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problems with foundations and bases


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#1 Bart

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Posted 21 October 2006 - 02:25 PM

ok, so i'm experiencing problems with trying to make a new men starting base:

- the building foundation...they are almost a direct copy of the expansion pads (i even copy-pasted their kindof), but no money get's deducted when you build on them
-- edit: since, as fingulfin said, you can't build something until you do have the money for it, i can use a chained upgrade button to fix this. but i'd rather not
-- edit2: yay it's fixed. it turns out that the buildings needed a CastleMember behaviour
- i have placed some towers in worldbuilder, all with the door facing the citadel, but in the game they all face southeast
- the foundations are all 90 degrees rotated to the right in the game. PlacementViewAngle doesn't help anything
-- turns out they look rotated because of the texture. still it's weird that placementviewangle doesn't rotate it, but maybe because it's a w3dfloordraw
-- fixed by manually rotating them in wb. not very nice though
- i put wall hubs in the base, and they don't show up. at first i had a complete wall in there, but only half of it would show up in the game
- in case you're wondering, i did put all of those objects in BASE

i'm not a person to say this quickly, because most problems are caused by the modder, but :sleep: EA

CastleMemberBehavior ModuleTag_CMB
End

Body = ImmortalBody ModuleTag_05
MaxHealth = 15000.0
End

Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 24.0
GeometryHeight = 0.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End


;Gondor Building Foundation -- the area where faction gondor buildings can be built on
ChildObject MenBuildingFoundation GenericBuildingFoundation

SelectPortrait = BPGCamp_Plot
; *** ART Parameters ***

Draw = W3DScriptedModelDraw ModuleTag_Draw2
DefaultModelConditionState
Model = OBBFoundationX
End
ModelConditionState = WORLD_BUILDER
Model = GBSizeTemplate
End

End

Draw = W3DFloorDraw ModuleTag_Draw
ModelName = GBFoundationX
End

;PlacementViewAngle = 0

; ***DESIGN parameters ***
DisplayName = OBJECT linenums:0'>Object GenericBuildingFoundation EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = 1 BuildTime = 5.0 ; in seconds VisionRange = 160.0 ; Shroud clearing distance ShroudClearingRange = 160 ; *** AUDIO Parameters *** VoiceSelect = Gui_PlotSelect ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION UNATTACKABLE MP_COUNT_FOR_VICTORY NO_COLLIDE DO_NOT_CLASSIFY CAN_CAST_REFLECTIONS EXPANSION_PAD Behavior = FoundationAIUpdate ModuleTag_foundationAI BuildVariation = 1 End Behavior = CastleMemberBehavior ModuleTag_CMB End Body = ImmortalBody ModuleTag_05 MaxHealth = 15000.0 End Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 24.0 GeometryHeight = 0.8 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End;Gondor Building Foundation -- the area where faction gondor buildings can be built onChildObject MenBuildingFoundation GenericBuildingFoundation SelectPortrait = BPGCamp_Plot ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw2 DefaultModelConditionState Model = OBBFoundationX End ModelConditionState = WORLD_BUILDER Model = GBSizeTemplate End End Draw = W3DFloorDraw ModuleTag_Draw ModelName = GBFoundationX End ;PlacementViewAngle = 0 ; ***DESIGN parameters *** DisplayName = OBJECT:MenBuildingFoundation Side = Men CommandSet = MenBuildingFoundationCommandSetEndChildObject MenFortress_Start MenFortress Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Men fortress_men_start CastleToUnpackForFaction = Elves fortress_men_start CastleToUnpackForFaction = Dwarves fortress_men_start CastleToUnpackForFaction = Wild fortress_men_start CastleToUnpackForFaction = Isengard fortress_men_start CastleToUnpackForFaction = Mordor fortress_men_start FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. MaxCastleRadius = 130.0 InstantUnpack = Yes KeepDeathKillsEverything = Yes EvaEnemyCastleSightedEvent = EnemyFortressSighted End End

i checked game.dat with the hex editor, and it doesn't contain any references to MenExpansionPadCorner or MenArrowTowerExpansion, so there's nothing hard-coded or anything

Edited by 2playgames, 21 October 2006 - 09:49 PM.

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#2 Fingulfin

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Posted 21 October 2006 - 07:27 PM

Big hats off to 2PlayGames for finding this out! All my hours of research into this produced nothing, and yet he figured it out in like 10 seconds :thumbsupsmiley:
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