Hi everyone^^
I bump this post because today I started working again on Minas Ithil, and got some progress (the map is soon to be released). I managed to correctly replace the Morgul fortress with the Angmar one, and also applied the passive skill "The Dead City" to it and made capable of recruiting the same units of the Morgul fortress. However, I'm encountering a weird problem: when building it, a copy of the fortress completed instantly spawn, while the current fortress is actually under construction BENEATH (it's hard to explain, hope you understood)
This is the code of the fortress:
Object AngmarFortressCitadel
CommandSet = AngmarFortressCommandSet_forMordor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
;CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS
;MaxSimultaneousOfType = 1
BuildCost = MORDOR_FORTRESS_BUILDCOST
BuildTime = EDAIN_OUTPOST_FORTRESS_BUILDTIME
VisionRange = ISENGARD_FORTRESS_VISION_RANGE
ShroudClearingRange = ISENGARD_FORTRESS_SHROUD_CLEAR
RefundValue = 500
AddModule
Draw = W3DScriptedModelDraw ModuleTag_DrawDunkleSeiteNEW
DefaultModelConditionState
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_8
Model = None
ParticleSysBone = NONE OneRingGaladrielStructureSchleier1
ParticleSysBone = NONE OneRingGaladrielStructureSchleier2
End
End
End
AddModule
Draw = W3DScriptedModelDraw ModuleTag_BannerNEW
DefaultModelConditionState
Model = None
End
ModelConditionState = FORTRESS_IMPROVEMENT_4
Model = mbminas_ban
End
AnimationState = FORTRESS_IMPROVEMENT_4
StateName = STATE_Idle
Animation = mbminas_ban
AnimationName = mbminas_ban.mbminas_ban
AnimationMode = LOOP
AnimationBlendTime = 0
End
End
End
End
AddModule
Draw = W3DScriptedModelDraw TheHordeEffectsNEW
DefaultModelConditionState
Model = None
End
AnimationState = UPGRADE_ECONOMY_BONUS
ParticleSysBone = None CalltheHordeSteam
ParticleSysBone = None CalltheHordeCast
End
End
End
CampnessValue = CAMPNESS_FORTRESS
AddModule
Behavior = ProductionUpdate ProductionUpdateModuleTagNEW
ConstructionCompleteDuration = 2500 ;in mSeconds wait time so if you have multiple units they don't run over each other
VeteranUnitsFromVeteranFactory = No ;I am higher than my default level, I will give a free level to those I produce
SetBonusModelConditionOnSpeedBonus = Yes ; set the UPGRADE_ECONOMY_BONUS if there is any production bonus
BonusForType = MordorMorgulOrkHorde MordorMorgulOrkPikemanHorde MordorMorgulOrkArcherHorde
SpeedBonusAudioLoop = CallTheHordeOrcPitLoop; Sound to play while bonus is active
GiveNoXP = No
End
End
AddModule
Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehaviorNEW
WorkerName = AngmarWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
End
AddModule
Behavior = CastleMemberBehavior ModuleTag_CMBnew
BeingBuiltSound = BuildingBigConstructionLoop
End
End
AddModule
Draw = W3DScriptedModelDraw ModuleTag_01NEW
OkToChangeModelColor = Yes
StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
//Need this since the default condition is none
ModelConditionState = WORLD_BUILDER
Model = KBFortress
End
//Phantom structure when placing a new building to be build
ModelConditionState = BUILD_PLACEMENT_CURSOR
Model = None //DBFortress
End
ModelConditionState = PHANTOM_STRUCTURE
Model = KBFortress
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("IceMunitions01")
CurDrawableHideSubObject("IceMunitions02")
CurDrawableHideSubObject("IceMunitions03")
CurDrawableHideSubObject("IceMunitions04")
CurDrawableHideSubObject("IceMunMist_01")
CurDrawableHideSubObject("IceMunMist_02")
CurDrawableHideSubObject("IceMunMist_03")
CurDrawableHideSubObject("IceMunMist_04")
CurDrawableHideSubObject("IceWall")
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("DBFBANNER")
CurDrawableHideSubObject("DBFSKEGS")
CurDrawableHideSubObject("MBFDPF")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("IceMunitions01")
CurDrawableHideSubObject("IceMunitions02")
CurDrawableHideSubObject("IceMunitions03")
CurDrawableHideSubObject("IceMunitions04")
CurDrawableHideSubObject("IceMunMist_01")
CurDrawableHideSubObject("IceMunMist_02")
CurDrawableHideSubObject("IceMunMist_03")
CurDrawableHideSubObject("IceMunMist_04")
CurDrawableHideSubObject("IceWall")
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("DBFBANNER")
CurDrawableHideSubObject("DBFSKEGS")
CurDrawableHideSubObject("MBFDPF")
EndScript
End
ModelConditionState = RUBBLE
Model = KBFortres_D3
End
AnimationState = RUBBLE
Animation = Fortress_ReallyDamaged
AnimationName = KBFortres_D3SKL.KBFortres_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressCollapse
BeginScript
CurDrawableHideSubObject("IceMunitions01")
CurDrawableHideSubObject("IceMunitions02")
CurDrawableHideSubObject("IceMunitions03")
CurDrawableHideSubObject("IceMunitions04")
CurDrawableHideSubObject("IceMunMist_01")
CurDrawableHideSubObject("IceMunMist_02")
CurDrawableHideSubObject("IceMunMist_03")
CurDrawableHideSubObject("IceMunMist_04")
CurDrawableHideSubObject("IceWall")
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("DBFBANNER")
CurDrawableHideSubObject("DBFSKEGS")
CurDrawableHideSubObject("MBFDPF")
EndScript
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED ;//UNPACKING
Model = KBFortress_A
Texture = KBFortress.tga KBFortress_Snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED ;//UNPACKING
Model = KBFortress_A
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation = UpAndStill
AnimationName = KBFortress_ASKL.KBFortress_ABLD
AnimationMode = MANUAL
End
ParticleSysBone = NONE AngBuildingContructDustCastles FollowBone:YES
ParticleSysBone = NONE AngBuildingContructDustCastles2 FollowBone:YES
ParticleSysBone = NONE ExpAngmarFortress FollowBone:YES
ParticleSysBone = NONE ExpAngmarFortress2 FollowBone:YES
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
CurDrawableHideSubObject("IceMunitions01")
CurDrawableHideSubObject("IceMunitions02")
CurDrawableHideSubObject("IceMunitions03")
CurDrawableHideSubObject("IceMunitions04")
CurDrawableHideSubObject("IceMunMist_01")
CurDrawableHideSubObject("IceMunMist_02")
CurDrawableHideSubObject("IceMunMist_03")
CurDrawableHideSubObject("IceMunMist_04")
CurDrawableHideSubObject("IceWall")
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("DBFBANNER")
CurDrawableHideSubObject("DBFSKEGS")
CurDrawableHideSubObject("MBFDPF")
EndScript
End
End
End
AddModule
; //Door
; Draw = W3DScriptedModelDraw ModuleTag_DrawDoorNEW
;
; DefaultModelConditionState
; Model = None
; End
;
; //---Build Up---
; ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
; Model = DBFDoor_A
; End
;
; AnimationState = ACTIVELY_BEING_CONSTRUCTED
; Animation = DBFDoor_A
; AnimationName = DBFDoor_A.DBFDoor_A
; AnimationMode = MANUAL
; End
; End
; End
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_STONE SCORE DOZER_FACTORY CAN_CAST_REFLECTIONS NEED_BASE_FOUNDATION
;--------------------------------------------------------------------
; Die tote Stadt
;--------------------------------------------------------------------
AddModule
Behavior = SpecialPowerModule ModuleTag_BonusLeadershipNEW
SpecialPowerTemplate = SpecialAbilityBonusLeadership
UpdateModuleStartsAttack = No
StartsPaused = No
End
End
AddModule
Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTagNEW
DetectionRange = 800 ;// range to detect
DetectionRate = 500 ;// how often to rescan for stealthed things in my sight (msec)
CancelOneRingEffect = Yes ;// forces uses of one-ring to pop out of it
End
End
AddModule
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisageAuraNEW
StartsActive = No
TriggeredBy = Upgrade_TrebuchetTurret
RefreshDelay = 2000
Range = 250
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF
BonusName = DietoteStadtDebuff
ObjectFilter = ANY +INFANTRY +CAVALRY +MACHINE -STRUCTURE -BASE_FOUNDATION +HERO +HORDE
End
End
AddModule
Behavior = RadiateFearUpdate ModuleTag_DreadVisageFearNEW
InitiallyActive = No
WhichSpecialPower = 1
TriggeredBy = Upgrade_TrebuchetTurret
GenerateTerror = No
GenerateFear = Yes
EmotionPulseRadius = 250
EmotionPulseInterval = 1000
End
End
AddModule
Behavior = GrantUpgradeCreate ModuleTag_ActLikeAnOldUpgradeNEW
UpgradeToGrant = Upgrade_TrebuchetTurret
GiveOnBuildComplete = Yes
End
End
AddModule
Behavior = ModelConditionUpgrade ModuleTag_ShowDunklerSchleierNEW
TriggeredBy = Upgrade_RaiseShield
AddConditionFlags = FORTRESS_IMPROVEMENT_8
Permanent = Yes
End
End
AddModule
Behavior = PassiveAreaEffectBehavior ModuleTag_SeelePingNEW
UpgradeRequired = Upgrade_PlantShield
EffectRadius = 10000000
PingDelay = 2000
ModifierName = SeeleKnechtenModifier
AllowFilter = ANY +MordorWraith ALLIES
End
End
AddModule
Behavior = ModelConditionUpgrade ModuleTag_ShowSauronBannerNEW
TriggeredBy = Upgrade_PlantShield
AddConditionFlags = FORTRESS_IMPROVEMENT_4
Permanent = Yes
End
End
AddModule
Behavior = AIUpdateInterface ModuleTag_AInew
AILuaEventsList = FortressFunctions
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
End
AddModule
Behavior = SpawnBehavior ModuleTag_SpawnFightersGorbagNEW
TriggeredBy = Upgrade_MiniHordeLvl6
SpawnNumber = 3
InitialBurst = 3
SpawnTemplateName = MordorCirithOrk_Slaved
SpawnReplaceDelay = 20000
CanReclaimOrphans = Yes
End
End
AddModule
Behavior = SpawnBehavior ModuleTag_SpawnFightersShagratNEW
TriggeredBy = Upgrade_MiniHordeLvl8
SpawnNumber = 3
InitialBurst = 3
SpawnTemplateName = MordorBlackUruk_Slaved
SpawnReplaceDelay = 20000
CanReclaimOrphans = Yes
End
End
End
Also, some lines below I changed the valuable building where "Sauron's Influence" can be cast on (of course I replaced the Morgul fortress). The skill seems to effectively work, however the banners don't appear