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Ridder Geel

Member Since 09 Feb 2008
Offline Last Active Yesterday, 10:46 AM

Posts I've Made

In Topic: Economy Question

02 September 2019 - 12:27 PM

That depends, do you want to remove the whole radius thing?

Otherwise i'm almost certain that this is probably hardcoded into the module.



This module would work without terrain 'claiming', however then it would always give 100% so to say:


In Topic: Evacuation from building/exit problem

02 September 2019 - 12:18 PM

It depends which module the building uses...

However all information you need on the possibilities should be in the module reference:


If the module is the tunnel contain, use this line:

DoorOpenTime = 1000; SUB_L00E6CB10:Unsigned Integer Value //Time to wait for doors to open before letting the units go in or out -> 0 = this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em

In Topic: Summoned Units

01 August 2019 - 07:01 AM

The death tag relates to the animation, in the dunedain these are on DEATH_2.
The animation looks like a normal idle animation, hence the fade out like nothing is wrong.
		AnimationState						= DYING DEATH_2
				AnimationName				= GURanger_IDLA
				AnimationMode				= LOOP
				AnimationBlendTime			= 10

In Topic: how to change wotr staring units in rts mode

01 August 2019 - 06:54 AM

In the playertemplate.ini you can find the lines for every faction:
StartingUnitTacticalWOTR = MenPorter

If i'm not mistaken these are the ones that define that.
I believe the army you get is the one that initiates the combat in the living world however, so not sure if that can be changed.

In Topic: CommandSet Problem*

23 July 2019 - 07:47 AM

Logically speaking if there is an upgrade the leadership requires and you remove it it should disable..
However, this apparently is not the case, without any code however there isn't much i can do to help.
There don't seem to be any other modules that could disable modules in another way.