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Autor Thema: Angmar Fortress and Hall of King's Men for Mordor  (Gelesen 2286 mal)

DrHouse93

  • Elronds Berater
  • **
  • Beiträge: 336
Dear Edain Team, I have a little question.

Is there a way to make the Angmar Fortress and Hall of King's Men work respectively the same as the Morgul Fortress and the Cirith Ungol Barracks for Mordor through the map.ini? I tried anything, but I can't make it work (I need them for my Minas Ithil, but the Angmar Fortress just instantly spawn when selected, doesn't weaken nearby units and doesn't count as an objective completed to level up Sauron. The same happens with the Hall of King's Men, plus the fact I can't recruit units from there even If I make they don't require upgrades)

DrHouse93

  • Elronds Berater
  • **
  • Beiträge: 336
Re: Angmar Fortress and Hall of King's Men for Mordor
« Antwort #1 am: 1. Jul 2015, 18:26 »
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