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.
Go to the full postBest 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.
Go to the full postPosted 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.
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