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Festungsproblem

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  • Festungsproblem

    Also ich versuch schon länger eine eigene festung zu machen aber es klappt nicht.

    So sieht mein Eintrag in der Ini aus und unten ist ein anhang zu der bse von der festung.

    ;//------------------------------------------------------------------------------
    ;// This is the magic thing in the .bse file that tells how to center the base layout compared to the game position of the fortress
    Object HaradFortressCenterGeneric

    SelectPortrait = BPMFortress

    Draw = W3DScriptedModelDraw ModuleTag_01

    DefaultModelConditionState
    Model = None
    End

    ModelConditionState = WORLD_BUILDER
    Model = NBasePin
    End
    End

    Side = Harad
    EditorSorting = STRUCTURE
    KindOf = IMMOBILE BASE_FOUNDATION CASTLE_CENTER

    Behavior = CastleBehavior ModuleTag_castle
    ;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
    FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
    End
    End

    ;//------------------------------------------------------------------------------
    ;// These are the four corner buildplots. Difference is just the BuildVariation flag they give the Expansion.
    Object HaradFortressExpansionPadCorner

    SelectPortrait = BPMFortress_BuildPlot

    ;// *** ART Parameters ***

    Draw = W3DFloorDraw DrawFloorBase
    ModelName = MBFoundation
    End

    Draw = W3DScriptedModelDraw ModuleTag_DrawMain
    DefaultModelConditionState
    Model = WBFoundationP
    End

    ;//Remove the buildplot when it's been constructed on
    ModelConditionState = CONSTRUCTION_COMPLETE
    Model = None
    End
    End

    ;//PlacementViewAngle = 0

    ;// ***DESIGN parameters ***
    DisplayName = OBJECT:MordorBuildingFoundation
    Side = Harad
    EditorSorting = STRUCTURE
    ThreatLevel = 1.0

    BuildCost = 1
    BuildTime = 5.0 ;// in seconds
    VisionRange = 0.0 ;// Shroud clearing distance
    ShroudClearingRange = 0

    CommandSet = HaradFortressExpansionPadCornerCommandSet

    ;// *** AUDIO Parameters ***

    VoiceSelect = Gui_PlotSelect2

    ;// *** ENGINEERING Parameters ***
    KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY EXPANSION_PAD

    Behavior = FoundationAIUpdate ModuleTag_foundationAI
    BuildVariation = 2 ;// Will give BUILD_VARIATION_TWO to anything built on it
    End

    Behavior = CastleMemberBehavior ModuleTag_CMB
    End

    Body = ImmortalBody ModuleTag_05
    MaxHealth = 15000.0
    End

    Geometry = BOX
    GeometryMajorRadius = 5.0
    GeometryMinorRadius = 5.0
    GeometryHeight = 0.8
    GeometryIsSmall = No
    Shadow = SHADOW_VOLUME
    BuildCompletion = PLACED_BY_PLAYER
    End

    ;//------------------------------------------------------------------------------
    ;//Mordor Fortress Citadel
    ;//This is the center part of the full Fortress. This plus the buildplots make up the full fortress
    Object HaradFortressCitadel

    SelectPortrait = BPMFortress

    Draw = W3DScriptedModelDraw ModuleTag_Draw
    ExtraPublicBone = ARROW_01
    ExtraPublicBone = ARROW_02
    ExtraPublicBone = ARROW_03
    ExtraPublicBone = ARROW_04
    ExtraPublicBone = ARROW_05
    ExtraPublicBone = ARROW_06
    ExtraPublicBone = ARROW_07
    ExtraPublicBone = ARROW_08
    ExtraPublicBone = ARROW_09
    ExtraPublicBone = ARROW_10
    ExtraPublicBone = ARROW_11
    ExtraPublicBone = ARROW_12
    ExtraPublicBone = ARROW_13
    ExtraPublicBone = ARROW_14
    ExtraPublicBone = ARROW_15
    ExtraPublicBone = ARROW_16
    ExtraPublicBone = ARROW_17
    ExtraPublicBone = ARROW_18
    ExtraPublicBone = ARROW_19
    ExtraPublicBone = ARROW_20
    ExtraPublicBone = ARROW_21
    ExtraPublicBone = ARROW_22
    ExtraPublicBone = ARROW_23
    ExtraPublicBone = ARROW_24
    ExtraPublicBone = ARROW_25
    ExtraPublicBone = ARROW_26
    ExtraPublicBone = ARROW_27
    ExtraPublicBone = ARROW_28
    ExtraPublicBone = ARROW_29
    ExtraPublicBone = ARROW_30
    ExtraPublicBone = ARROW_31
    ExtraPublicBone = ARROW_32

    OkToChangeModelColor = Yes
    UseStandardModelNames = Yes
    StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD

    DefaultModelConditionState
    Model = ESBtemple
    WeaponLaunchBone = PRIMARY ARROW_
    WeaponLaunchBone = SECONDARY EYEBONE02
    End

    End

    ;// ***DESIGN parameters ***
    DisplayName = OBJECT:MordorFortress
    Description = OBJECT:MordorFortressDescription

    Side = Harad
    EditorSorting = STRUCTURE
    ThreatLevel = 1.0
    CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS

    CommandSet = HaradFortressCommandSet
    BuildCost = MORDOR_FORTRESS_BUILDCOST
    BuildTime = MORDOR_FORTRESS_BUILDTIME
    BountyValue = MORDOR_FORTRESS_BOUNTY_VALUE
    VisionRange = MORDOR_FORTRESS_VISION_RANGE ;// Shroud clearing distance
    ShroudClearingRange = MORDOR_FORTRESS_SHROUD_CLEAR

    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.i nc"

    EvaEventDieOwner = EvaFortressDie

    VoiceSelect = MordorFortressSelect
    VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction

    SoundOnDamaged = BuildingLightDamageStone
    SoundOnReallyDamaged = BuildingHeavyDamageStone

    UnitSpecificSounds
    UnderConstruction = BuildingBigConstructionLoop ;// Built first time
    ; UnderRepairFromDamage = NoSound ;// Repaired No animation on the building, so don't bother playing sound
    UnderRepairFromRubble = BuildingBigConstructionLoop ;// Repaired from completely destroyed (not used???)
    End

    CampnessValue = CAMPNESS_FORTRESS


    ;// *** 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 = MORDOR_FORTRESS_HEALTH
    MaxHealthDamaged = MORDOR_FORTRESS_HEALTH_DAMAGED
    MaxHealthReallyDamaged = MORDOR_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
    //Porter cost bonus
    ProductionModifier ;// An object-local discount.
    RequiredUpgrade = Upgrade_MordorFortressDoomPyres
    CostMultiplier = 0.80
    ModifierFilter = NONE +MordorPorter
    End
    //Hero cost/build time bonus
    ProductionModifier
    RequiredUpgrade = Upgrade_MordorFortressDoomPyres
    CostMultiplier = 0.90
    TimeMultiplier = 0.90
    HeroPurchase = Yes // Instead of an object filter, needs to be explicitly hero-revival-system compatible
    End
    End

    Behavior = QueueProductionExitUpdate QueueProductionModuleTag
    UnitCreatePoint = X:46.0 Y:0.0 Z:0.0
    NaturalRallyPoint = X:159.0 Y:0.0 Z:0.0
    ExitDelay = 800
    End

    Behavior = AIUpdateInterface ModuleTag_AI
    AILuaEventsList = FortressFunctions
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate = 250
    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:129.0 Y:0.0 Z:0.0
    EntryPosition = X:100.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point.

    ExitOffset = X:129.0 Y:0.0 Z:0.0
    StatusForRingEntry = HOLDING_THE_RING
    UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
    ObjectToDestroyForRingEntry = NONE +TheDroppedRing
    FXForRingEntry = FX_OneRingFlare
    End

    ;//Fire Arrows improvement, just an upgrade, but doesn't do anything for us.
    Behavior = CastleUpgrade ModuleTag_PassOutFlamingMunitionsUpgrade
    TriggeredBy = Upgrade_MordorFortressFireArrowsTrigger
    Upgrade = Upgrade_EvilFortressFlamingMunitions
    End

    Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;// I need to react to the upgrade, so I can have it for when new construction asks me for all the upgrades
    TriggeredBy = Upgrade_EvilFortressFlamingMunitions
    End

    Behavior = ModelConditionUpgrade ModuleTag_ShowMunitions
    TriggeredBy = Upgrade_EvilFortressFlamingMunitions
    AddConditionFlags = FORTRESS_IMPROVEMENT_1
    AddTempConditionFlag = ModelConditionState:USER_1 //For buildup
    TempConditionTime = 7.0 //try to match buildup anim time
    Permanent = Yes
    End

    Behavior = AudioLoopUpgrade ModuleTag_FlamingMunitionsBuildLoop
    ;// Play a "build loop" while the FlamingMunitions build up
    TriggeredBy = Upgrade_EvilFortressFlamingMunitions
    ;ConflictsWith =
    SoundToPlay = BuildingConstructionLoop
    KillOnDeath = Yes
    KillAfterMS = 4000
    ;RequiresAllTriggers = Yes
    End

    ;//Morgul Sorcery Upgrade
    Behavior = CastleUpgrade ModuleTag_PassOutNumenorStoneworkUpgrade
    TriggeredBy = Upgrade_MordorFortressMorgulSorceryTrigger
    Upgrade = Upgrade_MordorFortressMorgulSorcery
    End

    Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
    TriggeredBy = Upgrade_MordorFortressMorgulSorcery
    AttributeModifier = MorgulSorceryKeep_Bonus
    End

    Behavior = ModelConditionUpgrade ModuleTag_ShowMorgulSorcery
    TriggeredBy = Upgrade_MordorFortressMorgulSorcery
    AddConditionFlags = FORTRESS_IMPROVEMENT_2
    Permanent = Yes
    End

    ;//Doom Pyres
    // Banners improvement, the half that gives an aura bonus, not the purchase discount part (that is in the ProductionUpdate)
    Behavior = AttributeModifierAuraUpdate ModuleTag_BannerLeadership
    StartsActive = No ;If no, requires upgrade to turn on.
    BonusName = MordorDoomPyresLeadership
    TriggeredBy = Upgrade_MordorFortressDoomPyres
    RefreshDelay = 2000
    Range = 300
    ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
    End

    //Lava Moat
    Behavior = ObjectCreationUpgrade CreateTheMoat
    TriggeredBy = Upgrade_MordorFortressLavaMoat
    Delay = 0.0
    ThingToSpawn = MordorFortressLavaMoat
    DestroyWhenSold = Yes
    FadeInTime = 600
    End

    //Money Maker
    Behavior = AutoDepositUpdate AutoDepositModuleTag
    DepositTiming = GENERIC_KEEP_MONEY_TIME
    DepositAmount = GENERIC_KEEP_MONEY_AMOUNT
    InitialCaptureBonus = 0 // no initial bonus
    End

    Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
    Radius = GENERIC_KEEP_MONEY_RANGE // How far we try to claim ground
    MaxIncome = 0 // If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
    IncomeInterval = 999999 // How often (in msec) we give that much money
    HighPriority = Yes // A high priority claim gets to pretend it was there first.
    End

    #include "..\..\..\FortressRingFunc.inc"

    //Main
    Geometry = BOX
    GeometryName = Geom_Orig
    GeometryMajorRadius = 50.0
    GeometryMinorRadius = 50.0
    GeometryHeight = 50.0
    GeometryOffset = X:5 Y:0 Z:0

    //Towers
    AdditionalGeometry = BOX
    GeometryName = Geom_V2
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 13.0
    GeometryHeight = 140.0
    GeometryOffset = X:40 Y:-42 Z:0

    AdditionalGeometry = BOX
    GeometryName = Geom_V2
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 13.0
    GeometryHeight = 140.0
    GeometryOffset = X:-40 Y:42 Z:0

    AdditionalGeometry = BOX
    GeometryName = Geom_V2
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 13.0
    GeometryHeight = 140.0
    GeometryOffset = X:40 Y:42 Z:0

    AdditionalGeometry = BOX
    GeometryName = Geom_V2
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 13.0
    GeometryHeight = 140.0
    GeometryOffset = X:-40 Y:-42 Z:0

    //Ramp (So units can attack it when the moat is in place)
    AdditionalGeometry = BOX
    GeometryMajorRadius = 26.0
    GeometryMinorRadius = 20.0
    GeometryHeight = 22.0
    GeometryOffset = X:85 Y:0 Z:0

    AdditionalGeometry = BOX
    GeometryName = HighTowerGeom
    GeometryMajorRadius = 12
    GeometryMinorRadius = 12
    GeometryHeight = 150
    GeometryOffset = X:0 Y:0 Z:0
    GeometryUsedForHealthBox = No

    GeometryIsSmall = No
    Shadow = SHADOW_VOLUME
    BuildCompletion = PLACED_BY_PLAYER

    GeometryContactPoint = X:-58 Y:58 Z:0 Repair
    GeometryContactPoint = X:58 Y:-58 Z:0 Repair
    GeometryContactPoint = X:47.546 Y:36.435 Z:0
    GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
    ;GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
    GeometryContactPoint = X:0 Y:0 Z:180 Swoop

    End

    //------------------------------------------------------------------------------
    // Harad Fortress
    // This is the one object that you would place on a map and that the porter builds.
    // It unpacks in to the citadel and the buildplots. It's an old CampFlag.
    Object HaradFortress

    SelectPortrait = BPMFortress

    Draw = W3DScriptedModelDraw ModuleTag_01

    OkToChangeModelColor = Yes
    DefaultModelConditionState
    Model = ESBtemple
    End

    End

    ArmorSet
    Conditions = None
    Armor = FortressArmor
    //DamageFX = StructureDamageFXNoShake
    End

    Side = Harad
    EditorSorting = STRUCTURE

    PlacementViewAngle = -45 // A -90 makes the door of the base face natural south. 0 would have it to the East.

    BuildCost = MORDOR_FORTRESS_BUILDCOST
    BuildTime = MORDOR_FORTRESS_BUILDTIME

    DisplayName = OBJECT:MordorFortress

    ;; AUDIO PARAMETERS

    #include "..\..\..\Includes\StandardBuildingEvaEvents.i nc"

    VoiceFullyCreated = EVA:FortressComplete-Builder
    VoiceSelect = MordorFortressSelect
    VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction

    SoundOnDamaged = BuildingLightDamageStone
    SoundOnReallyDamaged = BuildingHeavyDamageStone

    UnitSpecificSounds
    UnderConstruction = BuildingBigConstructionLoop ; Built first time
    ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
    UnderRepairFromRubble = BuildingBigConstructionLoop ; Repaired from completely destroyed (not used???)
    End

    // *** AUTO RESOLVE DATA ***
    ; When fighting an auto-resolve battle, a World Map castle actually becomes this unit
    AutoResolveUnitType = AutoResolveUnit_Fortress

    AutoResolveBody = AutoResolve_MordorFortressBody

    AutoResolveArmor
    Armor = AutoResolve_MordorFortressArmor
    End

    AutoResolveWeapon
    Weapon = AutoResolve_MordorFortressWeapon
    End


    // *** ENGINEERING Parameters ***
    RadarPriority = STRUCTURE
    KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR

    Body = StructureBody ModuleTag_05
    MaxHealth = MORDOR_FORTRESS_HEALTH
    End

    Behavior = CastleBehavior ModuleTag_castle
    CastleToUnpackForFaction = Mordor Fortress_Harad
    CastleToUnpackForFaction = Isengard Fortress_Harad
    CastleToUnpackForFaction = Men Fortress_Harad
    CastleToUnpackForFaction = Elves Fortress_Harad
    CastleToUnpackForFaction = Dwarves Fortress_Harad
    CastleToUnpackForFaction = Wild Fortress_Harad
    CastleToUnpackForFaction = Angmar Fortress_Harad
    CastleToUnpackForFaction = Arnor Fortress_Harad
    CastleToUnpackForFaction = Harad Fortress_Harad

    //Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
    FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER

    MaxCastleRadius = 130.0
    InstantUnpack = Yes
    KeepDeathKillsEverything = Yes

    EvaEnemyCastleSightedEvent = EnemyFortressSighted
    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 = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
    WorkerName = MordorWorkerNoSelect
    SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
    End

    Behavior = AIUpdateInterface ModuleTag_AI
    AILuaEventsList = FortressFunctions
    End


    //Main
    Geometry = BOX
    GeometryName = Geom_Orig
    GeometryMajorRadius = 65.0
    GeometryMinorRadius = 65.0
    GeometryHeight = 50.0
    GeometryOffset = X:5 Y:0 Z:0

    //Plot locations
    AdditionalGeometry = BOX
    GeometryName = Plots
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 10.0
    GeometryHeight = 0.8
    GeometryOffset = X:91.15 Y:-81.15 Z:0

    AdditionalGeometry = BOX
    GeometryName = Plots
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 10.0
    GeometryHeight = 0.8
    GeometryOffset = X:0 Y:-114.48 Z:0

    AdditionalGeometry = BOX
    GeometryName = Plots
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 10.0
    GeometryHeight = 0.8
    GeometryOffset = X:-81.15 Y:-81.15 Z:0

    AdditionalGeometry = BOX
    GeometryName = Plots
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 10.0
    GeometryHeight = 0.8
    GeometryOffset = X:-114.48 Y:0 Z:0

    AdditionalGeometry = BOX
    GeometryName = Plots
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 10.0
    GeometryHeight = 0.8
    GeometryOffset = X:-81.15 Y:91.15 Z:0

    AdditionalGeometry = BOX
    GeometryName = Plots
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 10.0
    GeometryHeight = 0.8
    GeometryOffset = X:0 Y:114.48 Z:0

    AdditionalGeometry = BOX
    GeometryName = Plots
    GeometryMajorRadius = 10.0
    GeometryMinorRadius = 10.0
    GeometryHeight = 0.8
    GeometryOffset = X:91.15 Y:91.15 Z:0

    //Ramp (So units can attack it when the moat is in place)
    AdditionalGeometry = BOX
    GeometryMajorRadius = 26.0
    GeometryMinorRadius = 20.0
    GeometryHeight = 22.0
    GeometryOffset = X:85 Y:0 Z:0

    GeometryIsSmall = No
    Shadow = SHADOW_VOLUME

    GeometryContactPoint = X:-65 Y:65 Z:0 Repair
    GeometryContactPoint = X:65 Y:-65 Z:0 Repair
    GeometryContactPoint = X:47.546 Y:36.435 Z:0
    GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
    GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
    End

    //------------------------------------------------------------------------------
    // Mordor Fortress Lava Moat
    // This is the moat around the fortress. This is a separate object so that it can
    // prevent units from being able to attack the fortress except at the ramp.
    Object HaradFortressLavaMoat

    Draw = W3DScriptedModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultModelConditionState
    Model = MBFLavaMoat
    End
    End

    ArmorSet
    Conditions = None
    Armor = NoArmor
    //DamageFX = StructureDamageFXNoShake
    End

    Side = Mordor
    EditorSorting = STRUCTURE
    BuildTime = 10.0

    ;;; AUDIO PARAMETERS
    #include "..\..\..\Includes\StandardBuildingEvaEvents.i nc"
    CampnessValue = 0

    // *** ENGINEERING Parameters ***
    RadarPriority = STRUCTURE
    KindOf = STRUCTURE IMMOBILE NOT_AUTOACQUIRABLE UNATTACKABLE BASE_SITE CAN_SEE_THROUGH_STRUCTURE

    Body = HighlanderBody ModuleTag_02 //Can take damage, but won't die. Can only die from ::kill() or other unresistable damage
    MaxHealth = 1.0
    End

    Behavior = SlavedUpdate ModuleTag_Slave
    DieOnMastersDeath = Yes
    End

    //Main
    Geometry = BOX
    GeometryMajorRadius = 82
    GeometryMinorRadius = 82
    GeometryHeight = 10

    GeometryIsSmall = No
    Shadow = SHADOW_VOLUME
    End

    //--------------------------------------------------
    ChildObject HaradFortress_Celduin_1 HaradFortress

    Behavior = CastleBehavior ModuleTag_castle
    CastleToUnpackForFaction = Mordor Fortress_Harad
    CastleToUnpackForFaction = Isengard Fortress_Harad
    CastleToUnpackForFaction = Men Fortress_Harad
    CastleToUnpackForFaction = Elves Fortress_Harad
    CastleToUnpackForFaction = Dwarves Fortress_Harad
    CastleToUnpackForFaction = Wild Fortress_Harad
    CastleToUnpackForFaction = Harad Fortress_Harad

    FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER
    MaxCastleRadius = 130.0 //90.0
    FadeTime = 2.0 ;// 2 seconds
    InstantUnpack = Yes
    KeepDeathKillsEverything = Yes
    EvaEnemyCastleSightedEvent = EnemyFortressSighted
    PreBuiltList = MordorWallCatapultExpansion -2
    PreBuiltList = MordorWallCatapultExpansion -2
    PreBuiltList = MordorWallCatapultExpansion -2
    PreBuiltList = MordorWallCatapultExpansion -2
    End
    End

    man sieht zwar die festung aber sie gehört nicht mir und ich verliere dann.


    Wenn mir jemand helfen kann wäre das nett^^.
    Angehängte Dateien
    Zuletzt geändert von Raksha0xx; 10.08.2009, 17:35.

  • #2
    AW: Festungsproblem

    Ich schau mir das mal im Laufe der Woche an, falls ich es vergessen sollte, schreib mir einfach eine Profilnachricht.

    Könntest du das Problem noch ein wenig exakter schildern, was der Reihenfolge nach passiert wenn du ein Spiel startest?!
    Außerdem: Für welche Version des Spiels ist die Festung (SuM 2 Vers.:1.06 oder RotW Vers.:2.01?, oder ältere Patches?)
    Zuletzt geändert von Crafty776; 10.08.2009, 23:15.

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