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.
man sieht zwar die festung aber sie gehört nicht mir und ich verliere dann.
Wenn mir jemand helfen kann wäre das nett^^.
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
;// 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^^.
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