It's realy basic, I'm experimenting with rohangoldenhall's modell.
Want to import it to a bigger structure, to be a part of it, but I would use only the "gate" I tried to insert it to isens fortress ini, It builds up, but I always have some pink, or "slided" textures the slided ones are not in their place, and my modells looks weird textured. I use 3dmax8, with ea mod sdk.
Object IsenTestBuilding
SelectPortrait = BPIFortress
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = rbgh
WeaponLaunchBone = PRIMARY ARROW_
End
End
;// ***DESIGN parameters ***
DisplayName = OBJECT:IsengardFortress
Description = OBJECT:IsengardFortressDescription
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
PlacementViewAngle = -45
CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS
BuildCost = 10
BuildTime = 3
BountyValue = ISENGARD_FORTRESS_BOUNTY_VALUE
VisionRange = ISENGARD_FORTRESS_VISION_RANGE ;// Shroud clearing distance
ShroudClearingRange = ISENGARD_FORTRESS_SHROUD_CLEAR
CommandSet = IsengardFortressCommandSet
WeaponSet
Weapon = PRIMARY EvilFortressArrowTowerBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = FortressArmor
;DamageFX = StructureDamageFXNoShake
End
;// *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
EvaEventDieOwner = EvaFortressDie
VoiceSelect = IsengardFortressSelect
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
CampnessValue = CAMPNESS_FORTRESS
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:UpgradeIsengardFortressWizardTower Animation:IBFWTower_AS.IBFWTower_AN Frames:980
End
;// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE DOZER_FACTORY
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Body = StructureBody ModuleTag_05
MaxHealth = ISENGARD_FORTRESS_HEALTH
MaxHealthDamaged = ISENGARD_FORTRESS_HEALTH_DAMAGED
MaxHealthReallyDamaged = ISENGARD_FORTRESS_HEALTH_REALLY_DAMAGED
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_FortressCollapse
;FXList = ALMOST_FINAL FX_FortressCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:40.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:106.0 Y:0.0 Z:0.0
ExitDelay = 50
End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
PassengerFilter = 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 = GUI_RingReturned
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
/code]