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building rotation

building rotation

Best Answer Tukolp, 19 March 2017 - 12:20 AM

Problem solved, I had to set my basepin and citadel to 0.00 angle in my bse with worldbuilder.

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#1 Tukolp

Tukolp
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  • 73 posts

Posted 18 March 2017 - 08:53 PM

Hello guys,

 

Finaly I achieved something, I'm able to build my own fortress with expansions ( thanks to Finguilfin's guide), it seem okay, BUT when I rotate it, every time I place it, no matter how do I rotate it. It finishes up always +90' to the right .

How can I tell it to stay that angle how I want to place it ? I want to rotate it around. I post my unpaking ini here, I mean what is at the bottom of my fort. The what the porter builds.

 

I realy hope someone can help me.

Cheers,

Object MordorKeepfortress

	SelectPortrait = BRMordorZitadelle

  Draw = W3DScriptedModelDraw ModuleTag_Draw
    OkToChangeModelColor  = Yes
    UseStandardModelNames = Yes
		
		StaticModelLODMode		= Yes ;// Will append M or L to the skin name depending on GameLOD

		DefaultModelConditionState
			Model           = mbfzitadella
		End

		IdleAnimationState	
		End

		//Need this since the default condition is none
		ModelConditionState = WORLD_BUILDER
			Model	= mbfzitadella
		End

		//Phantom structure when placing a new building to be build
		ModelConditionState = BUILD_PLACEMENT_CURSOR
			Model	= None	//MBFortress
		End

		//Structure that stays where you will be building until the porter reaches the place to start building.
		ModelConditionState =  PHANTOM_STRUCTURE
			Model	= mbfzitadella
		End

		;//	Animation state for build placement cursor
		AnimationState = BUILD_PLACEMENT_CURSOR
			BeginScript
   				CurDrawableHideSubObject("MBFDPYRES")
   				CurDrawableHideSubObject("MBFDPFG")
   				CurDrawableHideSubObject("MBFDPF")
			EndScript
		End
		
		;//	Animation state for phantom structure
		AnimationState = PHANTOM_STRUCTURE
			BeginScript
   				CurDrawableHideSubObject("MBFDPYRES")
   				CurDrawableHideSubObject("MBFDPFG")
   				CurDrawableHideSubObject("MBFDPF")
			EndScript
		End

		ModelConditionState = RUBBLE
			Model		= None ;MBFortress_D3
		End

		AnimationState	= RUBBLE
			Animation	= RubbleAnimation ;Fortress_Rubble
				AnimationName		= mbfzitadella_D3.mbfzitadella_D3 ;MBFortress_D3S.MBFortress_D3A
				AnimationMode		= ONCE				
			End	
			EnteringStateFX	= FX_FortressCollapse		
		End
	
		//-- building being constructed

		ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
			Model               = mbfzitadella_b
			Texture	= MBFortress.tga MBFortress_snow.tga
		End
		ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
			Model               = mbfzitadella_b
		End
		AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
			Animation           = mbfzitadella_b
				AnimationName     = mbfzitadella_b.mbfzitadella_b ;MBFortress_ASK.MBFortress_ABL
				AnimationMode     = MANUAL
			End
			ParticleSysBone   = NONE BuildingContructDustCastlesB
			ParticleSysBone   = NONE FortressMordor
			Flags				= START_FRAME_FIRST
			StateName			= BeingConstructed
			BeginScript
				CurDrawablePlaySound("GondorBarracksBeginConstruction")
			EndScript
		End
	End
	
  	ArmorSet
		Conditions        = None
  		Armor             = FortressArmor
  		//DamageFX          = StructureDamageFXNoShake
  	End

	Side                = Mordor
	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.inc"

	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

	; Just in case...
	ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
		ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
	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 Keepfortress_Mordor
		CastleToUnpackForFaction	= Isengard Keepfortress_Mordor
		CastleToUnpackForFaction	= Men Keepfortress_Mordor
		CastleToUnpackForFaction	= Elves Keepfortress_Mordor
		CastleToUnpackForFaction	= Dwarves Keepfortress_Mordor	
		CastleToUnpackForFaction	= Wild Keepfortress_Mordor				

		//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	= MordorFortressWorkerNoSelect ; ;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



Edited by Tukolp, 18 March 2017 - 10:23 PM.


#2 Tukolp

Tukolp
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  • 73 posts

Posted 19 March 2017 - 12:20 AM   Best Answer

Problem solved, I had to set my basepin and citadel to 0.00 angle in my bse with worldbuilder.







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