLoop // 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 = WallConstructionLoop
UseSpawnTimerWithoutWorker = Yes
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
RebuildTimeSeconds = ISENGARD_CASTLE_WALLSEGMENT_BUILDTIME
End

Body                = StructureBody ModuleTag_05
MaxHealth = ISENGARD_CASTLE_WALLSEGMENT_HEALTH
MaxHealthDamaged = ISENGARD_CASTLE_WALLSEGMENT_HEALTH_DAMAGED
MaxHealthReallyDamaged = ISENGARD_CASTLE_WALLSEGMENT_HEALTH_REALLY_DAMAGED
End
 
// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior            = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
// These should always appear together on wall segments

Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Hub
ReplaceWith = IsengardCastleWallHub
TriggeredBy = Upgrade_IsengardWallHub
ConflictsWith = Upgrade_IsengardWallRegularGate
End

Behavior = ReplaceSelfUpgrade ModuleTag_Replace_With_Gate
ReplaceWith = IsengardCastleWallGate
TriggeredBy = Upgrade_IsengardWallRegularGate
ConflictsWith = Upgrade_IsengardWallHub
End

Behavior = ProductionUpdate ModuleTag_RequiredForUpgradeProduction
End

Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = ISENGARD_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_IsengardFortressIronPlating
ObjectFilter = ANY +IsengardFortressCitadel
End

Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_IsengardFortressIronPlating
AttributeModifier = IronPlatingExpansion_Bonus
End

Behavior = ModelConditionUpgrade ModuleTag_ShowThePlating
TriggeredBy = Upgrade_IsengardFortressIronPlating
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End

ArmorSet
Conditions        = None
Armor             = IsenWallArmor
DamageFX          = None
End

;// Geometry for the temp men small wall segment
Geometry              = BOX
GeometryMajorRadius   = 5.0 ;10.0
GeometryMinorRadius   = 20.0
GeometryHeight        = 40.0 ;47
GeometryIsSmall       = No
 
;Geometry              = BOX
;GeometryMajorRadius   = 25.0
;GeometryMinorRadius   = 20.0
;GeometryHeight        = 50
;GeometryIsSmall       = No
 
Shadow                = SHADOW_VOLUME
BuildCompletion     = PLACED_BY_PLAYER
End

;---------------------------------------------
Object IsengardCastleWallHub
 
  ; *** ART Parameters ***
 
  SelectPortrait = BPIWall_WallHub
 
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor  = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = dolgulhub
End

IdleAnimationState
; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
; Animation = ReallyDamagedanimation
; ;AnimationName = IBWallRmprt.IBWallRmprt
; AnimationName = GBWallRmprtN.GBWallRmprtN
; AnimationMode = LOOP
; End
    StateName = STATE_None
End



;------------ New Build Up States coming soon.

ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = dolgulhub
Texture = IBFortress.tga IBFortress_snow.tga
End

ModelConditionState   = AWAITING_CONSTRUCTION
Model               = dolgulhub
End
AnimationState        = AWAITING_CONSTRUCTION
Animation           =  DBWallN_A
AnimationName     =  IBWallRmprtN_A.IBWallRmprtN_A
AnimationMode     = MANUAL
AnimationBlendTime = 0
End
Flags   = START_FRAME_FIRST
End

ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = dolgulhub
Texture = IBFortress.tga IBFortress_U.tga
End

ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = dolgulhub
Texture = IBFortress.tga IBFortress_snow.tga
End

ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model               = dolgulhub
End
   
AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation           = IBWallRmprtN_A
AnimationName     = IBWallRmprtN_A.IBWallRmprtN_A
AnimationMode     = MANUAL
AnimationBlendTime = 0
End
Flags   = START_FRAME_FIRST
StateName   = BeingConstructed
ParticleSysBone   = NONE WallConstructDust FollowBone:Yes
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End


;--damaged building
 
ModelConditionState  = DAMAGED
Model         = dolgulhub
End
AnimationState = DAMAGED
EnteringStateFX = FX_HubDamaged
End    

ModelConditionState  = REALLYDAMAGED
Model         = dolgulhub
End
   
    AnimationState = REALLYDAMAGED
      Animation = RubbleAnimation
AnimationName = IBWallRmprtN_D2.IBWallRmprtN_D2
AnimationMode = ONCE
  End
    EnteringStateFX = FX_HubDamaged
End
 
ModelConditionState  = COLLAPSING
Model         = dolgulhub
End

AnimationState = COLLAPSING
      Animation = RubbleAnimation
AnimationName = IBWallRmprtN_D3.IBWallRmprtN_D3
AnimationMode = ONCE
  End
  ParticleSysBone NONE HubDestructionDust
  EnteringStateFX = FX_StructureMediumCollapse
End


ModelConditionState  = DYING
Model         = dolgulhub
End

AnimationState = DYING
      Animation = RubbleAnimation
AnimationName = IBWallRmprtN_D3.IBWallRmprtN_D3
AnimationMode = ONCE
  End
  ParticleSysBone NONE HubDestructionDust
  EnteringStateFX = FX_StructureMediumCollapse
End



ModelConditionState  = RUBBLE
Model         = None 
End 

ModelConditionState  = POST_RUBBLE
Model         = NONE
End
AnimationState = POST_RUBBLE
End

ModelConditionState  = POST_COLLAPSE
Model         = None
End
AnimationState = POST_COLLAPSE
End

ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = dolgulhub
Texture = IBFortress.tga IBFortress_U.tga
End

ModelConditionState = SNOW 
Model = dolgulhub
Texture = IBFortress.tga IBFortress_snow.tga
End

End
 
; ***DESIGN parameters ***
RadarPriority       = STRUCTURE
DisplayName         = OBJECT:IsengardCastleWallHub
Side                = Isengard
EditorSorting       = STRUCTURE
ThreatLevel = 1.0

BuildCost           = ISENGARD_CASTLE_WALLHUB_BUILDCOST
BuildTime           = ISENGARD_CASTLE_WALLHUB_BUILDTIME
VisionRange         = 160.0          ; Shroud clearing distance
ShroudClearingRange = 160



CommandSet = IsengardCastleWallHubCommandSet


; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

    VoiceSelect = NeutralWallHubSelect ;Gui_PlotSelect2
    VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction

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

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:COLLAPSING Sound:BuildingSink
End

CampnessValue = CAMPNESS_WALL

; *** ENGINEERING Parameters ***
RadarPriority       = STRUCTURE
KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_HUB MADE_OF_STONE WALL_UPGRADE
ThreatBreakdown ThreatBreakdown_ModuleTag
AIKindOf = WALL
End

Behavior            = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
    SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
;SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop  = WallConstructionLoop
SelfRepairFromRubbleLoop  = BuildingConstructionLoop
End

Body                = StructureBody ModuleTag_05
MaxHealth = ISENGARD_CASTLE_WALLHUB_HEALTH
MaxHealthDamaged = ISENGARD_CASTLE_WALLHUB_HEALTH_DAMAGED
MaxHealthReallyDamaged = ISENGARD_CASTLE_WALLHUB_HEALTH_REALLY_DAMAGED
End
 

Behavior = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
DestructionDelay = 5000
;Sound = INITIAL BuildingSink
End

Behavior = WallHubBehavior ModuleTag_WALL_HUB

Options = OPTION_ONE
MaxBuildoutDistance = MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR

;;This defines the pattern built on flat terrain
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallSegment
SegmentTemplateName = IsengardCastleWallHub

BuilderRadius = 20

HubCapTemplateName = IsengardCastleWallHub
DefaultSegmentTemplateName = IsengardCastleWallSegment

CliffCapTemplateName = IsengardWallCliffCap
;ShoreCapTemplateName = [NAME]
;BorderCapTemplateName = [NAME]
;ElevatedSegmentTemplateName = [NAME]

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 = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = ISENGARD_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_IsengardFortressIronPlating
ObjectFilter = ANY +IsengardFortressCitadel
End

Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_IsengardFortressIronPlating
AttributeModifier = IronPlatingExpansion_Bonus
End

Behavior = ModelConditionUpgrade ModuleTag_ShowThePlating
TriggeredBy = Upgrade_IsengardFortressIronPlating
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End

ArmorSet
Conditions        = None
Armor             = IsenWallArmor
DamageFX          = None
End

;// Geometry for the temp small men wall hub
Geometry              = CYLINDER
GeometryMajorRadius   = 20.0 ;
GeometryMinorRadius   = 20.0 ;
GeometryHeight        = 70.0
GeometryIsSmall       = No

AdditionalGeometry    = BOX
GeometryMajorRadius   = 5.0 ;10.0
GeometryMinorRadius   = 20.0
GeometryHeight        = 40.0 ;47
GeometryIsSmall       = No

Shadow                = SHADOW_VOLUME
BuildCompletion     = PLACED_BY_PLAYER

GeometryContactPoint = X:-21 Y:22 Z:0 Repair
GeometryContactPoint = X:23 Y:-20 Z:0 Repair
GeometryContactPoint = X:5.576 Y:44.987 Z:0
GeometryContactPoint = X:-38.348 Y:-42.113 Z:0
GeometryContactPoint = X:-28.448 Y:-0.003 Z:75.14 Swoop
End


;---------------------------------------------------------
Object IsengardCastleWallGate
   
   ; *** ART Parameters ***
   
    SelectPortrait = BPIWall_MainGate
   
  Draw = W3DScriptedModelDraw ModuleTag_Draw
  OkToChangeModelColor  = Yes
  UseStandardModelNames = Yes
  DefaultModelConditionState
  Model = dolgulgate_skn
  End


;--------- damage states for the gate

ModelConditionState   = DAMAGED
Model               = dolgulgate_skn
End

ModelConditionState   = REALLYDAMAGED
Model               = dolgolgate_d1.w3d
End

ModelConditionState  = COLLAPSING DOOR_1_OPENING
Model         = dolgulgate_skn
End
AnimationState = COLLAPSING DOOR_1_OPENING
      Animation = RubbleAnimation
AnimationName = IBWallGateN_D4.IBWallGateN_D4
AnimationMode = ONCE
  End
End

ModelConditionState  = COLLAPSING
Model         = IBWallGateN_D3
End
AnimationState = COLLAPSING
      Animation = RubbleAnimation
AnimationName = IBWallGateN_D3.IBWallGateN_D3
AnimationMode = ONCE
  End
End

ModelConditionState  = DYING
Model         = IBWallGateN_D3
End
AnimationState = DYING
      Animation = RubbleAnimation
AnimationName = IBWallGateN_D3.IBWallGateN_D3
AnimationMode = ONCE
  End
  EnteringStateFX = FX_StructureMediumCollapse
  ParticleSysBone NONE HubDestructionDust

End


ModelConditionState  = RUBBLE
Model         = None 
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


;------ Door Animations

AnimationState = DOOR_1_OPENING
Flags = START_FRAME_LAST
StateName = Door_Open
Animation = Death
AnimationName = IBWallGateN_SKL.IBWallGateN_OP
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Close" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
EndScript
End
TransitionState = TRANS_Closed_To_Open
Animation = Open
AnimationName = IBWallGateN_SKL.IBWallGateN_OPN
AnimationMode = ONCE
End
End
   
AnimationState = DOOR_1_CLOSING
Flags = START_FRAME_LAST
StateName = Door_Close
Animation = Death
AnimationName = IBWallGateN_SKL.IBWallGateN_CL
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
EndScript
End
TransitionState = TRANS_Open_To_Closed
Animation = Open
AnimationName = IBWallGateN_SKL.IBWallGateN_CLS
AnimationMode = ONCE
End
End

ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = dolgulgate_skn
Texture = IBFortress.tga IBFortress_U.tga
End

ModelConditionState = SNOW
Model = dolgulgate_skn
Texture = IBFortress.tga IBFortress_snow.tga
End

  End
     
   ; ***DESIGN parameters ***
   DisplayName         = OBJECT:IsengardCastleWallGate
   Side                = Isengard
   EditorSorting       = STRUCTURE
   ThreatLevel = 1.0
 
   BuildCost           = ISENGARD_CASTLE_WALLGATE_BUILDCOST
   BuildTime           = ISENGARD_CASTLE_WALLGATE_BUILDTIME
   VisionRange         = 160.0          ; Shroud clearing distance
   ShroudClearingRange = 160
   
   CommandSet = CastleGateCommandSet
 
   ; *** AUDIO Parameters ***

#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

VoiceSelect = GateSelect
    VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction

  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

;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
; ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
;End

CampnessValue = CAMPNESS_WALL

   ; *** ENGINEERING Parameters ***
   RadarPriority       = STRUCTURE
   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE WALL_UPGRADE MADE_OF_STONE BLOCKING_GATE WALL_GATE
 
Behavior            = GettingBuiltBehavior ModuleTag_04
SelfBuildingLoop = WallConstructionLoop // 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 = WallConstructionLoop
SpawnTimer = -1.0 // Negative means no 'autoheal'
RebuildTimeSeconds = ISENGARD_CASTLE_WALLGATE_BUILDTIME
End
 
Body                = StructureBody ModuleTag_05
MaxHealth = ISENGARD_CASTLE_WALLGATE_HEALTH
MaxHealthDamaged = ISENGARD_CASTLE_WALLGATE_HEALTH_DAMAGED
MaxHealthReallyDamaged = ISENGARD_CASTLE_WALLGATE_HEALTH_REALLY_DAMAGED
End
 
Behavior            = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = ALL
DestructionDelay = 5000
End

Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 3000 ;important! this must be longer than the gates animation, ir it will twitch
OpenByDefault = No
PercentOpenForPathing = 50
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End

Behavior = FakePathfindPortalBehaviour ModuleTag_FAKEPATHFIND
AllowEnemies = No
AllowNonSkirmishAIUnits = No
End

Behavior = AIGateUpdate ModuleTage_AIGateUpdate
TriggerWidthX = 300.0
TriggerWidthY = 150.0
End

Behavior = InheritUpgradeCreate ModuleTag_InheritStonework
Radius = ISENGARD_FORTRESS_WALL_EFFECTIVE_RADIUS
Upgrade = Upgrade_IsengardFortressIronPlating
ObjectFilter = ANY +IsengardFortressCitadel
End

Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_IsengardFortressIronPlating
AttributeModifier = IronPlatingExpansion_Bonus
End

Behavior = ModelConditionUpgrade ModuleTag_ShowThePlating
TriggeredBy = Upgrade_IsengardFortressIronPlating
AddConditionFlags = UPGRADE_NUMENOR_STONEWORK
Permanent = Yes
End

ArmorSet
Conditions        = None
Armor             = IsenWallArmor
DamageFX          = None
End

;// Geometry from small men wall gate
GeometryIsSmall   = No

; right pillar
Geometry              = BOX
GeometryMajorRadius   = 10.0 
GeometryMinorRadius   = 10.0 
GeometryHeight        = 75
GeometryOffset        = X:0 Y:50 Z:0

; left pillar
AdditionalGeometry    = BOX
GeometryMajorRadius   = 10.0 
GeometryMinorRadius   = 10.0 
GeometryHeight        = 75
GeometryOffset        = X:0 Y:-50 Z:0

; Main
AdditionalGeometry    = BOX
GeometryName   = "Closed"
GeometryMajorRadius   = 9.0 
GeometryMinorRadius   = 50.0 
GeometryHeight        = 50

; Left open
AdditionalGeometry    = BOX
GeometryName   = "OpenLeft"
GeometryMajorRadius   = 9.0 
GeometryMinorRadius   = 10.0 
GeometryHeight        = 40
GeometryOffset        = X:0 Y:-30 Z:0

; Right open
AdditionalGeometry    = BOX
GeometryName   = "OpenRight"
GeometryMajorRadius   = 9.0 
GeometryMinorRadius   = 10.0 
GeometryHeight        = 40
GeometryOffset        = X:0 Y:30 Z:0

// need some geometry points to tell enemy weapons where to hit.
GeometryContactPoint = X:0 Y:50 Z:75
GeometryContactPoint = X:0 Y:50 Z:10
GeometryContactPoint = X:0 Y:-50 Z:10
GeometryContactPoint = X:0 Y:-50 Z:75

 
Shadow                = SHADOW_VOLUME
BuildCompletion     = PLACED_BY_PLAYER
End
   
   
;----------------------------------------------------------------------
   
Object IsengardWallCliffCap

SelectPortrait  =  BPIWall
 
  ; *** ART Parameters ***

    Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor  = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = dolgulwall
End

IdleAnimationState
    StateName = STATE_None
End



//------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = IBWallNE_A
Texture = IBFortress.tga IBFortress_snow.tga
End
ModelConditionState   = AWAITING_CONSTRUCTION
Model               = dolgulwall
End
AnimationState        = AWAITING_CONSTRUCTION
Animation           =  IBWallNE_A
AnimationName     =  IBWallNE_A.IBWallNE_A
AnimationMode     = MANUAL
AnimationBlendTime = 0
End
Flags   = START_FRAME_FIRST
End

ModelConditionState = UPGRADE_NUMENOR_STONEWORK ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = dolgulwall
Texture = IBFortress.tga IBFortress_U.tga
End

ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = dolgulwall
Texture = IBFortress.tga IBFortress_snow.tga
End

ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model               = dolgulwall
End
   
AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation           = IBWallNE_A
AnimationName     = IBWallNE_A.IBWallNE_A
AnimationMode     = MANUAL
AnimationBlendTime = 0
End
Flags   = START_FRAME_FIRST
StateName   = BeingConstructed
ParticleSysBone   = NONE WallConstructDust FollowBone:Yes
End


;--damaged building
 
ModelConditionState  = DAMAGED
Model         = dolgulwall
End

AnimationState = DAMAGED
EnteringStateFX = FX_WallDamaged
End    

ModelConditionState  = REALLYDAMAGED
Model         = dolgulwall
End
    AnimationState = REALLYDAMAGED
      Animation = RubbleAnimation
AnimationName = IBWallNE_D2.IBWallNE_D2
AnimationMode = ONCE
  End
    EnteringStateFX = FX_WallDamaged
End
 
ModelConditionState  = COLLAPSING
Model         = dolgulwall
End
AnimationState = COLLAPSING
      Animation = RubbleAnimation
AnimationName = IBWallNE_D3.IBWallNE_D3
AnimationMode = ONCE
  End
  ParticleSysBone NONE WallDestructionDust
EnteringStateFX = FX_StructureMediumCollapse
End

ModelConditionState  = RUBBLE
Model         = None ;GBWall_Rubble 
End 
AnimationState = RUBBLE
End

ModelConditionState  = POST_RUBBLE
Model         = None ;GBWall_Rubble
End
AnimationState = POST_RUBBLE
End

ModelConditionState  = POST_COLLAPSE
Model         = None
End
AnimationState = POST_COLLAPSE
End


ModelConditionState = UPGRADE_NUMENOR_STONEWORK
Model = dolgulwall
Texture = IBFortress.tga IBFortress_U.tga
End
ModelConditionState = SNOW 
Model = dolgulwall
Texture = IBFortress.tga IBFortress_snow.tga
End

End

;    Draw = W3DFloorDraw ModuleTag_DrawFloor   
;;    StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ModelName = GBWallN_Bib
; End
 
  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:IsengardWallCliffCap
  Side                = Isengard
  EditorSorting       = STRUCTURE
  ThreatLevel = 1.0
 
 
CommandSet = IsengardWallCliffCapCommandSet

 
  BuildCost           = MEN_WALLSEGMENT_SMALL_BUILDCOST
  BuildTime           = MEN_WALLSEGMENT_SMALL_BUILDTIME
  VisionRange         = MEN_WALLSEGMENT_SMALL_VISION_RANGE
  ShroudClearingRange = MEN_WALLSEGMENT_SMALL_SHROUD_CLEAR

  ; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
    VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction

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

;ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
; ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
;End

CampnessValue = CAMPNESS_WALL

  ; *** ENGINEERING Parameters ***
  RadarPriority       = STRUCTURE
  KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE DEFENSIVE_WALL MADE_OF_STONE CAN_CAST_REFLECTIONS
   ThreatBreakdown ThreatBreakdown_ModuleTag
AIKindOf = WALL
   End
 
  Behavior            = GettingBuiltBehavior ModuleTag_04
UseSpawnTimerWithoutWorker = Yes
    SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
SelfBuildingLoop = WallConstructionLoop ; 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  = WallConstructionLoop
  End

  Body                = StructureBody ModuleTag_05
    MaxHealth         = MEN_WALLSEGMENT_SMALL_HEALTH
  End
 
;  Behavior            = DestroyDie ModuleTag_07
;    ;nothing
;  End

// These should always appear together on wall segments
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL -SUICIDED
End
Behavior            = SlowDeathBehavior ModuleTag_SlowDeath
DeathTypes = NONE +SUICIDED
DestructionDelay = 5000
End
 
  ArmorSet
Conditions        = None
Armor             = IsenWallArmor
DamageFX          = None
End


Geometry              = BOX
GeometryMajorRadius    = 10.0
GeometryMinorRadius    = 40.0   
GeometryHeight = 80
GeometryIsSmall = No
GeometryOffset = X:0 Y:-20 Z:-40
 
  Shadow                = SHADOW_VOLUME
  BuildCompletion     = PLACED_BY_PLAYER
End


ich weiß es wird irgendwie an den anis liegen aber mit gebäuden kenn ich mich nicht so aus

 danke für jede anwort

gruß elladan  :) 
   
 

Edit Sim: Codetag eingefügt ;)
« Letzte Änderung: 10. Mär 2009, 14:50 von Simbyte »
<br />SotE sucht immer noch Modder wenn ihr interesse habt bitte melden!<br /><br />Danke für das Banner Wocha ;)<br />

Elrond99

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Re: mordor-mauern problem
« Antwort #1 am: 10. Mär 2009, 15:29 »
Das Model ist falsch gedreht

Du musst es mit Renx bearbeiten (90° drehen), dazu musst du vorher die UVW herrichten

es gibt dazu ein Tutorial von robnkarla auf http://the3rdage.net

elladan05

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Re: mordor-mauern problem
« Antwort #2 am: 10. Mär 2009, 15:34 »
ok das wollte ich wissen,danke.....was noch komisch ist ist das der wallhub beim bauen immer weiter in die luft schwebt und wenn er bei 100% ist kommt er wieder auf den boden er ist also beim bau-beginn nicht unter der erde
<br />SotE sucht immer noch Modder wenn ihr interesse habt bitte melden!<br /><br />Danke für das Banner Wocha ;)<br />

Meriath Ifisti

  • Elronds Berater
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  • Felssturzformation
Re: mordor-mauern problem
« Antwort #3 am: 10. Mär 2009, 15:38 »
Vielleicht hast du Falsche koordinaten angegebenen. Aber ich denke wieder ein Moddeling Problem^^.
Wer sagt: "Hier herrscht Freiheit!" der lügt, denn Freiheit herrscht nicht.

elladan05

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Re: mordor-mauern problem
« Antwort #4 am: 10. Mär 2009, 15:42 »
denke ich auch weil ich ja nur das moddel geändert habe der rest des codes is EA Isengart-Mauern................und hat einer vll richtig gestellte mauern mein gmax funtzt nicht  :(
wäre sehr dankbar
« Letzte Änderung: 10. Mär 2009, 18:31 von elladan05 »
<br />SotE sucht immer noch Modder wenn ihr interesse habt bitte melden!<br /><br />Danke für das Banner Wocha ;)<br />

Elrond99

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  • Beiträge: 738
Re: mordor-mauern problem
« Antwort #5 am: 11. Mär 2009, 12:21 »
bei den Buildup animationen hast du:

Animationstate= ...
Model=...
dann kommt irgendwas mit Animation, eventuell noch Effekte

lösch mal das mit der Animation unter dem Model, sollte funktionieren

elladan05

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Re: mordor-mauern problem
« Antwort #6 am: 12. Mär 2009, 11:47 »
ja funzt gut.....aber das mit den mauern das sie den falschen winkel haben is immer noch so hat wirklich keiner ein modell
<br />SotE sucht immer noch Modder wenn ihr interesse habt bitte melden!<br /><br />Danke für das Banner Wocha ;)<br />

Ealendril der Dunkle

  • Gast
Re: mordor-mauern problem
« Antwort #7 am: 12. Mär 2009, 13:57 »
Wir haben die DolGuldur-Mauern richtig herum, allerdings sind diese Von Robert Johnson von der RJ_rotwk-Mod. Du müsstest diesen erst auf the3rdage.net kontacktieren und ihn fragen, ob du diese nutzen darfst.

Elrond99

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Re: mordor-mauern problem
« Antwort #8 am: 12. Mär 2009, 14:41 »
Ich könnte sie dir machen, is wirklich nicht schwer (für mich ;))

Ich kann das System schon fast auswendig

Ealendril der Dunkle

  • Gast
Re: mordor-mauern problem
« Antwort #9 am: 12. Mär 2009, 14:43 »
Wenn du so unglaublich viel Zeit hast, kanns du mir gerne die UVW der Lorienfestung richten  xD

Elrond99

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Re: mordor-mauern problem
« Antwort #10 am: 12. Mär 2009, 14:56 »
Welche Lorienfestung...

meinst du die Elbenfestung aus Sum2? Die hab ich schon - oder diese Sum1 Caras galadhon Model, das geht soweit ich weiß auch so, is ja aus Sum1

Ealendril der Dunkle

  • Gast
Re: mordor-mauern problem
« Antwort #11 am: 12. Mär 2009, 14:59 »
lbtreehouse2 und lbtreehouse1, beides Modelle, deren UVW nicht geht und viel zeit in Anspruch nehmen würde, diese zu richten.