How do I add Fortress Expansion Pads to a building?
#1
Posted 05 April 2010 - 02:38 PM
Can anyone help me or point me to a tutorial that deals with this kind of thing?
Cheers people.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#2
Posted 05 April 2010 - 02:58 PM
Darn cant find it, until then use the search function.
Edited by drogoth232, 05 April 2010 - 03:00 PM.
#3
Posted 05 April 2010 - 07:20 PM
You could probably also do it with OCLs, but the base files are easier once you know how they work.
#4
Posted 05 April 2010 - 08:52 PM
Wait, think I have it!
Edited by Titan Cronus, 05 April 2010 - 09:01 PM.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#5
Posted 05 April 2010 - 09:06 PM
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#6
Posted 05 April 2010 - 09:38 PM
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#7
Posted 07 April 2010 - 11:51 AM
If anyone knows anything that will help me with this, Please Let me know. *begging*
I don't really care how its done, I just want to get Fortress Expansion Pads to spawn around my new Citadel/Fortress.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#8
Posted 07 April 2010 - 04:08 PM
#9
Posted 07 April 2010 - 04:57 PM
So Im guessing that I copy a fortress file like "fortress_arnor" then change the name and edit it to look like how I want? Im also guessing I'll neeb to make a file for it in data\ini\object\goodfaction\structures\*#~^%\fortress?
Edited by Titan Cronus, 07 April 2010 - 04:58 PM.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#10
Posted 07 April 2010 - 06:45 PM
#11
Posted 07 April 2010 - 08:00 PM
#12
Posted 07 April 2010 - 10:09 PM
But now when I go try to build it, I can't see anything except a big red squear where I can't build and nothing where I can. But when I select where to build, the building appears in the waiting to build form (that bit works at least). Then when the builder gets to the build location and starts to build, everything goes fine. The new fortress builds up perfectly. But.... when its complete, the whole thing just dissapers.
Anyone know what im doing wrong?
Here's a pic and the fortress file.
A pic of the "Can't Build" curser: [attachment=25571:sshot0123.bmp]
The fortress file with new coding: [attachment=25572:fortress.ini]
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#13
Posted 14 April 2010 - 11:34 AM
If someone could even just point me to a tutorial or something, I'd be SO appreciative.
Cheers guys.
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#14
Posted 14 April 2010 - 11:57 AM
Object BeorningFortress SelectPortrait = BPEFortress Draw = W3DScriptedModelDraw ModuleTag_01B OkToChangeModelColor = Yes StaticModelLODMode = Yes // Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = None End ;dummy idle animation state for audio IdleAnimationState ;StateName = STATE_Idle End ;//Need this since the default condition is none ModelConditionState = WORLD_BUILDER Model = RBCastKeep End ;//Phantom structure when placing a new building to be build ModelConditionState = BUILD_PLACEMENT_CURSOR Model = None //EBFortress End ;//Structure that stays where you will be building until the porter reaches the place to start building. ModelConditionState = PHANTOM_STRUCTURE Model = RBCastKeep End?
#15
Posted 14 April 2010 - 05:28 PM
Battle of the Pelennor Fields
Made by 1 guy, has 13 Factions, 75+ Heroes, 150+ different units and 200+ Special abilities.
#16
Posted 29 April 2010 - 04:07 PM
I didnt mention it yet, but of course I changed also the lines "UnpackToCastleForFaction = Rohan Fortress_Rohan" ... what am I doing wrong? I really dont know it Any help is appreciated.
I uploaded the files I mentioned on my private server, if its any help
http://morten.with.d...tress_rohan.bse
http://morten.with.d...yertemplate.ini
http://morten.with.d...hanfortress.ini
Maybe someone can guess what Im doing wrong from that
Edit:
Now found a tutorial in another thread and I have a Fortress from the beginning now ... but no ExpansionCorners ... anyone knows what the reason could be for that?
Edited by skeletonmage, 29 April 2010 - 04:35 PM.
#17
Posted 29 April 2010 - 04:37 PM
;//Phantom structure when placing a new building to be build ModelConditionState = BUILD_PLACEMENT_CURSOR Model = None //GBFortress End
;//Phantom structure when placing a new building to be build ModelConditionState = BUILD_PLACEMENT_CURSOR Model = None //EBFortress End
The exp. pad thing might be something to do with the first module tag...
CastleBehavior ModuleTag_castle
CastleBehavior ModuleTag_castle1But also maybe not. It's just a difference I noticed that might just turn out to be relevant.
Edited by Puzzler33, 29 April 2010 - 04:48 PM.
#18
Posted 29 April 2010 - 04:57 PM
#19
Posted 29 April 2010 - 07:46 PM
#20
Posted 08 March 2017 - 01:15 AM
Hello guys, I see it's a pretty old topic, but could anyone explain this to me how to do this ?
In a simple way, with a few steps.
Regards,
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