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#221 Alphacpt

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Posted 14 November 2011 - 04:06 PM

Aha not very custom at all really, they're just original EA maps changed in certain ways, for example more inns or just extended from the original map. :p
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#222 Ridder Geel

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Posted 14 November 2011 - 04:09 PM

Well I'd say PM them to me, or upload them here or whatever, and I will make them RC Mod compatible for you ;)
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#223 Alphacpt

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Posted 14 November 2011 - 04:15 PM

Alright thanks very much :) Uhh aha i'm new to the forums, but I tried to PM them but the limit is 4mb. :p And i'm not sure I should post them here because some are from the RJ mod but edited. :p
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#224 Ridder Geel

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Posted 14 November 2011 - 04:20 PM

Upload them to another site, pm me with a link, let me know which are from RJ and such ;)
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#225 Alphacpt

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Posted 14 November 2011 - 04:28 PM

Alright, which site though? :p Also, what's the point in including the RC World Builder in the mod if custom maps can't be used in the mod?

Edited by Alphacpt, 14 November 2011 - 04:45 PM.

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#226 Ridder Geel

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Posted 14 November 2011 - 05:44 PM

They can... but you need to know how to add the scripts... which is a process that is a bit hard to explain at the moment... Actually if you replace all your start position points, (change them to waypoints) and add a BFME2_Fortress or something like that, check an rc map for the name, it should work just fine :p No guarentee's though...
Upload to filefront or whatever, i dont know :p

--------------
ByNativeType/Civilian/Structure/BFME2Fortress
Try adding that one, it might do the trick :p

Edited by Ridder Geel, 14 November 2011 - 05:48 PM.

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#227 Alphacpt

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Posted 14 November 2011 - 06:27 PM

Thanks :) So should I just keep the BFME2Fortress as being owned by Civilian?
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#228 Ridder Geel

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Posted 14 November 2011 - 06:30 PM

No, no of course not, one per player, so at the Player_1 spawnpoint give that to Player_1 and so forth ;)
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#229 Alphacpt

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Posted 14 November 2011 - 06:37 PM

Yeah I thought it would be silly having them as civilian, but with all the Player_start points removed and replaced with waypoints, the players will no longer exist. :p
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#230 Ridder Geel

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Posted 14 November 2011 - 06:38 PM

Nono, dont remove the player spawn points, sorry i misled you there, you need to change the type of "waypoint" to Beacon, that way players can still select their position. Sorry about that! ..or is that what you did? :p

Edited by Ridder Geel, 14 November 2011 - 06:39 PM.

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#231 Alphacpt

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Posted 14 November 2011 - 06:42 PM

Ahh that makes sense now, thanks :)
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#232 Alphacpt

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Posted 14 November 2011 - 07:14 PM

Nope doesn't work, but thanks anyway :) I'll post them on file front then :)

Edited by Alphacpt, 14 November 2011 - 07:24 PM.

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#233 Ridder Geel

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Posted 14 November 2011 - 07:19 PM

K sounds good, PM me when you've got them uploaded.

Ok I recieved your PM, taking a look at the Erebor map now.

Edited by Ridder Geel, 14 November 2011 - 08:13 PM.

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#234 Ridder Geel

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Posted 14 November 2011 - 08:12 PM

Oh I discovered the solution to the death when placing the BFME2Fortress, In the next patch i will release a object that is guarenteed to spawn a fortress for the player once placed ;)
"BFME2Fortress_BFME2MODEONLY"
It does not exist in the current release yet.
So in order to enable that you would need to make a map.ini containing this code:
Object BFME2Fortress
          
        Behavior = CastleBehavior ModuleTag_castle
                CastleToUnpackForFaction        = Men fortress_men
                CastleToUnpackForFaction        = Elves fortress_elves
                CastleToUnpackForFaction        = Dwarves fortress_dwarven              
                CastleToUnpackForFaction        = Wild fortress_beasts
                CastleToUnpackForFaction        = Isengard fortress_isengard
                CastleToUnpackForFaction        = Mordor fortress_mordor
                CastleToUnpackForFaction        = RidderClan fortress_ridderclan
                CastleToUnpackForFaction        = Hithaeglir fortress_hithaeglir
                CastleToUnpackForFaction        = Rohan fortress_rohan
                CastleToUnpackForFaction        = Harad fortress_harad
                CastleToUnpackForFaction        = Acosa fortress_acosa
                CastleToUnpackForFaction        = Vandas fortress_tower_vandas

                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
        End 
 End

(I PM'd you this, but also posted this here so others who might be interested can use this too!)
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#235 Alphacpt

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Posted 15 November 2011 - 12:05 AM

As I said in PM, doesn't work for me ;) Hopefully it will work for others, but just a warning incase it doesn't. ;)

Edited by Alphacpt, 15 November 2011 - 12:05 AM.

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#236 Ridder Geel

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Posted 15 November 2011 - 08:17 AM

I will search for a working solution later then... :p
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#237 Sauron-the-Deciever

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Posted 05 January 2012 - 01:29 AM

Is this thread dead?

Whatever.

I PM(d) the before to Ridder Geel, just wanted to know the thoughts of other.

Maybe some eastereggs, so you don't have to trash everything you had before you went LotR lore type of mod. You can keep the old units, but not as factions.

For instance, one of the masters of making eastereggs, the Edain mod.

You should probably script eastereggs. Have them at a building, and keep them as hidden icon on the palantir thingy on the bottom left.

Possibly scripts that you have to have something before you can get that easteregg. Or heroes, summonable heroes, turn them into something.

Example: I summon and Eagle. I click on the bottom left in the Eagle's skillset and it turns into IDK a flying bunny.

Example 2: I Summon Tom Bombadil, click right below his microwave like power. He turns into Easterbunny.

PS Ridder Geel, your name is misspelled.

Posted Image Posted Image
You cannot hide. I see you. There is no life in the void. Only death.
Posted Image Posted Image
No Man can kill me!

Posted Image

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#238 Ridder Geel

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Posted 05 January 2012 - 03:37 AM

Misspelled name? I'm not sure what you think my name is supposed to be... but its dutch for Knight Yellow (Yellow Knight) :p
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#239 Sauron-the-Deciever

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Posted 05 January 2012 - 04:11 AM

Oh. Thought you meant Rider Geel.
Sorry, my mistake.

PS Looks like I'm the only one with misspelled name, Deciever instead of Deceiver

Posted Image Posted Image
You cannot hide. I see you. There is no life in the void. Only death.
Posted Image Posted Image
No Man can kill me!

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#240 Ridder Geel

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Posted 05 January 2012 - 10:30 AM

I'm quite sure you can request it to be changed somewhere in the forums, or PM Rob38 or one of the administrator guys ;)
If you want it changed that is :p
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