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Porter from citadel 4.4.1

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Tukolp:
Hello forumers.

I just have three fast questions.
1: I brownsed through fully the commandset .ini but I can't find the castles/camps/outposts commandset for any faction. Where it is  ?

2: I would like to add a command to these buildings to be able to create a porter/builder from it. I've made a custom map, where I added a builder/porter to myself but some buildings were missing.

3. When I tried to build a fortress, but it's vanished when It was completed. So I placed it on a custom map, but many buttons, ( heroes upgrades ) were missing.
How should I build it to allow it to stay there ( to not wanish )?
How do I gave back It's command buttons what the citadels have ( like ring mechanic, heroes) and It's upgrades ( numenorian stonework, fire arrows for example ) ?

Thanks for the help,
Have a nice day

Tukolp:
And also I would like to find the edain buildings commandset, for example GondorGrenzfestungComman dSet.
Because I searced __edain_data\data\ini\commandset.ini but there was not a single german building commandset.
Where are these german commandsets for buildings ?

Edit : Maybe I found it :__edain_data\data\ini\includes\commandset.inc

Melkor Bauglir:

--- Zitat ---Edit : Maybe I found it :__edain_data\data\ini\includes\commandset.inc
--- Ende Zitat ---
You found correctly. It's important to open .inc-files by Crl+E because otherwise final.BIG will lag way to much.


--- Zitat ---2: I would like to add a command to these buildings to be able to create a porter/builder from it. I've made a custom map, where I added a builder/porter to myself but some buildings were missing.
--- Ende Zitat ---
For recruiting the builder of any faction, you'll just need the according command button. They look like this

--- Code: ---CommandButton Command_ConstructMordorPorter
    Command                = UNIT_BUILD
    Object                = MordorPorter
    Options                = CANCELABLE
    TextLabel            = CONTROLBAR:ConstructMordorPorter
    ButtonImage            = BMFortress_Porter
    ButtonBorderType        = BUILD
    DescriptLabel            = CONTROLBAR:ToolTipConstructMordorPorter
    Radial                = Yes
    InPalantir               = Yes
    ShowProductionCount        = Yes
End

--- Ende Code ---
although you need to change the object, obviously.
Most buildings obviously won't be included for the porters, since of lot of them were included for Edain 4.x. If you want to create these command buttons for yourself: Search for the tags DOZER_CONSTRUCT and replace the necessary code (primarily the object). Then you'll have to find the commandset of your builders (search for commandset in their INI -don't forget eventual CommandSetUpgrades, since this way especially the dwarven porters will have multiple commandsets) and add the new commandbuttons to them.

The 3rd question is probably a lot more diffucult to change: First of all, I just checked, and yes practically all fortress commandsets have been changed in 4.x. (That's most likelely to get rid of all the now useless upgrades -it's always good to use as few upgrades as possible!) Now, the version I just checked actually still included all the fortress-upgrades so you'll probably just have to add the commandbuttons. If you can't find them: Use the original BfME-data (it's in the file INI in the RotWK-folder --> DO NOT REPLACE IT OR WORK IN THIS FOLDER!!! CREATE A SUBMOD-FILE!). If Edain has removed the upgrades by now, you'll have to add those, too.


--- Zitat ---How should I build it to allow it to stay there ( to not wanish )?
--- Ende Zitat ---
It might be better to double check this or ask additional people, but as far as I now, that's because of the BfME fortress-system: You don't really ever build them but instead once you have created the primary structure, the fortress has to unpack, since otherwise the buildplots won't appear. At the beginning of the game, that's what happens, however these fortresses don't exist anymore, because 4.x changed the data. Thus, you basically unpack an object into nothing, making it disappear.
If that's the case, you have to change the base-files (no idea how they work, though). If you just want to build the fortress itself without the other stuff, there is an easier way: Add a DOZER_CONSTRUCT commandbutton which should use the default building system and add the (fortress)citadel (that's the central structure!). This should take care of everything except the buildplots.
However, this will raise the problem that Edain uses some of these objects elsewhere (see the Amroth fortress).


Greetings
Melkor Bauglir

Tukolp:
Hello,

First of all, thanks for helping me out.

So I managed to add isengardporter to all 3 isengardcitadelll commandsets ( plain, saruman, and saruman ring ) I can build a builder from citadel, so its is okay :)
But,I wanted to build edain 4.4.1's buildings from the porter, so my idea was to add the builder the commands from the isen building foundation, I added from settlements, and outposts too, and It isn'T worked, the some buttons were there some buttons were missing, here is my Isen porter commandset ( I could not place a single object, the buildings after 11  = Command_ConstructIsengar dBattleTowerBFME1, were just 4 or 5 empy button holes )

--- Code: ---CommandSet IsengardPorterCommandSet
    1  = Command_Stop
    2  = Command_PorterExtinguishFire
    3  = Command_Repair
4  = Command_ConstructIsengardFurnaceBFME1
5  = Command_ConstructIsengardMinenschachtBFME1
6  = Command_ConstructIsengardUrukPitBFME1
7  = Command_ConstructIsengardWargPitBFME1
8  = Command_ConstructIsengardSiegeWorksBFME1
    9  = Command_ConstructIsengardArmoryBFME1
   10  = Command_ConstructIsengardWargSentryBFME1
   11  = Command_ConstructIsengardBattleTowerBFME1
   12  = Command_UnpackExplicitIsengardStahlwerk
   13  = Command_UnpackExplicitIsengardLumbermill
   14  = Command_UnpackExplicitIsengardMinenschacht
   15  = Command_UnpackExplicitIsengardTavern
   16  = Command_PorterConstructIsengardWallHubPlayer
   17  = Command_UnpackOutpostIsengard
   18  = Command_PorterConstructIsengardFortress
End

--- Ende Code ---

I also link you my isen citadel commandset, I hope its good:
CommandSet IsengardBaseKeepCommandS et
    InitialVisible = 13
   
     1    = Command_ConstructIsengar dPorter
     2    = Command_IsengardExitGarr ison
      3    = Command_IsengardCitadelA nzeigeFake
      4    = Command_IsengardCitadelA nzeigeFake
      5    = Command_IsengardCitadelA nzeigeFake
      6    = Command_IsengardCitadelA nzeigeFake
      7    = Command_IsengardCitadelA nzeigeFake
      8    = Command_RingMechanikIsen gard
      9    = Command_SpielsystemIseng art
      10   = Command_SelectRevivables IsengardFortress_Saruman
      11   = Command_SelectUpgradesIs engardFaction_Saruman
      12   = Command_StartCitadelSelf Repair
      13   = Command_SpecialAbilityCi tadelSummonCrebain
 
      14   = Command_IsengardExitGarr ison
      15   = Command_PurchaseUpgradeI sengardFortressMurderOfC rows
      16   = Command_PurchaseUpgradeI sengardFortressExcavatio ns
      17   = Command_PurchaseUpgradeI sengardFortressBurningFo rges
      18   = Command_PurchaseUpgradeI sengardFortressWizardsTo wer
      19   = Command_RadialBack

      20   = Command_IsengardExitGarr ison
      21   = Command_FakeRingHeroRevi veSlot
      22   = Command_CreateAHeroReviv eSlot 
      23   = Command_FakeHeroReviveSl ot1
      24   = Command_GenericReviveSlo t2
      25   = Command_GenericReviveSlo t3
      26   = Command_GenericReviveSlo t4
      27   = Command_GenericReviveSlo t5
      28   = Command_GenericReviveSlo t6
      29   = Command_GenericReviveSlo t7
     30   = Command_RadialBack

End

CommandSet IsengardBaseKeepCommandS et_Saruman
    InitialVisible = 13

     1    = Command_ConstructIsengar dPorter
      2    = Command_IsengardExitGarr ison
      3    = Command_SpecialAbilityMa gierturmMagiestoß
      4    = Command_SpecialAbilityMa gierturmMachtderSprache
      5    = Command_SpecialAbilityMa gierturmFeuerball
      6    = Command_SpecialAbilityMa gierturmBekehrung
      7    = Command_SpecialAbilityMa gierturmDonnerblitz
      8    = Command_RingMechanikIsen gard
      9    = Command_SpielsystemIseng art
      10    = Command_SelectRevivables IsengardFortress_Saruman
      11   = Command_SelectUpgradesIs engardFaction_Saruman
      12   = Command_StartCitadelSelf Repair
      13   = Command_SpecialAbilityCi tadelSummonCrebain
 
      14   = Command_IsengardExitGarr ison
      15   = Command_PurchaseUpgradeI sengardFortressMurderOfC rows
      16   = Command_PurchaseUpgradeI sengardFortressExcavatio ns
      17   = Command_PurchaseUpgradeI sengardFortressBurningFo rges
      18   = Command_PurchaseUpgradeI sengardFortressWizardsTo wer
      19   = Command_RadialBack

      20   = Command_IsengardExitGarr ison
      21   = Command_FakeRingHeroRevi veSlot
      22   = Command_CreateAHeroReviv eSlot 
      23   = Command_FakeHeroReviveSl ot1
      24   = Command_GenericReviveSlo t2
      25   = Command_GenericReviveSlo t3
      26   = Command_GenericReviveSlo t4
      27   = Command_GenericReviveSlo t5
      28   = Command_GenericReviveSlo t6
      29   = Command_GenericReviveSlo t7
      30   = Command_RadialBack
End

CommandSet IsengardBaseKeepCommandS et_SarumanRing
    InitialVisible = 12

     1    = Command_ConstructIsengar dPorter
      2    = Command_IsengardExitGarr ison
      3    = Command_SpecialAbilityMa gierturmIndustriellerWah nMachtderGnade
      4    = Command_SpecialAbilityMa gierturmBrennendeSteppen BrennenderHimmel
      5    = Command_SpecialAbilityMa gierturmRingBekehrung
      ;5    = Command_SpecialAbilityMa gierturmFeuersturmGewitt ersturm
      6    = Command_IsengardCitadelA nzeigeFake
      7    = Command_RingMechanikIsen gard
      8    = Command_SpielsystemIseng art
      9    = Command_SelectRevivables IsengardFortress_Saruman Ring
      10    = Command_SelectUpgradesIs engardFaction_SarumanRin g
      11   = Command_StartCitadelSelf Repair
      12   = Command_SpecialAbilityCi tadelSummonCrebain
 
      13   = Command_IsengardExitGarr ison
      14   = Command_PurchaseUpgradeI sengardFortressMurderOfC rows
      15   = Command_PurchaseUpgradeI sengardFortressExcavatio ns
      16   = Command_PurchaseUpgradeI sengardFortressBurningFo rges
      17   = Command_PurchaseUpgradeI sengardFortressWizardsTo wer
      18   = Command_RadialBack

      19   = Command_IsengardExitGarr ison
      20   = Command_FakeRingHeroRevi veSlot
      21   = Command_CreateAHeroReviv eSlot 
      22   = Command_FakeHeroReviveSl ot1
      23   = Command_GenericReviveSlo t2
      24   = Command_GenericReviveSlo t3
      25   = Command_GenericReviveSlo t4
      26   = Command_GenericReviveSlo t5
      27   = Command_GenericReviveSlo t6
      28   = Command_GenericReviveSlo t7
      29   = Command_RadialBack
End

About my first post here, when I spoke about the fortress vanishing, I spoke about the men's fortress building from the men's porter, on the porters bar, it costs 2000, and when its build it vanishes ( It's also invisible when I try to place it )
I still trying to manage out the bse files, with some luck. I managed to replace the central building of the castle with angmar fortress in angmar's castle.bse, but spells and heroes, upgrades were aslo missing.

So that's what I tried today.
How should I replace the dozer construct ? Could you write one example please ?

Melkor Bauglir:

--- Zitat ---But,I wanted to build edain 4.4.1's buildings from the porter, so my idea was to add the builder the commands from the isen building foundation, I added from settlements, and outposts too, and It isn'T worked, the some buttons were there some buttons were missing, here is my Isen porter commandset ( I could not place a single object, the buildings after 11  = Command_ConstructIsengar dBattleTowerBFME1, were just 4 or 5 empy button holes )
--- Ende Zitat ---
That can't work, because those commandbuttons are foundation constructs, meaning they turn a buildplot into a building -which makes no sense, naturally, because they are used by a builder!

You'll have to to the following: Take e.g. this commandbutton

--- Code: ---CommandButton Command_PorterConstructArnorElvenBarracks
  Command              = DOZER_CONSTRUCT
  Object               = ArnorElvenBarracks
  TextLabel            = CONTROLBAR:ConstructElvenBarracks
  ButtonImage          = BEElvenBarracks
  ButtonBorderType     = BUILD
  DescriptLabel        = CONTROLBAR:ToolTipElvenBarracks
  Radial               = Yes 
End

--- Ende Code ---
Change the name (it obviously has to be a unique name) and add the command to the commandset of your porters. Then, replace ButtonImage, DescriptLabel and TextLabel with the code from the current foundation construct commandbuttons (this way everything is already correctly linked and the picture is correct as well). Then, replace the object in

--- Code: ---Object = ArnorElvenBarracks
--- Ende Code ---
by another building, you intend to build. (You find the name in the foundation construct commandbuttons.)


--- Zitat --- I managed to replace the central building of the castle with angmar fortress in angmar's castle.bse, but spells and heroes, upgrades were aslo missing.
--- Ende Zitat ---
Well, you have to use the revive menu from 4.x! Angmar's hero roster has changed, so the old fortress' commandset has no real meaning anymore and will probably lead to bugs / missing heroes.

About the fortress, that is strange, tbh... Since that's the generic outpost fortress, it shouldn't use an unpack-mechanic. Are you sure, you used the right object? (Otherwise, there might be some differences in the INI of the fortress itself.)


Greetings
Melkor Bauglir

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