Object =ObjectGondorWächterderKompanieHorde
Object GondorArcherRange
CommandSet =CommandSetGondorArcheryCommandSet_MinasTirithCommandSet = CommandSet GondorArcheryCommandSetL evel2_MinasTirith
CommandSet = CommandSet GondorArcheryCommandSetL evel3_MinasTirith
ReplaceModule ModueTag_ArcheryRangeLev el2CommandSet
Behavior = CommandSetUpgrade ModueTag_ArcheryRangeLev el2CommandSet_42
TriggeredBy = Upgrade_GondorStructureL evel2
ConflictsWith = Upgrade_GondorStructureL evel3
CommandSet = GondorArcheryCommandSetL evel2_MinasTirith
End
End
ReplaceModule ModueTag_ArcheryRangeLev el3CommandSet
Behavior = CommandSetUpgrade ModueTag_ArcheryRangeLev el3CommandSet_42
TriggeredBy = Upgrade_GondorStructureL evel3
CommandSet = GondorArcheryCommandSetL evel3_MinasTirith
End
End
End
CommandSet GondorArcheryCommandSet_ MinasTirith
InitialVisible = 6
1 = Command_ConstructGondorA rcherHorde
2 = Command_PurchaseTechnolo gyGondorFireArrows
3 = Command_PurchaseUpgradeG ondorStructureLevel2
4 = Command_BeregondKommanda ntWeißeKompanie
6 = Command_Sell
End
CommandSet GondorArcheryCommandSetL evel2_MinasTirith
InitialVisible = 6
1 = Command_ConstructGondorA rcherHorde
2 = Command_PurchaseTechnolo gyGondorFireArrows
3 = Command_PurchaseUpgradeG ondorStructureLevel3
4 = Command_BeregondKommanda ntWeißeKompanie
6 = Command_Sell
End
CommandSet GondorArcheryCommandSetL evel3_MinasTirith
InitialVisible = 6
1 = Command_ConstructGondorA rcherHorde
2 = Command_PurchaseTechnolo gyGondorFireArrows
4 = Command_BeregondKommanda ntWeißeKompanie
6 = Command_Sell
End
CommandButton Command_ConstructGondorW ächterBrunnenHorde
Command = UNIT_BUILD
Object = GondorWächterBrunnenHord e
Options = NEED_UPGRADE CANCELABLE
NeededUpgrade = Upgrade_StructureLevel2
TextLabel = CONTROLBAR:ConstructGondorWächterBr unnenHorde
ButtonImage = BGBarracks_TowerGuard
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildGondorWächte rBrunnendHorde
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
Object GondorBarracks
CommandSet = GondorBarracksCommandSet _MinasTirith
ReplaceModule ModueTag_BarracksLevel2C ommandSet
Behavior = CommandSetUpgrade ModueTag_BarracksLevel2C ommandSet_42
TriggeredBy = Upgrade_GondorStructureL evel2
ConflictsWith = Upgrade_GondorStructureL evel3
CommandSet = GondorBarracksCommandSet Level2_MinasTirith
End
End
ReplaceModule ModueTag_BarracksLevel3C ommandSet
Behavior = CommandSetUpgrade ModueTag_BarracksLevel3C ommandSet_42
TriggeredBy = Upgrade_GondorStructureL evel3
CommandSet = GondorBarracksCommandSet Level3_MinasTirith
End
End
End
CommandSet GondorBarracksCommandSet _MinasTirith
InitialVisible = 8
1 = Command_ConstructGondorF ighterHorde
2 = Command_ConstructGondorS peerträgerHorde
3 = Command_ConstructGondorT owerShieldGuardHordeEdai n
4 = Command_ConstructGondorW ächterVesteHorde
5 = Command_ConstructGondorB oromirGuardHorde
6 = Command_ConstructGondorW ächterBrunnenHorde
7 = Command_Sell
8 = Command_PurchaseUpgradeG ondorStructureLevel2
12 = Command_ConstructGondorF ighterHorde_Denethor
13 = Command_ConstructGondorS peerträgerHorde_Denethor
14 = Command_ConstructGondorT owerShieldGuardHorde_Den ethor
15 = Command_ConstructGondorW ächterVesteHorde_Denetho r
End
CommandSet GondorBarracksCommandSet Level2_MinasTirith
InitialVisible = 8
1 = Command_ConstructGondorF ighterHorde
2 = Command_ConstructGondorS peerträgerHorde
3 = Command_ConstructGondorT owerShieldGuardHordeEdai n
4 = Command_ConstructGondorW ächterVesteHorde
5 = Command_ConstructGondorB oromirGuardHorde
6 = Command_ConstructGondorW ächterBrunnenHorde
7 = Command_Sell
7 = Command_PurchaseUpgradeG ondorStructureLevel3
12 = Command_ConstructGondorF ighterHorde_Denethor
13 = Command_ConstructGondorS peerträgerHorde_Denethor
14 = Command_ConstructGondorT owerShieldGuardHorde_Den ethor
15 = Command_ConstructGondorW ächterVesteHorde_Denetho r
End
CommandSet GondorBarracksCommandSet Level3_MinasTirith
InitialVisible = 8
1 = Command_ConstructGondorF ighterHorde
2 = Command_ConstructGondorS peerträgerHorde
3 = Command_ConstructGondorT owerShieldGuardHordeEdai n
4 = Command_ConstructGondorW ächterVesteHorde
5 = Command_ConstructGondorB oromirGuardHorde
6 = Command_ConstructGondorW ächterBrunnenHorde
7 = Command_Sell
12 = Command_ConstructGondorF ighterHorde_Denethor
13 = Command_ConstructGondorS peerträgerHorde_Denethor
14 = Command_ConstructGondorT owerShieldGuardHorde_Den ethor
15 = Command_ConstructGondorW ächterVesteHorde_Denetho r
End
Object RohanArcherRangeMod
CommandSet = RohanArcherrageModComman dSet
ReplaceModule ModueTag_ArcherRangeModL evel2CommandSet
Behavior = CommandSetUpgrade ModueTag_ArcherRangeModL evel2CommandSet_42
TriggeredBy = Upgrade_StructureLevel2
ConflictsWith = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel2_HelmsDeep
End
End
ReplaceModule ModueTag_ArcherRangeModL evel3CommandSet
Behavior = CommandSetUpgrade ModueTag_ArcherRangeModL evel3CommandSet_42
TriggeredBy = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel3_HelmsDeep
End
End
End
CommandSet RohanArcherrageModComman dSet_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel2_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel3_HelmsDeep
InitialVisible = 6
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
End
Object RohanKaserne
CommandSet = RohanKaserneCommandSet
ReplaceModule ModueTag_KaserneLevel2Co mmandSet
Behavior = CommandSetUpgrade ModueTag_KaserneLevel2Co mmandSet_42
TriggeredBy = Upgrade_StructureLevel2
ConflictsWith = Upgrade_StructureLevel3
CommandSet = RohanKaserneCommandSetLe vel2_HelmsDeep
End
End
ReplaceModule ModueTag_KaserneLevel3Co mmandSet
Behavior = CommandSetUpgrade ModueTag_KaserneLevel3Co mmandSet_42
TriggeredBy = Upgrade_StructureLevel3
CommandSet = GondorArcheryCommandSetL evel3_HelmsDeep
End
End
CommandSet RohanKaserneCommandSet_H elmsDeep
InitialVisible = 6
1 = Command_ConstructRohanHe rold
2 = Command_ConstructRohanRo yalGuardInfantryHordeEdo ras
3 = Command_ConstructIsenfur tWächterHorde
4 = Command_ConstructIsenfur tReiterHorde
5 = Command_ConstructIsenfur tSpeerträgerHorde
6 = Command_Sell
End
CommandSet RohanKaserneCommandSetLe vel2_HelmsDeep
InitialVisible = 6
1 = Command_ConstructRohanHe rold
2 = Command_ConstructRohanRo yalGuardInfantryHordeEdo ras
3 = Command_ConstructIsenfur tWächterHorde
4 = Command_ConstructIsenfur tReiterHorde
5 = Command_ConstructIsenfur tSpeerträgerHorde
6 = Command_Sell
End
CommandSet RohanKaserneCommandSetLe vel3_HelmsDeep
InitialVisible = 6
1 = Command_ConstructRohanHe rold
2 = Command_ConstructRohanRo yalGuardInfantryHordeEdo ras
3 = Command_ConstructIsenfur tWächterHorde
4 = Command_ConstructIsenfur tReiterHorde
5 = Command_ConstructIsenfur tSpeerträgerHorde
6 = Command_Sell
End
The order is wrong. Always put the things you're linking to first.
So always put:
Commandbuttons
CommandSets
Objects
Otherwise the commandset will use the original commandbuttons, as they haven't been changed yet.
Object RohanArcherRangeMod
CommandSet = RohanArcherrageModComman dSet
ReplaceModule ModueTag_ArcherRangeModL evel2CommandSet
Behavior = CommandSetUpgrade ModueTag_ArcherRangeModL evel2CommandSet_42
TriggeredBy = Upgrade_StructureLevel2
ConflictsWith = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel2_HelmsDeep
End
End
ReplaceModule ModueTag_ArcherRangeModL evel3CommandSet
Behavior = CommandSetUpgrade ModueTag_ArcherRangeModL evel3CommandSet_42
TriggeredBy = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel3_HelmsDeep
End
End
End
CommandSet RohanArcherrageModComman dSet_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel2_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel3_HelmsDeep
InitialVisible = 6
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
End
CommandSet RohanArcherrageModComman dSet_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel2_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel3_HelmsDeep
InitialVisible = 6
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
End
Object RohanArcherRangeMod
CommandSet = RohanArcherrageModComman dSet
ReplaceModule ModueTag_ArcherRangeModL evel2CommandSet
Behavior = CommandSetUpgrade ModueTag_ArcherRangeModL evel2CommandSet_42
TriggeredBy = Upgrade_StructureLevel2
ConflictsWith = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel2_HelmsDeep
End
End
ReplaceModule ModueTag_ArcherRangeModL evel3CommandSet
Behavior = CommandSetUpgrade ModueTag_ArcherRangeModL evel3CommandSet_42
TriggeredBy = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel3_HelmsDeep
End
End
End
Object RohanArcherRangeMod
CommandSet = RohanArcherrageModComman dSet_HelmsDeep
ReplaceModule ModueTag_Level2CommandSe t
Behavior = CommandSetUpgrade ModueTag_Level2CommandSe t_42
TriggeredBy = Upgrade_StructureLevel2
ConflictsWith = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel2_HelmsDeep
End
End
ReplaceModule ModueTag_Level3CommandSe t
Behavior = CommandSetUpgrade ModueTag_Level3CommandSe t_42
TriggeredBy = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel3_HelmsDeep
End
End
End
CommandSet RohanArcherrageModComman dSet_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel2_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel3_HelmsDeep
InitialVisible = 6
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
5 = Command_ConstructRohanHe roldBow
6 = Command_Sell
End
Object RohanArcherRangeModPlayer
CommandSet = RohanArcherrageModComman dSet_HelmsDeep
ReplaceModule ModueTag_Level2CommandSe t
Behavior = CommandSetUpgrade ModueTag_Level2CommandSe t_42
TriggeredBy = Upgrade_StructureLevel2
ConflictsWith = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel2_HelmsDeep
End
End
ReplaceModule ModueTag_Level3CommandSe t
Behavior = CommandSetUpgrade ModueTag_Level3CommandSe t_42
TriggeredBy = Upgrade_StructureLevel3
CommandSet = RohanArcherrageModComman dSetLevel3_HelmsDeep
End
End
End
CommandSet RohanArcherrageModComman dSet_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel2_HelmsDeep
InitialVisible = 8
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
6 = Command_Sell
7 = Command_PurchaseUpgradeR ohanStructureLevel2
8 = Command_PurchaseUpgradeR ohanStructureLevel3
End
CommandSet RohanArcherrageModComman dSetLevel3_HelmsDeep
InitialVisible = 6
1 = Command_ConstructRohanAr cherHorde
2 = Command_ConstructRohanSp eerwerferHorde
3 = Command_PurchaseTechnolo gyRohanModFireArrows
4 = Command_ConstructLothlor ienGaladhrimHorde
6 = Command_Sell
End
You can't change the imagebutton of a commandbutton. Always use the original one, every change to it will make it invisible.
CommandButton Command_ConstructGondorB oromirGuardHorde
Command = UNIT_BUILD
Object = GondorBoromirGuardHorde
Options = NEED_UPGRADE CANCELABLE
TextLabel = CONTROLBAR:WächterderweißenStadt
ButtonImage = HSStadtwächter
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:GondorBoromirGuardHordeR ecruit_Neu
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
NeededUpgrade = Upgrade_TestBuilding_2
End
CommandButton Command_ConstructGondorB oromirGuardHorde_MT
Command = UNIT_BUILD
Object = GondorBoromirGuardHorde
Options = NEED_UPGRADE CANCELABLE
TextLabel = CONTROLBAR:WächterderweißenStadt
ButtonImage = HSStadtwächter
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:GondorBoromirGuardHordeR ecruit_Neu
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
End
Thank you ! :)
ChildObject RohanEomer_mod_Summoned RohanEomer_mod
RemoveModule ModuleTag_LifetimeUpdate
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
MinLifetime = ROHAN_ANTWORTET_LIFETIME ;180000
MaxLifetime = ROHAN_ANTWORTET_LIFETIME ;180000
DeathType = FADED
End
End
End
Because RemoveModule only needs one argument, so you only need:
RemoveModule ModuleTag_LifetimeUpdate .
For your next question, please try solving the problem yourself, before you ask someone. There are a lot of files and map.inis in the edain_data.big, which are examples for nearly every code/syntax.
ChildObject RohanEomer_mod_Summoned RohanEomer_mod
RemoveModule ModuleTag_LifetimeUpdate
End
End
End
ReplaceModule ModuleTag_SummonRohanGon dor
Behavior = OCLSpecialPower ModuleTag_SummonRohanGon dorMT
SpecialPowerTemplate = SpellBookSummonRohanGond or
OCL = OCL_SpawnRohanGondorEggM T
TriggerFX = FX_RohirimSummon
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = No
RequirementsFilterMPSkir mish = SPELL_BOOK_REQUIREMENTS_ FILTER
RequirementsFilterStrate gic = SPELL_BOOK_REQUIREMENTS_ FILTER_STRATEGIC
End
End
The transparency is part of the draw behavior (usually the first module in an object).
Hello i have a problem with a code
this is the code:
Object BruchtalSchwertkämpferHo rde_Summoned
RemoveModule ModuleTag_LifetimeUpdate
End
However the unit still despawns even though there is no time remaining bar.
Object BruchtalSchwertkämpferHo rde_Summoned____________________________________________________
RemoveModule ModuleTag_LifetimeUpdate
End
Object BruchtalSchwertkämpfer_S ummoned
RemoveModule ModuleTag_LifetimeUpdate
End
Thanks alot again :)Hello i have a problem with a code
this is the code:
Object BruchtalSchwertkämpferHo rde_Summoned
RemoveModule ModuleTag_LifetimeUpdate
End
However the unit still despawns even though there is no time remaining bar.
It doesn't work because you must put also the unit of base ;)
The Code :ZitatObject BruchtalSchwertkämpferHo rde_Summoned____________________________________________________
RemoveModule ModuleTag_LifetimeUpdate
End
Object BruchtalSchwertkämpfer_S ummoned
RemoveModule ModuleTag_LifetimeUpdate
End
I need help !
Now I want add a transparency effect to the TreeShire01 but this doesn't work, the tree has not changement
(the lines who I've added are in green)
My code :
Object TreeShire01
ReplaceModule ModuleTag_01
Draw = W3DScriptedModelDraw ModuleTag_01CG
DefaultModelConditionSta te
Model = SB_Tree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = PTreeHarad01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
StaticSortLevelWhileFadi ng = 2
AlphaCameraFadeOuterRadi us = 600
AlphaCameraFadeInnerRadi us = 200
AlphaCameraAtInnerRadius = 10%
End
End
End
Hello I am having trouble with this code im sure its not right but im very new to this coding stuff so any help would be appreciated.
CommandSet ElvenBarracksCommandSet
InitialVisible = 7
1 = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
2 = Command_ConstructLothlor ienBerserkerHorde
3 = Command_ConstructElvenKn ightHorde
4 = Command_ConstructDorwini onNaturmagier
5 = Command_ConstructDorwini onWinzer
6 = Command_RingMechanikLoth lorien
7 = Command_StartCitadelSelf Repair
Also i would like to make Glorfindel, Elrond, Arwen, Elladan and Elrohir recruitable from the same building, any help would be much appreciated. :)
Thanks glorfindel but im struggling to understand where the issue for me is this code is like another language for me :'D im trying to figure it out tho.Hello I am having trouble with this code im sure its not right but im very new to this coding stuff so any help would be appreciated.
CommandSet ElvenBarracksCommandSet
InitialVisible = 7
1 = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
2 = Command_ConstructLothlor ienBerserkerHorde
3 = Command_ConstructElvenKn ightHorde
4 = Command_ConstructDorwini onNaturmagier
5 = Command_ConstructDorwini onWinzer
6 = Command_RingMechanikLoth lorien
7 = Command_StartCitadelSelf Repair
Also i would like to make Glorfindel, Elrond, Arwen, Elladan and Elrohir recruitable from the same building, any help would be much appreciated. :)
Look this (I had the same problem before and this did help me) :
http://forum.modding-union.com/index.php/topic,32468.msg426627.html#msg426627
Thanks glorfindel but im struggling to understand where the issue for me is this code is like another language for me :'DHello I am having trouble with this code im sure its not right but im very new to this coding stuff so any help would be appreciated.
CommandSet ElvenBarracksCommandSet
InitialVisible = 7
1 = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
2 = Command_ConstructLothlor ienBerserkerHorde
3 = Command_ConstructElvenKn ightHorde
4 = Command_ConstructDorwini onNaturmagier
5 = Command_ConstructDorwini onWinzer
6 = Command_RingMechanikLoth lorien
7 = Command_StartCitadelSelf Repair
Also i would like to make Glorfindel, Elrond, Arwen, Elladan and Elrohir recruitable from the same building, any help would be much appreciated. :)
Look this (I had the same problem before and this did help me) :
http://forum.modding-union.com/index.php/topic,32468.msg426627.html#msg426627
Object ElvenBarracks
CommandSet = LothlorienBarracksComman dSetNewName
End
CommandSet LothlorienBarracksCommandSetNewName
InitialVisible = 7
1 = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
2 = Command_ConstructLothlor ienBerserkerHorde
3 = Command_ConstructElvenKn ightHorde
4 = Command_ConstructDorwini onNaturmagier
5 = Command_ConstructDorwini onWinzer
6 = Command_RingMechanikLoth lorien
7 = Command_StartCitadelSelf Repair
End
Object LothlorienGrenzwächter
AddModule ModuleTag_ArmorUpgrade
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_BruchtalHeavyArm or
ArmorSetFlag = PLAYER_UPGRADE
End
End
AddModule ModuleTag_Armor_Upgrade2
Behavior = SubObjectsUpgrade ModuleTag_Armor_Upgrade2
TriggeredBy = Upgrade_BruchtalHeavyArm or
UpgradeTexture = RUElvnWorrior_L.tga 0 RUElvnWorrior.tga
UpgradeTexture = RUElvnWorrior_L.tga 0 RUElvnWorriorHA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
End
End
Object LothlorienGrenzwächterHo rde
CommandSet = LothlorienHighFighterCom mandSet
End
CommandSet LothlorienHighFighterCom mandSet
InitialVisible = 18
1 = Command_ToggleStance
2 = Command_SpecialAbilityLe mbasbrotHealSpell
3 = Command_Imladrisweisheit FormationReiter
4 = Command_PurchaseUpgradeB ruchtalHeavyArmor
5 = Command_PurchaseUpgradeL othlorienForgedBlades
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggress ive
18 = Command_SetStanceHoldGro und
End
Object ElvenMithlondSentry
RemoveModule ArmorUpgradeModuleTag
AddModule ModuleTag_ArmorUpgrade
Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_BruchtalHeavyArm or
ArmorSetFlag = PLAYER_UPGRADE
End
End
RemoveModule Armor_Upgrade
AddModule ModuleTag_Armor_Upgrade2
Behavior = SubObjectsUpgrade ModuleTag_Armor_Upgrade2
TriggeredBy = Upgrade_BruchtalHeavyArm or
UpgradeTexture = RUElvnWorrior_L.tga 0 RUElvnWorrior.tga
UpgradeTexture = RUElvnWorrior_L.tga 0 RUElvnWorriorHA.tga
RecolorHouse = Yes
ExcludeSubobjects = Forged_Blade
End
End
End
Object ElvenMithlondSentryHorde
CommandSet = LothlorienNewGuardComman dSet
End
CommandSet LothlorienNewGuardComman dSet
InitialVisible = 18
1 = Command_ToggleStance
2 = Command_SpecialAbilityLe mbasbrotHealSpell
3 = Command_Imladrisweisheit FormationReiter
4 = Command_PurchaseUpgradeB ruchtalHeavyArmor
5 = Command_PurchaseUpgradeL othlorienForgedBlades
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggress ive
18 = Command_SetStanceHoldGro und
End
PlayerTemplate FactionElves
Side = Elves
PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function.
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POIN TS_DEFAULT PLAYER_PURCHASE_POINTS_G RANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POIN TS_GOOD PLAYER_PURCHASE_POINTS_G RANTED )
PreferredColor = R:43 G:150 B:179
;StartingBuilding = LothlorienFortress
;------------- NO STARTING UNITS FOR YOU -------
; StartingUnit0 = ElvenLorienWarriorHorde ;_StartUnit
; StartingUnitOffset0 = X:-70 Y:220 Z:0
; StartingUnit1 = ElvenLorienWarriorHorde ;_StartUnit
;StartingUnitOffset1 = X:60 Y:270 Z:0 ;250
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ObjectRingkriegStartScri pt
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_IMLADRIS ;SCIENCE_ELVES
SpellBook = GoodSpellBook
SpellBookMp = ImladrisSpellBook ;ElvesSpellBook ;LothlorienSpellBook
PurchaseScienceCommandSe t = GoodSpellStoreCommandSet
PurchaseScienceCommandSe tMP = ImladrisSpellStoreComman dSet ;ElvesSpellStoreCommandSe t ;LothlorienSpellStoreComm andSet
DisplayName = INI:FactionElves
DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it.
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveComp leted
InitialUpgrades = Upgrade_ElfFaction Upgrade_AllFactionUpgrad e Upgrade_ImladrisFaction Upgrade_LothlorienFactio n ;Any upgrades this player template is born with.
End
Object BruchtalSchwertkämpferHo rde_Summoned
RemoveModule ModuleTag_LifetimeUpdate
End
Object BruchtalSchwertkämpfer_S ummoned
RemoveModule ModuleTag_LifetimeUpdate
End
Object LothlorienRadagast
RemoveModule ModuleTag_LifetimeUpdate
End
Object BruchtalSchwertkämpferHo rde_Summoned
CommandPoints = 1
End
Object BruchtalSchwertkämpfer_S ummoned
CommandPoints = 1
End
Object BruchtalSchwertkämpferHo rde_Summoned
BuildCost = 60
End
Object BruchtalSchwertkämpfer_S ummoned
BuildCost = 60
End
Object ElvenBarracks
CommandSet = LothlorienBarracksComman dSetNewName
End
CommandSet LothlorienBarracksComman dSetNewName
InitialVisible = 8
1 = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
2 = Command_ConstructLothlor ienBerserkerHorde
3 = Command_ConstructElvenKn ightHorde
4 = Command_ConstructDorwini onNaturmagier
5 = Command_ConstructDorwini onWinzer
6 = Command_StartCitadelSelf Repair
7 = Command_ConstructLindonW arriorHorde
8 = Command_ConstructHeavenW arriorHorde
End
The button doesn't exist. That's exactly what the error says:
You're referring to a button which hasn't been defined and therefore the game crashes.
Also, if you're defining new buttons they are always black, so they don't have an image, no matter what you do.
Did I ever write that the button wouldn't work? ;)Jesus 40k lines XD
I wrote that it is black (or invisible), so I wrote exactly what you wrote: The texture doesn't work.
Believe me: I've done enough map.ini coding to know what I'm talking about. :P ( 6 years ago I did my first big map.ini :P (40.000+ lines))
Did I ever write that the button wouldn't work? ;)
I wrote that it is black (or invisible), so I wrote exactly what you wrote: The texture doesn't work.
Believe me: I've done enough map.ini coding to know what I'm talking about. :P ( 6 years ago I did my first big map.ini :P (40.000+ lines))
Therefore you have to change the whole skin. Via map.ini you can just use another skin, so you can only swap one skin with another, not change a skintake only parts of a skin. on 3rdage is a good tutorial for that.
Object TreeShire01
RemoveModule ModuleTag_Opt_01
; *** ART Parameters ***
;------ This was done because we needed to add fade effect to tree.
; Draw = W3DTreeDraw ModuleTag_Opt_01
; ModelName = SB_Tree01
; TextureName = SB_Trees.tga
;
; DoTopple = Yes
; ToppleFX = FX_ToppleTree
; BounceFX = FX_TreeBounce
; KillWhenFinishedToppling = No
; SinkDistance = 9;
; SinkTime = DEFAULT_TREE_SINK_TIME
; End
ReplaceModule ModuleTag_01
Draw = W3DScriptedModelDraw ModuleTag_01New
StaticModelLODMode = yes
DefaultModelConditionSta te
Model = SB_Tree01
End
ModelConditionState = PASSENGER CLUB
Model = None
End
AnimationState = PASSENGER CLUB
EnteringStateFX = FX_TreeBecomeClub
End
AnimationState = PASSENGER
EnteringStateFX = FX_TreePickUp
End
; These are the model conditions and animation states required for trees that can burn.
ModelConditionState = BURNED
Model = SB_Tree01 ; use default nondeath model in place of this.
End
AnimationState = AFLAME ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
AnimationState = DYING BURNED ;Currently on fire
ParticleSysBone = None FireTreeSmall
ParticleSysBone = None TreeEmbers
End
; End of stuff required for burn.
StaticSortLevelWhileFadi ng = 2
AlphaCameraFadeOuterRadi us = 600
AlphaCameraFadeInnerRadi us = 200
AlphaCameraAtInnerRadius = 10%
End
End
;Behavior = FireWeaponCollide ModuleTag_03
; CollideWeapon = TreeFireDealDamageWeapon
; RequiredStatus = AFLAME ; I can only fire if I am on fire
;End
; *** DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SHRUBBERY
CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
; SupplyOverride = 10 ; This overrides the value in gamedata.ini
ArmorSet
Conditions = None
Armor = NoArmor
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING parameters ***
; KindOf = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
KindOf = SHRUBBERY IMMOBILE CLUB SELECTABLE;
; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
AddModule ModuleTag_SEE
Behavior = SlowDeathBehavior ModuleTag_SEE
DeathTypes = ALL
SinkDelay = 1000
SinkRate = 8 ; in Dist/Sec
DestructionDelay = 4000
End
End
AddModule ModuleTag_CMB
Behavior = CastleMemberBehavior ModuleTag_CMB
End
End
; Shadow = SHADOW_DECAL
InstanceScaleFuzziness = 0.1
End
Im still having no luck with the command set :/
Object ElvenBarracks
CommandSet = LothlorienBarracksComman dSetNewName
End
CommandSet LothlorienBarracksComman dSetNewName
InitialVisible = 8
1 = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
2 = Command_ConstructLothlor ienBerserkerHorde
3 = Command_ConstructElvenKn ightHorde
4 = Command_ConstructDorwini onNaturmagier
5 = Command_ConstructDorwini onWinzer
6 = Command_StartCitadelSelf Repair
7 = Command_ConstructLindonW arriorHorde
8 = Command_ConstructHeavenW arriorHorde
End
This is scriting. Therefore give the flag a name and set a waypoint (this is where the units start) and open the scripting menu in the worldbuilder.Thank you Gnomi 1 more question should the flag be neutral? because for some reason i cant actually capture the flag.
Script 1:
Script conditions:
If Unit 'Flagname' belongs to player 'Playername'
then
Actions if TRUE:
start timer 'Troupsarrive' with 'XXX' seconds
Script 2:
If Timer Troupsarrive is finished
then
spawn units
Spawn units can be different things:
Either you just spawn the units (spawn unit xyz at waypoint 'spawnname').
Or you spawn a whole team. Therefore you go to the team-editor first, go to the player which should get the units and add a new team. Then you can give this team units, f.e. min 1, max 1 Mordorfighterhorde.
Afterwards you say in the script:
Spawn an instance of team 'teamname'.
If you want the units to move in the map you have to additionally set a waypointpath (klick on the spawnpoint with the waypopinttool, hold it and pull the mouse somewhere else. A second waypoint will appear and a red arrow.)
Now you have to name the waypointpath and add as a second action:
Have team/unit follow waypointpath.
or you just add another waypoint and say: move team/unit to waypoint)
They can't get upgrades, because it isn't defined in the inis.^^ You have to add the upgrades to the unit with the inis. I personally would say: Try it yourself, you learn most by doing it yourself^^)
To capture a flag, there need to be a building right beside it which can be captured. If there is no capturable building the flag can't be captured. (either you make a building capturable or you just place an inn, scale it to 0.01 and z=-1 (or something else so you don't see it) and make it not selectable.Are these scripts correct
Sorry I haven't answered you. I have a lot to do and completely forgot it. :P If DrHouse has more time, then just sent it to him.^^no problem Gnomi :) but I was wondering how would I make heroes recruitsble from the Elvenbarracks?
Which heroes you want to make recruitable from the Elven Barracks?elrond, glorfindel,arwen and elronds sons. Also did you get my link to the map?
PlayerTemplate FactionElves
Side = Elves
PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function.
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:43 G:150 B:179
;StartingBuilding = LothlorienFortress
;------------- NO STARTING UNITS FOR YOU -------
StartingUnit0 = ElvenLorienWarriorHorde ;_StartUnit
StartingUnitOffset0 = X:-70 Y:220 Z:0
StartingUnit1 = ElvenLorienWarriorHorde ;_StartUnit
StartingUnitOffset1 = X:60 Y:270 Z:0 ;250
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ObjectRingkriegStartScript
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_ELVES
SpellBook = GoodSpellBook
SpellBookMp = ElvesSpellBook_MapMirkwood
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet_MapMirkwood
DisplayName = INI:FactionElves
DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it.
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_ElfFaction Upgrade_LothlorienFaction Upgrade_AllFactionUpgrade ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero RohanFrodo_mod RohanSam_mod LothlorienRumil LothlorienHaldir LothlorienCeleborn LothlorienGaladriel LothlorienTauriel LothlorienLegolas GasthausGrimbeorn ElvenThranduil_mod
BuildableRingHeroesMP = RingHeroDummy
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
MultiSelectionPortrait = UPElvenArmy
LoadScreenMusic = Shell2MusicForLoadScreenLothlorien ;Shell2MusicForLoadScreen
End
CommandSet LothlorienCastleBaseKeepCommandSet_MapMirkwood2
InitialVisible = 11
1 = Command_ConstructElvenLorienWarriorHorde
2 = Command_ConstructElvenLorienArcherHorde
3 = Command_ConstructElvenLorienPikemanHorde
4 = Command_ConstructLothlorienSängerinnen
5 = Command_ConstructLothlorienGaladhrimHorde
6 = Command_ConstructLothlorienCarasGuardHorde
7 = Command_ConstructMirkwoodWächterPfadeHorde
8 = Command_ConstructDwarvenKhazadVeteranenHorde
9 = Command_RingMechanikLothlorien
10 = Command_SelectRevivablesLothlorienCastleKeepHeroes_MapMirkwood
11 = Command_StartCitadelSelfRepair
12 = Command_FakeRingHeroReviveSlot
13 = Command_CreateAHeroReviveSlot
14 = Command_FrodoRingHeroReviveSlot
15 = Command_SamRingHeroReviveSlot
16 = Command_HaldirsBrüderGenericReviveSlot
17 = Command_GenericReviveSlot1
18 = Command_GenericReviveSlot2
19 = Command_GenericReviveSlot3
20 = Command_FakeHeroReviveSlot5
22 = Command_FakeHeroReviveSlot6
23 = Command_FakeHeroReviveSlot7
24 = Command_FakeHeroReviveSlot8
25 = Command_RadialBack
End
Object BlueMtnMountainLarge
ReplaceModule ModuleTag_01
Draw = W3DScriptedModelDraw ModuleTag_01HA
RandomTexture = tstone_edain3.tga
DefaultModelConditionSta te
Model = BB_mountainl
End
AlphaCameraFadeOuterRadi us = 500
AlphaCameraFadeInnerRadi us = 250
AlphaCameraAtInnerRadius = 0%
End
End
KindOf = IMMOBILE UNATTACKABLE INERT IGNORED_IN_GUI BASE_FOUNDATION HIDE_IF_FOGGED ; note: INERT is important otherwise things will collide...
End
data\ini\rank.iniIt crashes my game when I put that line into the map.ini
Rank 1
[...]
SciencePurchasePointsGra nted =
End
Rank 1
SkillPointsNeededDefault = 0
SkillPointsNeededCampaign = 0
SciencePurchasePointsGranted = 99
End
What is your code you have add to your map.ini?That code worked, thanks :)
This works definitly :Code: [Auswählen]Rank 1
SkillPointsNeededDefault = 0
SkillPointsNeededCampaign = 0
SciencePurchasePointsGranted = 99
End
* IF *
Player_1 has purchased the upgrade Upgrade_TechnologyMordorFireArrows
* THEN *
Give unit "Arsenal" (An actual Arsenal of Mordor placed out-of-map) this upgrade "Upgrade_PlantShield" (which should be the upgrade granted to it by the Influence of Sauron, thus unlocking Fire arrows for Orc Archers)
ReplaceModule ModuleTag_08
Behavior = StructureCollapseUpdate ModuleTag_08NEW
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 = No #It was 'Yes' originally
CollapseHeight = 155
End
End
AddModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
DeathTypes = ALL
End
End
HouseColor
BaseTexture = CHRA_DU_02.tga
HouseTexture = HC_CHRA_DU_02.tga
End
HouseColor
BaseTexture = CHRA_DU_02.tga
HouseTexture = CHRA_DU_02.tga
End
WeaponSet
Conditions = None
Weapon = PRIMARY FaramirBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1 ;CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY FaramirSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
#define RESOURCE_MODIFIER_OBJECT_FILTER
AIEconomyAssigment MordorSlaughterHouse ;FarmTemplate MordorSlaughterHouse_Ext ern MordorLager
TemplateName = MordorSlaughterHouse ;MordorSlaughterHouse_Ext ern FarmTemplate
End