But we are still having issues, and this might go on for some time so I decided to make this it's own topic.
I have almost successfully created a mod that is a full return to bfme 1 except with the units/benefits from bfme II.
The last major obstacle (at least for one of the first beta versions) is getting the main base to rebuild once destroyed.
I have kinda managed to get it to leave rubble and added rebuild to commandset.
When the fortress is destroyed, I have the option to rebuild the fortress, but when I rebuild, it just starts for a second and then is destroyed.
I was thinking it might be a geometry issue, but I'm not sure.
Rider Geel gave me some code to add.
All the additional code added to the fortress object is listed below.
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag;ModuleTag_GettingBuiltBehavior SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound SelfRepairFromRubbleLoop = BuildingConstructionLoop SpawnTimer = -1.0 ; Negative means no 'autoheal' RebuildTimeSeconds = 120 ; WorkerName = GondorFortressWorkerNoSelect; Change from 1.07; GondorWorkerNoSelect ; SpawnTimer = RJ_DEFAULT_STRUCTURE_HEALDELAY End KeepSelectableWhenDead = Yes Behavior = KeepObjectDie ModuleTag_IWantRubble End
In addition, the code below was DestroyObjectWhenDone was changed to No
Behavior = StructureCollapseUpdate ModuleTag_08 MinCollapseDelay = 000 MaxCollapseDelay = 000 CollapseDamping = .5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_FortressCollapse ;FXList = ALMOST_FINAL FX_FortressCollapse DestroyObjectWhenDone = No;Yes CollapseHeight = 155 End
If anyone knows how to do this please help.
I just want to have the fortress leave rubble and be able to rebuild like with the bfme 1 bases.
Any help is appreciated.
Thanks!