Greetings, companions of the Edain!
I'm trying to restore the old ring system of BFME2 (the one where you had to bring the Ring to your fortress and then you could recruit a predefined Ringhero) for a special map feature I'm working on (and I've almost finished it. This is the only thing left^^)
However, I'm encountering a weird bug. I've managed to make the units carrying the ring to enter the Citadel, and then, once entered, the Ring is removed from them. However, here is where things mess them up: the visual effect of the Ring still remains on the units, and I'm not able to recruit the Ringhero from the citadel.
I looked inside the default scripts of ROTWK, and I saw that the fortresses don't have any CommandSetUpgrade when they receive the Ring, but instead the Ringhero is an "ordinary" hero recruitable when you brings the Ring there. This is the codes I'm using:
PlayerTemplate FactionMen
BuildableRingHeroesMP = GondorGandalfVerführte
End
CommandSet GondorCastleBaseKeepCommandSet_GandalfTheBlack
1 = Command_RingMechanikGondor
2 = Command_RingHeroReviveSlot
3 = Command_CreateAHeroReviveSlot
4 = Command_GenericReviveSlot1
5 = Command_PurchaseUpgradeDenethor
6 = Command_GenericReviveSlot2
7 = Command_GenericReviveSlot3
8 = Command_GenericReviveSlot4
9 = Command_FakeHeroReviveSlot5
10 = Command_ImrahilGenericReviveSlot
11 = Command_FakeHeroReviveSlot7
12 = Command_StartCitadelSelfRepair
End
Object GondorCastleBaseKeep
AddModule
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
PassengerFilter = NONE +TheDroppedRing ;GENERIC_FACTION_SLAUGHTERABLE
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
CashBackPercent = 200%
ContainMax = 99; give it a huge capacity, just in case player sends his whole army in at once
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
EnterSound = MordorSlaughterhouseEnterSound
EntryOffset = X:125.0 Y:0.0 Z:0.0
EntryPosition = X:30.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point.
ExitOffset = X:125.0 Y:0.0 Z:0.0
StatusForRingEntry = HOLDING_THE_RING
UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
ObjectToDestroyForRingEntry = NONE +TheDroppedRing
FXForRingEntry = FX_OneRingFlare
End
End
CommandSet = GondorCastleBaseKeepCommandSet_GandalfTheBlack
End
If the explanation isn't clear enough, I'll try to post a video of the bug