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Elven Wall Hub Help, Please?


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#1 Vahagn

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Posted 10 March 2013 - 05:01 PM

Hey guys! I'm trying to make the Elven faction a bit stronger. Mainly concentrating on the walls and defensive structures. Some of you might remember that I made the Elven wall segments to be upgraded with Men Arrow Towers and Trebuchets. But of course the exterior design of these completely different buildings doesn't make this whole defensive thing nice-looking, although it's quite effective.

 

Now, I had an idea and I removed the Arrow Tower upgrade. Instead, I made the Wall Hub "garrisonable". So now I can garrison them with archers. But there's a problem to manage here, which I can't do alone.  :ermm:

 

Ok, so when the archers fire from the Hub, their arrows come out from the bottom of the structure, as if they're inside it but they're on the ground. I marked that firing spot with a red circle in the pic below. I'd like them to fire their arrows from a bit higher point, say, around the yellow circle area. I guess this has something to do with the X: Y: and Z: of the Wall Hub. Can I get some help, please? Thanks! 

 

Attached File  Elven Wall Hub.bmp   1.37MB   260 downloads



#2 Ridder Geel

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Posted 10 March 2013 - 08:00 PM

I believe you would have to add a weaponbone from which it fires arrows, look in the w3d draw module of the tower to see what i mean :)


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#3 Vahagn

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Posted 10 March 2013 - 08:24 PM

I looked in elvenbattletower.ini 
There were a bunch of draw modules there. Are you talking about this?
 

Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
 		AutoAcquireEnemiesWhenIdle	= Yes
		AILuaEventsList			= GarrisonableFunctions
 	End


#4 zezkersar

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Posted 10 March 2013 - 09:00 PM

Haha no, it will be up near the top with the code for.all the animations ;)

#5 Vahagn

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Posted 10 March 2013 - 10:41 PM

Ow... Well then, maybe we're talking about this one?  :smile2ap:

Draw = W3DScriptedModelDraw ModuleTag_Draw
  
	ExtraPublicBone	= Arrow_01
	ExtraPublicBone	= Arrow_02
	ExtraPublicBone	= Arrow_03
	ExtraPublicBone	= Arrow_04
	ExtraPublicBone	= Arrow_05
	ExtraPublicBone	= Arrow_06
	ExtraPublicBone	= Arrow_07
	ExtraPublicBone	= Arrow_08
	ExtraPublicBone	= Arrow_09
	ExtraPublicBone	= Arrow_10
	ExtraPublicBone	= Arrow_11
	ExtraPublicBone	= Arrow_12

	
    StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD  
    OkToChangeModelColor  = Yes
    UseStandardModelNames = Yes
    
    DefaultModelConditionState
		Model				= EBBbattleTwr
		WeaponLaunchBone	= PRIMARY Arrow_
    End


#6 Vahagn

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Posted 10 March 2013 - 11:40 PM

And guys, just an off question, which requires an answer as quickly as possible: You can't upgrade every wall segment you want. If you upgraded one with a hub, for example, the next one you can upgrade can be the one that's minimum 2 segments away (ie there must be an "unupgraded" segment between two upgraded ones). How can I make every segment "upgradeable"?



#7 Ridder Geel

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Posted 10 March 2013 - 11:49 PM

my guess would be that it checks the object's geometry to see if it collides with something other than the wall segment, although i could be wrong. I'd say make the geometry of the different objects a bit smaller (back em up though in case it brings unwanted results :p) and see if this helps :)


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#8 Vahagn

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Posted 11 March 2013 - 12:10 AM

Seems like not, sorry. I reduced the Geometries but nothing happens... I just noticed that actually you can upgrade a wall segment only with a Hub, if the segment is between 2 other upgrades, so if you have something like this:

 

H-a-t-a-H

 

H - Wall Hub
a - Arrow Tower
t - Trebuchet
- - Wall Segment


I'm allowed to upgrade the segments on both sides of the Trebuchet with ONLY a Hub. 
But I can't upgrade the segments attached to the original Hubs on both edges. Geometry thing didn't help. Any other guesses?



#9 Ridder Geel

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Posted 16 March 2013 - 07:27 PM

Perhaps the models contain something that disables it?

Because the commandbuttons contain the object name while it does not use that one to "replace" it with...

 

CommandButton Command_MenWallUpgradeToPosternGate
  Command               = OBJECT_UPGRADE
    Options             = CANCELABLE NOT_QUEUEABLE
    Object                = MenWallPosternGate
    Upgrade             = Upgrade_MenWallPosternGate
    TextLabel             = CONTROLBAR:Command_MenWallUpgradeToPosternGate
    ButtonImage           = BGWall_PosternGatetemp
    ButtonBorderType    = UPGRADE
    DescriptLabel       = CONTROLBAR:ToolTipCommand_MenWallUpgradeToPosternGate
    Radial                = Yes
    InPalantir               = Yes
End

 

As you can see it has an object, while the simple upgrade does the actual replacing, so this might be something to look into :)


Ridder Geel




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