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Barracks, Army, Siege edits for Avelyns Government System

Tru

Knight
Barracks file attached to this post. This assumes you have The Government System installed and the XML spawner system installed (no support for xml...from me).

There is a folder called Edits, those are the edits I made to the Government system (rename originals) If you come across other duplicate scripts or script packages you have (ie Tent script, Alambiks army, neruns hireables, sleeping bodies, etc) remove the originals.

This has not been completely tested so should not just be put on a production shard. I know the Army AI (need to makes AI edits in BaseCreature and BaseAI) is a little wonky but I think there's newer verions of AI out there I was considering using. After Siege system added everything in your city can be damaged/destroyed (Ie walls, Buildings (except houses...I believe), parks, decorations).

Place Barracks , City Manager, Asst City Mgr and General (New Position ?) can have an Army (Army Controller appears in their backpack). City has to be level 3 need 40 in forensics (can all be changed). You do have to pay for your army.

I know I'm missing alot but keep the questions (and fixes?) coming and we'll get it all worked out.
 

Attachments

  • Barracks.zip
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fcondon

Sorceror
This sounds like a pretty cool system. I was just curious, is there a thread or something with more information on it? I would love to know what this does exactly in detail and how to use it. (I understand it is for the Government System)
 

Diviny

Page
Sounds like a good script. I've trying to make a system like it, but without the need of the player houses to make a city, maybe with a "Sign Up Stone" to declare citizen. Maybe in the future.
 

Tru

Knight
This sounds like a pretty cool system. I was just curious, is there a thread or something with more information on it? I would love to know what this does exactly in detail and how to use it. (I understand it is for the Government System)
There was an original post but it got deleted in the move...start the questions!
 

fcondon

Sorceror
Fair nuff. :) Here are the initial questions I have regarding the system. Thanks for the help!

So once I have the government system installed, and this addon installed:
- What do the barracks look like? (size wise)
- What is the barracks actual purpose and function?
- Can the barracks be destroyed?

- What siege weapons are there?
- I assume they are actually function-able?
- How are they created?
- Can they be moved?
- Can they be destroyed?

What exactly is the army details:
- How many people are in an army?
- Are players part of the army, or is it all npcs?
- How does one obtain / create an army?
- Is the army expandable? or is it created with a permanent set amount of soldiers?
- What does the army do? (automatically, or manually)

- Can all these items only be created inside of a player run town, or can they be created outside of a player controlled town?
- How many players would you recommend for this system? I'm just curious if having too few people make creating or destroying soldiers, barracks, or siege weapons impossible / difficult.

Again, thanks for the system, and thanks even more for taking time to answer the questions. I think it'll come in handy for other people looking to use it. :)
 

Tru

Knight
Lets start this way:

Heres there description for the Siege System

"SUMMARY
This set of attachments provides a system for allowing objects and structures to be damaged by siege weapons and repaired by siege tools.

DESCRIPTION:

This system makes use of the XmlSpawner2 attachment system and the XmlSpawner2 package must be installed to support it. You dont need to use the xmlspawners themselves, and it doesnt matter whether you use the standard distribution spawners or any other spawning system but you do need the XmlSpawner2 package installed.

Because the attachment system neither requires nor makes any changes to serialization/deserializations of any item or mobile, it can be safely added and removed at any time now or in the future without interfering with any other systems that you might have installed.


Features:

Note that ANY object can in principle be made damageable - walls, doors, signs, trees, doors, addons - anything. You just have to tag them with the xmlsiege attachment.

SiegeRepairHammer - Just double-click to use and target the siege-able object to be repaired. It can be given either limited (set UsesRemaining to a value > 0) or unlimited number of uses (set UsesRemaining to a value < 0).
You must have the required resources to repair the targeted object. The default setting is to repair 10 hits of damage per use.

SiegeCannon - To use the siege cannon just place it on the ground.
To move it, you must first store it in your pack. To do this, select the Backpack context menu option.
The Next/Previous options allow you to change the facing of the cannon. The cannon can target objects in a 90 degree arc in front of it.
To use the cannon, first you must load a cannonball into it by double clicking a cannonball, then selecting the cannon.
Once a cannonball is loaded, you can fire the cannon by double clicking it and then selecting a target object (either a mobile or item). You must be nearby to do this.
The accuracy of the shot depends on the distance of the object, the ArmsLore skill of the operator, and the type of cannonball used.
The maximum range of the shot depends on the type of munition used.
Different cannonball types will have different accuracy modifiers, range, area damage, damage types, and firing speed.
The minimum time between shots will be affected by the firing speed of the ammunition and the dexterity of the operator.

XmlSiege attachment


Making items damageable

Manually to individual item/mobs


- the XmlSiege attachment can be added to objects in several ways. It can be manually attached to any existing object with the "[addatt" command.

For example

"[addatt xmlsiege 200"

will add 200 siege hits to a targeted object.


To spawned objects

- To add the attachment to spawned objects use the ATTACH keyword in spawn entries such as this

static,87/ATTACH/xmlsiege,100

which would spawn a wall segment with 100 hit points. "

I updated all the Buildings and such in the City System to have Siege Damage Already.
 

Tru

Knight
Heres a link to Alambiks Army release with info on that (keep in mind its city based now).

http://www.runuo.com/community/threads/runuo-1-0-alambiks-army-uo-age-of-empire.79355/

When a Barracks is placed an Army controller appears in the Owners pack. The actual (NPC) Army is controlled by the controller, so with the right group you could have 3 army units for a town (with 3 different barracks) and whatever PCs you have.

As for amount of people the more the better really as you want at least 2 cities....to be able to goto war and you'll want to try it with all positions filled and all 3 army units.

I Uploaded a new version in the first post with some minor edits I also added the Pelops Resurrection which allows the ultimate decorating of a town (with everything being damageable).
 

fcondon

Sorceror
Thanks a ton for the update. This system sounds pretty amazing. Looking forward to being able to play with it this coming weekend.
 

Safera

Page
Tru, maybe you can help me.

I am trying to make some new addons to be used with this system and I would like the addons that the city manager spawns to be damagable. How did you make the city addons damagable?
 

Tru

Knight
Tru, maybe you can help me.

I am trying to make some new addons to be used with this system and I would like the addons that the city manager spawns to be damagable. How did you make the city addons damagable?

Open up any of the Stock Buildings for reference (Edited/Civic Structures/Stock Buildings), there's 2 lines you need to add ;

using Server.Engines.XmlSpawner2; (at the top)

And

XmlAttach.AttachTo(this, new XmlCitySiege(5000,60,60,1,1,5)); //<-------new CitySiege Attachment (in the Constructable section)
 

Tru

Knight
if avylen agrees, would you mind if i released this and his system all together for runuo 2.2? some people where having some issues and i think its amazing!
Isnt it just the PlayerMobile that is the issue (specifically the conpvp thing)? If so you should just post that file as I dont consider this complete and will update it again at some point.

Of course I can't stop you but it will get confusing with different versions all over.
 

Tru

Knight
well, with yours on runuo 2.2 there where a lot of edits as well. there where several errors, but i got em all fixed.
That actually makes no sense, the only distro edits you need for my upgrade are the AI edits for the Army, otherwise all my edits were for The Player Government files themselves. There also were no issues brought up in this thread, Can you show me some of these edits?
 
uhhh i already fixed them and didn't save the errors. i can put them in a different 2.2 and see if i get the same problems. And even after the errors, i cant hire anything in the barracks without crashing
 

Gamble

Traveler
Ok I have a question about the functions of this. I have a city started and there is a city manager that sells deeds for the cities and certain buildings. I have tried to find in game how to add vendors for barracks and army stuff but I do not see any. How do players activate these? I can manually place a barracks but I see no vendors or anything.
 

Tru

Knight
Ok I have a question about the functions of this. I have a city started and there is a city manager that sells deeds for the cities and certain buildings. I have tried to find in game how to add vendors for barracks and army stuff but I do not see any. How do players activate these? I can manually place a barracks but I see no vendors or anything.
When a Barracks is placed it puts an Army Controller in the placers pack, and a CityRecruitstone inside or outside the barracks, double click the recruit stone.
 

Gamble

Traveler
yea but where does a player get a barracks deed? I can make it with gm but how do they go about getting it without me giving it to them.
 
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