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BFME1 Bases


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#1 Kwen

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Posted 15 February 2010 - 04:06 PM

So I was bored, and after playing RJ I decided to poke around. And I found (everybody knows this, but I didn't) that the base files from BFME1 are still intact. So, I set upon making those Bases playable in skirmish for BFME2 Not ROTWK.

Anyways, So I modified a skirmish map to Include Base flags, Economy plots, Outposts, and the scripting required to grant the base unpacks to specific players. This all works great, Economy plots can be captured and farms/lumbermills/slaughter houses all can be built on them. Outposts can be captured, and the outpost base shows up and is functional. Castles can be captured and unpacked fine (I assume camps can too).

There is however, 1 MAJOR problem. When I start up the game, the base should unpack and I build from that, but it doesn't. A fortress appears with 2 builders, on top of a sort of half base. Plots are there, but no floor, and no citadel. Then soon after, it sinks away into the ground and only the castle capture flag is left sitting inside the fortress.

My question is, how do I remove the fortress unpack and get the actual castle to unpack correctly in its place...? Because the castle works perfectly if you go capture it and unpack it. Thing is it doesn't unpack from the start.

I have done my best to see What RJ did and mimick it, but this is as far as I have gotten it. I'll take a screen of my base/fortress thingy...

Here,

You see that when the game first starts, like seconds in. Both the base and the fortress unpacks. But the base is only half there. I can do stuff with the plots, build buildings...
Posted Image

Then, the plots dissapear and the castle flag shows up right in the center of the fortress.
Posted Image

But as you can see, I can go and unpack a base on my own perfectly.
Posted Image

Edited by Kwen, 15 February 2010 - 04:27 PM.

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#2 Kwen

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Posted 15 February 2010 - 10:56 PM

An update on the topic:

As it turns out, if I build a building on one of the plots before the base disappears, it stays. However the floor is missing. But, if I go to the other teams base and capture that flag the base unpacks perfectly. I don't understand why it works for one, but not the other.

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#3 Rimli

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Posted 16 February 2010 - 04:58 PM

Hi there!

Read you PM and no, i did not get to know your thread so far. ^_^

I am glad to be able to help you, as I can you save from a lot of troube I had to deal with ...

Some points:

- The base will NEVER unpack properly at the beginning if you have still the starting fortress. It blocks the base from proper unpacking, so the citadel and the floor are not created (they are placed where the fortress stands). A base without citadel and buildings on it is seen as destroyed so it disappers. => Remove the starting building in the playertemplate.ini and the base unpacking will not be blocked.

- The scripts which unpack the starting base are included in the librarys. Look there when you want understand the process better.

- You'll learn that e.g. Gondor bases will not unpack properly at the beginning. There are wall segments missing. This always occurs when the geometry of two objects are touching/overlapping. There are two ways to deal with this problem:
- Changing the library scripts so that the base is not actually unpacked at the beginning but will be unpacked right after the start of the game. When a base is unpacked there are no segments lost. This occurs ONLY to bases which you have already at start of the game.
- Change the geometry of the wall segments to 1.0 1.0 1.0. They will not overlap anymore and appear. But now you can walk through the walls. You have to fix this by adding the original geometry with a geometry update. You can look in the ini of many buildings to get to know more about this.

Hope I could help you.

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#4 Kwen

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Posted 17 February 2010 - 03:49 AM

- The scripts which unpack the starting base are included in the librarys. Look there when you want understand the process better.



Where is that?

And thank you. Very much. I cannot believe it was as simple as removing that starting building. I feel so dumb ^_^

Edited by Kwen, 17 February 2010 - 03:50 AM.

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#5 Rimli

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Posted 17 February 2010 - 05:21 PM

It is in the libraries.big

Look at the men of the west-library. It's used by all factions in BFME2.

It is a map you can open with the worldbuilder but it includes nothing but scripts. Look at them by unsing the scripteditor in the worldbuilder (CTRL + R).

#6 Kwen

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Posted 17 February 2010 - 09:31 PM

I got it working. Perfectly. As perfectly as the game allows. Now its just down to getting rohan to work and tweaking the bugs.

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#7 Rimli

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Posted 18 February 2010 - 06:52 PM

Great.

I'm happy that I could help and it works fine now.

#8 Kwen

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Posted 18 February 2010 - 06:57 PM

Yes I thank you again. Very much.

See in this process I learned a few things. Mostly how to work my way around worldbuilder. So I may in the future start making maps. :p

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#9 drogoth232

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Posted 20 February 2010 - 02:32 PM

I had the same problems as you, then I stopped seeing as I couldnt solve it... But if I ever want to put in bases for my mod I will look into this.
Wait... what?

#10 lotrfan

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Posted 02 June 2010 - 04:58 AM

Hi Kwen,

I was looking at posts on how to fix this problem.
Could you please give a step by step description of what one needs to do to get the bases to unpack properly.

I am currently playing around with geometries which is not good.
I have a map that explicitly unpacks castles, but it is not a 'drag and drop' map.

Can you please explain how to do this?


Thanks
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#11 Rob38

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Posted 02 June 2010 - 05:41 AM

Writing a tutorial on BfME1 bases in BfME2 would be great once everything is figured out.

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#12 lotrfan

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Posted 02 June 2010 - 06:33 AM

For the most part it is figured out.

Actually a couple people have it working already.
According to this post kwen does.

So if he can explain what script he specifically changed to get the bases to unpack differently, then it would be good.
Posted Image

#13 Ridder Geel

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Posted 02 June 2010 - 10:04 AM

:p Me and kwen worked together on this one...
Well the scripts he uses, is similar to mine, I use something like this:
*** IF ***
	true 
*** THEN ***
   Unit 'STARTPLAYER1BFME1' is transferred to the command of Player 'Player_1'
  Unpack the base: Unit 'STARTPLAYER1BFME1'and reference it as UnitRef 'AI_BASE'.

I mean... How simple can it be? :p (This is also the way it was done in BFME 1! Well at least something similar)
STARTPLAYER1BFME1 = Your base object for Player 1.

Edited by Ridder Geel, 02 June 2010 - 10:05 AM.

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#14 lotrfan

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Posted 03 June 2010 - 02:21 AM

I am checking this out right now.
Did you add this to the libraries of your mod, or to the map itself.

I want to do this for the whole mod, so that you can just 'drag' maps in and everything works by itself.
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#15 Ridder Geel

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Posted 03 June 2010 - 07:57 AM

Well if thats the case... Then you... need to do alot more... I added this script to a "new" library that i made, which all of my "player_1"'s get in each of the maps, so yes you do need to edit the map a bit... What you want to do... is complicated and i think you will be wasting a lot of time trying to do it the way you want to do it (IMO). But its your decision :)
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#16 lotrfan

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Posted 03 June 2010 - 09:33 AM

Thanks mate, but I finally got it to work.

I had to play around with the geometries for a considerable amount of time, but rohan seems to be working for all 4 castle positions. The rest of the bases seem to be working as well.

I am trying to have the mod a.s.a.p.

Edited by lotrfan, 03 June 2010 - 09:35 AM.

Posted Image

#17 Ridder Geel

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Posted 03 June 2010 - 12:50 PM

Ok... Sounds good i guess :)
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#18 Kwen

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Posted 03 June 2010 - 04:46 PM

Thanks mate, but I finally got it to work.

I had to play around with the geometries for a considerable amount of time, but rohan seems to be working for all 4 castle positions. The rest of the bases seem to be working as well.

I am trying to have the mod a.s.a.p.

So let me get this straight. To 'drag and drop' BFME1 maps, would mean that you have to be using inherits. Because that's how BFME1 maps are laid out for BFME1. Or are you editing every map to make it the unpack method.

The inherit method to my experience, is very buggy. And having you say that you've been messing around with geometries suggests that you are trying to cure the wall disappearing bug that comes with inherits.

Is this true? If so, kindly tell me what you are doing to the geometry to make it function with an inherit.

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#19 JUS_SAURON

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Posted 05 June 2010 - 02:51 PM

Thanks mate, but I finally got it to work.

I had to play around with the geometries for a considerable amount of time, but rohan seems to be working for all 4 castle positions. The rest of the bases seem to be working as well.

I am trying to have the mod a.s.a.p.



Is it something like this ...?

CODE



Behavior = ObjectCreationUpgrade MakeTheGeom1
TriggeredBy = Upgrade_DwarfFaction
Delay = 1000
GrantUpgrade = Upgrade_SwitchToRockThrowing
End
Behavior = ObjectCreationUpgrade MakeTheGeom2
TriggeredBy = Upgrade_ElfFaction
Delay = 1000
GrantUpgrade = Upgrade_SwitchToRockThrowing
End

Behavior = ObjectCreationUpgrade MakeTheGeom
TriggeredBy = Upgrade_MenFaction
Delay = 1000
GrantUpgrade = Upgrade_SwitchToRockThrowing
End
Behavior = GeometryUpgrade ModueTag_TowerGeom
TriggeredBy = Upgrade_SwitchToRockThrowing
ShowGeometry = Geom_Orig1 Geom_Orig2 Geom_Orig3 Bookend1 Bookend2
HideGeometry = DummyGeom

End

Geometry = BOX
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryName = DummyGeom
GeometryActive = Yes


Geometry = BOX
GeometryMajorRadius = 1.0 ; 24.0
GeometryMinorRadius = 1.0 ; 70.0
GeometryHeight = 53.0
GeometryOffset = X:-3 Y:0 Z:0
GeometryName = Geom_Orig1
GeometryActive = No

AdditionalGeometry = CYLINDER
GeometryMajorRadius = 1.0 ; 26.0
GeometryMinorRadius = 0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y:-80 Z:0
GeometryName = Geom_Orig2
GeometryActive = No

AdditionalGeometry = CYLINDER
GeometryMajorRadius = 1.0 ; 26.0
GeometryMinorRadius = 0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y:80 Z:0
GeometryName = Geom_Orig3
GeometryActive = No

AdditionalGeometry = BOX
GeometryMajorRadius = 1.0 ; 18.0
GeometryMinorRadius = 1.0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y: 98 Z:0
GeometryName = Bookend1
GeometryActive = No

AdditionalGeometry = BOX
GeometryMajorRadius = 1.0 ; 18.0
GeometryMinorRadius = 1.0
GeometryHeight = 53.0
GeometryOffset = X:-10 Y:-98 Z:0
GeometryName = Bookend2
GeometryActive = No

GeometryContactPoint = X:-29.397 Y:0.326 Z:108.421 Swoop
GeometryContactPoint = X: 40 Y:-70 Z:0 Grab
GeometryContactPoint = X:-40 Y:-60 Z:0 Grab
GeometryContactPoint = X: 23 Y:-40 Z:0 Grab
GeometryContactPoint = X:-18 Y:-40 Z:0 Grab
GeometryContactPoint = X: 23 Y: 40 Z:0 Grab
GeometryContactPoint = X:-40 Y: 40 Z:0 Grab
GeometryContactPoint = X: 40 Y: 60 Z:0 Grab
GeometryContactPoint = X:-40 Y: 70 Z:0 Grab


GeometryIsSmall = No
GeometryRotationAnchorOffset = X:375.0 Y:0.0
Shadow = SHADOW_VOLUME

End


I was able to get the Gondor Castle Walls Working ..
Except for two segments near the gate ..

PS : Lotrfan I will keep you updated on my progress

Sofar I am able to

1. use BFME1 maps in BFME 2

2 . Add two scripts for each Player for unpacking bases properly

3 . Have a comprehensive Map.ini to get the commandbuttons / Buildtimes etc correct

4. Encorporate structures such as Wild Fissure etc for all necc. factions

I really Don't mean to keep re-posting BUT

If we all work together we can solve this to enable either a Drag-Drop method
or a Slightly modified map method ..

Only Need Help with the Geometries of the wall close to the gate

Edited by JUS_SAURON, 05 June 2010 - 02:54 PM.


#20 JUS_SAURON

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Posted 12 June 2010 - 08:32 PM

Any success with this yet ??

Something I have noticed :

When unpacking Mordor Castles at the start

Castle_MordorNE unpacks fine but Castle_MordorSW dissapears

try a map with one each for 4 players and see what I mean

I believe the problem is with the Original Bases from bfme1

All the 'Faulty' base files may need to be re-edited to work with bfme2

I sure hope you get this working !

EDIT from MotwlRimli

Quote - Changing the library scripts so that the base is not actually unpacked at the beginning but will be unpacked right after the start of the game. When a base is unpacked there are no segments lost. This occurs ONLY to bases which you have already at start of the game.

I would love to know how !

Edited by JUS_SAURON, 12 June 2010 - 08:36 PM.





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