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amit5530

Member Since 15 Nov 2008
Offline Last Active Jun 19 2021 05:55 PM

Topics I've Started

Object Placing In WB

09 September 2020 - 05:30 PM

Hi Everyone, does anyone know how to center the object to the cursor?

 

I tried playing with the object's geometry

 

anyone know how to fix it?

 

(in 3ds max the model is on the center of the scene)


Castle Gate Door make the game crash

09 September 2020 - 12:51 PM

Hi, I have the following Object

;------------------------------------------------------------------------------------------
Object EBCastleDoor

SelectPortrait = BPRohanCastleGate

  ; *** ART Parameters ***

  Draw = W3DScriptedModelDraw ModuleTag_Draw
    OkToChangeModelColor  = Yes
    UseStandardModelNames = Yes

    DefaultModelConditionState  
      Model = EBCastGate
    End

	ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED 
		Model             = EBCastGate
		ParticleSysBone   = DUSTBONE BuildingContructDust
	End
	AnimationState        = ACTIVELY_BEING_CONSTRUCTED 
		StateName				= STATE_None
			Animation           = RBCASTDOOR_A
				AnimationName   = RBCASTDOOR_A.RBCASTDOOR_A
				AnimationMode   = MANUAL
			End
		Flags					= START_FRAME_FIRST
    End


	ModelConditionState  = RUBBLE DOOR_1_OPENING
		Model         = None  
	End
    AnimationState = RUBBLE DOOR_1_OPENING
    End
    
	AnimationState = DOOR_1_OPENING
		StateName = STATE_Open   
		Animation = Open 
			AnimationName	=	EBCastGate.EBCastGate
			AnimationMode	=	ONCE 
			AnimationBlendTime = 0
		End
		Flags = START_FRAME_LAST
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev == "STATE_Closed" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
		EndScript
    End
    TransitionState = TRANS_Closed_To_Open
		Animation = Open 
			AnimationName	=	EBCastGate.EBCastGate
			AnimationMode	=	ONCE 
		End
    End
        
	AnimationState = DOOR_1_CLOSING 
		StateName = STATE_Closed 
		Animation = Close 
			AnimationName	=	EBCastGate.EBCastGate
			AnimationMode	=	ONCE_BACKWARDS 
			AnimationBlendTime = 0
		End
		Flags = START_FRAME_FIRST
		BeginScript
			
			Prev = CurDrawablePrevAnimationState()
			if Prev == "STATE_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
		EndScript
    End
    TransitionState = TRANS_Open_To_Closed
		Animation = Open 
			AnimationName	=	EBCastGate.EBCastGate
			AnimationMode	=	ONCE_BACKWARDS 
		End
		Flags = START_FRAME_LAST
    End

  End

  ; *** AUDIO Parameters ***

	VoiceSelect		= GateSelect

	SoundOnDamaged		= BuildingLightDamageStone
	SoundOnReallyDamaged	= BuildingHeavyDamageStone


  ; ***DESIGN parameters ***

  DisplayName      = OBJECT:RohanCastleDoor
  Side = Elves
  EditorSorting   = STRUCTURE
  ThreatLevel = 1.0
	BuildTime           = 180.0           ; in seconds
        BuildCost           = 1000

  VisionRange         = 400.0          ; Shroud clearing distance

  ArmorSet
    Conditions        = None
    Armor             = CastleGateArmor
    DamageFX          = GateDamageFX
  End

	CommandSet = CastleGateCommandSet


	; *** ENGINEERING Parameters ***  
	KindOf					= STRUCTURE IMMOBILE SELECTABLE BLOCKING_GATE MADE_OF_STONE
	RadarPriority			= NOT_ON_RADAR
	KeepSelectableWhenDead	= Yes


	Body                  = ActiveBody ModuleTag_02
		MaxHealth       = 3000.0
	End

  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End

	ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
		MaxUpdateRangeCap = 800
		AnimationSound = Sound: MinisTirithGateDie Animation:GBMgatedoorSKL.GBMgatedoorA3 Frames: 1 
	End

	Behavior = GettingBuiltBehavior ModuleTag_GettingBuilt
	    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 ;30
	End

	Behavior = TransitionDamageFX ModleTag_hideBustedDoors
		PristineShowSubObject		RBCASTDRR RBCASTDRL
		PristineHideSubObject		RBCASTDRR_D1 RBCASTDRR_D2 RBCASTDRL_D1 RBCASTDRL_D2
		DamagedShowSubObject		RBCASTDRR_D1 RBCASTDRL_D1
		DamagedHideSubObject		RBCASTDRR_D2 RBCASTDRL_D2 RBCASTDRR RBCASTDRL
		ReallyDamagedShowSubObject	RBCASTDRR_D2 RBCASTDRL_D2
		ReallyDamagedHideSubObject  RBCASTDRR_D1  RBCASTDRL_D1 RBCASTDRR RBCASTDRL
        DamagedFXList1 = Loc: X:0 Y:0 Z:0			FXList:FX_BasicSevereScreenShake
 	    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0		FXList:FX_BasicSevereScreenShake
 	    RubbleFXList1 = Loc: X:0 Y:0 Z:0			FXList:FX_HelmsDeepGateRubble
	End

	Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
		ResetTimeInMilliseconds = 10500 ;important! this must be longer than the gates animation, ir it will twitch
		OpenByDefault = Yes
		PercentOpenForPathing = 50
		SoundOpeningGateLoop = GateOpenStart
		SoundClosingGateLoop = GateCloseStart
		SoundFinishedOpeningGate = GateOpenEnd
		SoundFinishedClosingGate = GateCloseEnd
		TimeBeforePlayingOpenSound = 9500
		TimeBeforePlayingClosedSound = 9500
	End

    Behavior = CastleMemberBehavior ModuleTag_CMB
		CountsForEvaCastleBreached = Yes
    End 

	Geometry              = BOX
	GeometryMajorRadius   = 58.4
	GeometryMinorRadius   = 7.2
	GeometryHeight        = 61.0
	GeometryOffset		  = X:0 Y:-27 Z:0	
	GeometryName          = Closed
	GeometryIsSmall       = No
	
	
	AdditionalGeometry    = BOX
	GeometryMajorRadius   = 3.0
	GeometryMinorRadius   = 25.0
	GeometryHeight        = 61.0	
	GeometryOffset		  = X:56 Y:-42 Z:0
	GeometryName          = OpenLeft
	
	AdditionalGeometry    = BOX
	GeometryMajorRadius   = 3.0
	GeometryMinorRadius   = 25.0
	GeometryHeight        = 61.0	
	GeometryOffset		  = X:-56 Y:-42 Z:0
	GeometryName          = OpenRight
	
	GeometryContactPoint = X:27 Y:-56 Z:0 Ram 
    GeometryContactPoint = X:14 Y:-56 Z:60
	GeometryContactPoint = X:0  Y:-56 Z:0
	GeometryContactPoint = X:0  Y:-25 Z:60
	GeometryContactPoint = X:3  Y:  0 Z:1 Ram 
	GeometryContactPoint = X:0  Y: 25 Z:60
	GeometryContactPoint = X:0  Y: 56 Z:0
	GeometryContactPoint = X:14 Y: 56 Z:60
	GeometryContactPoint = X:27 Y: 56 Z:0 Ram
	
	Shadow                = SHADOW_VOLUME
End

For some reason if I add this to my base, as soon as the skirmish finish loading the game crash with EXCEPTION ACCESS VIOLATION

 

anyone knows why?

 


AI building on already built economy plot

04 September 2020 - 06:51 PM

I have added a new elven faction to my game, and I have noticed that the AI(no matter friend or enemy) builds on the plot as it was empty

 

Anyone know what could be the reason?

 

the AI act as no one build on that plot even though i built there


adding new faction statistic icon & palantir icon

30 August 2020 - 12:44 PM

Hello everyone,

 

1) I am trying to add a faction icon on the statistics menu, i have managed to add the rank icons for the new faction, but the statistic icon doesn't show up.

 

from aptcomponents.ini:

MappedImage AptIconElves
  Texture = AptComponents_001.tga
  TextureWidth = 256
  TextureHeight = 256
  Coords = Left:77 Top:1 Right:113 Bottom:37
  Status = NONE
End

2) In the palantir each faction has it's own icon and also each faction has its own select all icon

 

I have searched through the forums and found it is done by editing the APT

 

which apt do i need to edit? the palantir.apt?

i am not familiar with xml, how can i add a new entry there for my new faction? (and how to reference the icon image and such)

 

thanks in advance


new faction base

22 August 2020 - 07:54 PM

well i don't know what exactly was the solution for this problem, but i have fixed it somehow..

 

Hi everyone i have followed the tutorial from the site about adding new faction into the game.
 
I have created the following bases:
camp_elvesNE
castle_elvesNE
farm_elves
 
I have followed the tutorial step by step, but when the game start, i have no base when selecting the elves faction
 
I have tried replacing all camp_elvesNE to Camp_Rohan
and the castle_elvesNE into Caste_Rohan
 
yet still no base appear when i select the elves faction.
 
any ideas what am i missing?

 
when i play against the elves faction, the AI does have a base(although only the Keep and the camp floor)

there is a Screenshot attached at the end of the post that show the AI does have an elven base
 
 
from playertemplate.ini:
 

Spoiler

 
victorysystem.ini
Spoiler

 
 
civilianbuildings.ini:

Object CastleFlag
.
.
.
	Behavior = CastleBehavior ModuleTag_castle
		SidesAllowed = Gondor FROM_PLAYER FROM_AI FROM_SCRIPT
		SidesAllowed = Rohan FROM_PLAYER FROM_AI FROM_SCRIPT
		SidesAllowed = Mordor FROM_PLAYER FROM_AI FROM_SCRIPT
		SidesAllowed = Isengard FROM_PLAYER FROM_AI FROM_SCRIPT
		SidesAllowed = Elves FROM_PLAYER FROM_AI FROM_SCRIPT
		UseSecondaryBuildList = Yes  ; NOTE: Castles and lumber mills use Secondary Build lists. Only Camps use Primary Build lists.
	  
		UseTheNewCastleSystemInsteadOfTheClunkyBuildList = Yes
  		CastleToUnpackForFaction  = Gondor  Castle_Gondor GONDOR_FLAG_CASTLE_UNPACK_COST
  		CastleToUnpackForFaction  = Rohan  Castle_Rohan  ROHAN_FLAG_CASTLE_UNPACK_COST
  		CastleToUnpackForFaction  = Mordor  Castle_Mordor MORDOR_FLAG_CASTLE_UNPACK_COST 
  		CastleToUnpackForFaction  = Isengard  Castle_Isengard ISENGARD_FLAG_CASTLE_UNPACK_COST
		CastleToUnpackForFaction  = Elves Castle_Rohan ROHAN_FLAG_CASTLE_UNPACK_COST