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Vahagn

Member Since 05 Jan 2012
Offline Last Active Apr 05 2024 05:33 PM

Posts I've Made

In Topic: Elven Wall Hub Help, Please?

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?


In Topic: Elven Wall Hub Help, Please?

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"?


In Topic: Elven Wall Hub Help, Please?

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

In Topic: Elven Wall Hub Help, Please?

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

In Topic: Help with Ents

10 March 2013 - 08:10 PM

Hey, I think I solved it although, I can be wrong! :D I reduced the HoldAfterFiringDelay to 2600 and seems like Ents shoot more frequently than before. Thnx!