Just a quick question. I got the hobbit hole from out of the living map, and made it a buildable building for gondor/rohan. Problem is I can't seem to select it in game.
I can build it alright, and it displays fine, but the only way to select it is to drag a box round it (which is a bit annoying) it doesn't seem to be picked up anyother way.
Thought it might be to do with the geometry settings but I copied them from the orcpit model.. Any Ideas anyone?
Here's the code for it: (ignore the buildcosts etc it's still a work in progress)
;------------------------------------------------------------------------------ ;Hobbit Hole Object HobbitHole SelectPortrait = BPMOrcPit ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw OkToChangeModelColor = Yes UseStandardModelNames = Yes StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = hobbithole ParticleSysBone = FireSmall01 fireFlare ParticleSysBone = FireSmall01 FireSmoke ParticleSysBone = FireSmall01 campfireEmbers ParticleSysBone = FireSmall01 fireGlow End ;------------ New Build Up States coming soon. ModelConditionState = AWAITING_CONSTRUCTION Model = hobbithole ; ParticleSysBone = NONE BuildingDoughnutCloud End; ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED Model = hobbithole ; ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes End; ;--damaged building ModelConditionState = DESTROYED_FRONT Model = hobbithole ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 FireBuildingLarge End ModelConditionState = DESTROYED_RIGHT Model = hobbithole ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 FireBuildingLarge End ModelConditionState = DESTROYED_BACK Model = hobbithole ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 FireBuildingLarge End ModelConditionState = DESTROYED_LEFT Model = hobbithole ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 FireBuildingLarge End ModelConditionState = DAMAGED Model = hobbithole ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingMedium ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 FireBuildingMedium End ModelConditionState = REALLYDAMAGED Model = hobbithole ParticleSysBone FireSmall01 FireBuildingLarge ParticleSysBone FireSmall02 FireBuildingLarge ParticleSysBone FireSmall03 FireBuildingMedium ParticleSysBone FireSmall04 SmokeBuildingLarge ParticleSysBone FireSmall05 FireBuildingLarge End ModelConditionState = RUBBLE Model = hobbithole ParticleSysBone SmokeLarge01 SmokeBuildingLarge End ModelConditionState = POST_RUBBLE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End ModelConditionState = POST_COLLAPSE Model = None ParticleSysBone NONE SmokeBuildingMediumRubble End End ;Draw = W3DFloorDraw DrawFloorV1 ; StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW ; ModelName = MBOrcpit_Bib ; End ; Draw = W3DFloorDraw DrawFloorV2 ; ModelName = MBOrcpit_V1 ; StartHidden = Yes ; End ; ***DESIGN parameters *** DisplayName = OBJECT:HobbitHole Description = OBJECT:HobbitHoleDescription Side = Gondor EditorSorting = STRUCTURE ThreatLevel = 1.0 PlacementViewAngle = 0 Scale = 1.1 BuildCost = 1 ; BALANCE BuildTime = 1 VisionRange = MORDOR_ORCPIT_VISION_RANGE ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR BountyValue = MORDOR_ORCPIT_BOUNTY_VALUE ArmorSet Conditions = None Armor = StructureArmor ;DamageFX = StructureDamageFXNoShake End CommandSet = HobbitHoleCommandSet ; *** AUDIO Parameters *** VoiceSelect = PippinVoiceSelect SoundAmbient = MordorOrcPitAmbience SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction UnitSpecificSounds UnderConstruction = BuildingConstructionLoop ; Built first time ; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound UnderRepairFromRubble = BuildingConstructionLoop; Repaired from completely destroyed (not used???) End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY NEED_BASE_FOUNDATION ATTACK_NEEDS_LINE_OF_SIGHT CAN_ATTACK; AUTO_RALLYPOINT; Behavior = ProductionUpdate ProductionUpdateModuleTag ;NumDoorAnimations = 1 DoorOpeningTime = 0 ;in mSeconds how long you want doors to be in open state DoorWaitOpenTime = 1000;in mSeconds time the door stays open, so units can exit DoorCloseTime = 0 ;in mSeconds how long you want doors to be in open state ConstructionCompleteDuration = 250;in mSeconds wait time so if you have multiple units they don't run over each other VeteranUnitsFromVeteranFactory = No;I am higher than my default level, I will give a free level to those I produce SetBonusModelConditionOnSpeedBonus = Yes; set the UPGRADE_ECONOMY_BONUS if there is any production bonus BonusForType = MordorFighterHorde SpeedBonusAudioLoop = CallTheHordeOrcPitLoop; Sound to play while bonus is active End Behavior = GettingBuiltBehavior GetBuiltBehaviorTag WorkerName = MordorWorkerNoSelect End Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse FXList = ALMOST_FINAL FX_StructureAlmostCollapse DestroyObjectWhenDone = Yes CollapseHeight = 89 End Behavior = CastleMemberBehavior ModuleTag_CMB End Body = ActiveBody ModuleTag_05 MaxHealth = 99999 MaxHealthDamaged = 99999 MaxHealthReallyDamaged = 99999 DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK DamageCreationList = OCL_MBOrcPit_Chunk1 CATAPULT_ROCK FRONT_DESTROYED DamageCreationList = OCL_MBOrcPit_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED DamageCreationList = OCL_MBOrcPit_Chunk3 CATAPULT_ROCK BACK_DESTROYED DamageCreationList = OCL_MBOrcPit_Chunk4 CATAPULT_ROCK LEFT_DESTROYED End Behavior = QueueProductionExitUpdate ModuleTag_11 UnitCreatePoint = X:0.0 Y:0.0 Z:0.0 NaturalRallyPoint = X:28.8 Y:-40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! ExitDelay = 30; Mainly for the multiply produced. Make them come out one at a time. End Geometry = BOX GeometryMajorRadius = 50.6 GeometryMinorRadius = 37.6 GeometryHeight = 20.8 GeometryOffset = X:-10 Y:-5 Z:0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER GeometryContactPoint = X:-40.188 Y:41.694 Z:0 Repair GeometryContactPoint = X:35.037 Y:-26.085 Z:0 Repair GeometryContactPoint = X:40.629 Y:32.691 Z:0 GeometryContactPoint = X:-56.679 Y:-3.451 Z:0 GeometryContactPoint = X:27.139 Y:11.062 Z:32.902 Swoop End
Also the direction it faces seems to be entirely random for some reason.
Any help appreciated.