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How do I add Fortress Expansion Pads to a building?


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#1 Titan Cronus

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Posted 05 April 2010 - 02:38 PM

I have the main building I want use and it work fine. But now I want to add the four corner pads and three/two side pads to it.

Can anyone help me or point me to a tutorial that deals with this kind of thing?

Cheers people. :p

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#2 drogoth232

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Posted 05 April 2010 - 02:58 PM

Umm wait a sec.
Darn cant find it, until then use the search function.

Edited by drogoth232, 05 April 2010 - 03:00 PM.

Wait... what?

#3 Gfire

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Posted 05 April 2010 - 07:20 PM

I believe they are in the .bse files (bases.big or something along those lines.) The fortress, which is the object listed as a starting building in playertemplate.ini, actually unpacks into a base, which has the fortress keep as well as the plots.

You could probably also do it with OCLs, but the base files are easier once you know how they work.
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#4 Titan Cronus

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Posted 05 April 2010 - 08:52 PM

Any idea where this file is, dude?

Wait, think I have it!

Edited by Titan Cronus, 05 April 2010 - 09:01 PM.

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#5 Titan Cronus

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Posted 05 April 2010 - 09:06 PM

Yep, found them but when I open them with word or notepad, its nearly all gibberish.

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#6 Titan Cronus

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Posted 05 April 2010 - 09:38 PM

How would I do it with an OLC? I know how I'd set up the OLC but how would I make it trigger when the building has finished building?

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#7 Titan Cronus

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Posted 07 April 2010 - 11:51 AM

I tried to set up the OCL but the plots wouldn't spawn in the right location.

If anyone knows anything that will help me with this, Please Let me know. *begging*
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I don't really care how its done, I just want to get Fortress Expansion Pads to spawn around my new Citadel/Fortress.

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#8 Gfire

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Posted 07 April 2010 - 04:08 PM

Open .bse files in the World Builder.
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#9 Titan Cronus

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Posted 07 April 2010 - 04:57 PM

Nice one!! Your a Star!

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.

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#10 Ridder Geel

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Posted 07 April 2010 - 06:45 PM

yea... something like that... ;)
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#11 Gfire

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Posted 07 April 2010 - 08:00 PM

Yes. Somewhere in the ArnorFortress Object and other fortresses is a Castle behavior, or something of that sort. It tells the object to unpack into a base.
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#12 Titan Cronus

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Posted 07 April 2010 - 10:09 PM

Ok, I coppied, renamed and edited the BSE file. I also created a new player for my faction in the worldbuilder/BSE file and made the new fortress belong to it. Then I coppied, renamed and edited the arnorfrotress file, swapping all the arnorfortress stuff for the new model, animations and audio.
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]

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#13 Titan Cronus

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Posted 14 April 2010 - 11:34 AM

Can no-one help me with this? Its last major thing left to do on my mod.

If someone could even just point me to a tutorial or something, I'd be SO appreciative.

Cheers guys.

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#14 Puzzler33

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Posted 14 April 2010 - 11:57 AM

Are we looking at this bit:
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
?
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#15 Titan Cronus

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Posted 14 April 2010 - 05:28 PM

Yep, I see it. Is it all worng?

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#16 skeletonmage

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Posted 29 April 2010 - 04:07 PM

Does anybody have a solution for this? I'm having EXACTLY the same problem :p Maybe I just explain what I did ... I added the new faction Rohan in the playertemplate.ini (works all fine, exept another bug, but first I think it would be better to have a fortress then having that fixed :grin:) .. as start building I took RohanFortress. Then I made a new file rohanfortress.ini copied the content of the file men/fortress.ini into it, then deleted the tutorial fortress expansions etc. and changed all Object names to RohanFortress(Generic,Citadel,ExpansionCorner etc) ... then in the bases folder I made a new folder called fortress_rohan and copied the Fortress_Men.bsp and renamed it in to Fortress_Rohan.bsp. Then I edited it in the WorldBuilder and changed all Men Objects to Rohan Objects, which means I placed the new in the ini created Rohan Objects in the bse file. But when I start a game with the faction Rohan there is no fortress placed in the beginning and Im having the same problems building the fortress as Titan Cronus.
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 :p

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 Puzzler33

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Posted 29 April 2010 - 04:37 PM

Is it not something to do with this?

;//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_castle1
But 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.

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#18 skeletonmage

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Posted 29 April 2010 - 04:57 PM

No, both didnt work for me :(

#19 skeletonmage

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Posted 29 April 2010 - 07:46 PM

Got it working now ... but not with the bse file I created new but with an edited bse file from the men_fortress.bse ... just edit that file and do not replace the PadCorners in there, then save it as fortress_rohan.bse and do the hex-edit thing with the file and than you have the corners. Placing them newly doesnt work somehow ^^

#20 Tukolp

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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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