Edited by Wolvman, 17 August 2008 - 05:12 PM.
Building Walls Anywhere?
#1
Posted 17 August 2008 - 05:11 PM
#2
Posted 17 August 2008 - 06:09 PM
http://forums.revora...showtopic=61200
MaxBuildoutDistance = 650;;make it like 90000 that should allow walls to be built anywhereIncrease the amount to a high number.
But if u want them to be build without any fortress or anything then post it here so i know that i should look for a solution to that
#3
Posted 17 August 2008 - 09:54 PM
#4
Posted 17 August 2008 - 10:34 PM
2 minutes later....
Right try to remove this part of the coding in every wall hub thing or any piece of wall coding that has it ok?
Behavior = WallHubBehavior ModuleTag_WALL_HUB Options = OPTION_ONE MaxBuildoutDistance = 700;; <----------------THIS MUST DIE!!!!!! StaggeredBuildFactor = STANDARD_WALL_STAGGERED_BUILD_FACTOR //This defines the pattern built on flat terrain SegmentTemplateName = ElvenCastleWallSegment SegmentTemplateName = ElvenCastleWallSegment SegmentTemplateName = ElvenCastleWallSegment SegmentTemplateName = ElvenCastleWallSegment SegmentTemplateName = ElvenCastleWallSegment ;;SegmentTemplateName = ElvenCastleWallSegment ;;SegmentTemplateName = ElvenCastleWallSegment ;;SegmentTemplateName = ElvenCastleWallSegment SegmentTemplateName = ElvenCastleWallHub BuilderRadius = 20 HubCapTemplateName = ElvenCastleWallHub DefaultSegmentTemplateName = ElvenCastleWallSegment CliffCapTemplateName = ElvenWallCliffCap ;ShoreCapTemplateName = [NAME] ;BorderCapTemplateName = [NAME] ;ElevatedSegmentTemplateName = [NAME] End
"this must die" part has to be removed
I think this might solve your problem.
Edited by Ridder Geel, 17 August 2008 - 10:37 PM.
#5
Posted 17 August 2008 - 10:47 PM
#6
Posted 17 August 2008 - 11:36 PM
#7
Posted 18 August 2008 - 01:51 AM
#8
Posted 22 August 2008 - 01:21 AM
#9
Posted 22 August 2008 - 07:24 AM
COMMANDCENTER CASTLE_KEEP
#10
Posted 22 August 2008 - 09:48 AM
If they do, I would just make an invisible, no-geometry building that spawns at the players starting position (EASILY codeable through playertemplate.ini) with those KindOfs (and any other that might help it). That might do the trick.
#11
Posted 22 August 2008 - 10:27 AM
Wont the building dissapear if you build another building at the same spot?
Wolvman, if you were to make it with a invisible building you should make sure that it doesn't have these Kindofs:
VITAL_FOR_BASE_SURVIVAL
MP_COUNT_FOR_VICTORY
SELECTABLE
SCORE
and it must get these Kindofs though:
UNATTACKABLE
NOT_AUTOACQUIRABLE
#12
Posted 22 August 2008 - 10:27 PM
(I came up with the idea because I do this sort of thing all the time with my maps )
#13
Posted 22 August 2008 - 11:22 PM
#14
Posted 23 August 2008 - 03:21 AM
(Well Fingulfin usually knows what he is doing so what would you expect)
Edited by Ridder Geel, 23 August 2008 - 03:21 AM.
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