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raksha0xx

Member Since 24 Mar 2012
Offline Last Active Nov 19 2017 04:46 PM

Topics I've Started

Mod-Textures and -Models ignored on Windows 10?

24 August 2017 - 10:44 PM

Hey all,

 

I recently had the problem, that whenever I wanted to play RotWk with a mod on win10, the code worked, but new textures were pink and new models weren't even there.

I tried to put the big-file with all the textures and models into the main-folder of rotwk, instead of linking another folder to the application.

Nothing worked until now.

Is that a common problem?

Thanks in advance.


Auto-navigate back to a certain building / Harvest Rocks

10 March 2017 - 05:54 PM

Hey Guys,

 

As it seems there is no way to convert the harvest-behaviour for trees to a seperate harvest-behaviour for rocks.

Anyway it should (hopefully) be possible to target rocks / attack them with certain weapons.

 

But is there a way to let walk back to a specified building, if an upgrade is triggered or via script?


ChainedButton and UpgradeGroupsToRemove cause crashes

15 February 2017 - 11:16 PM

Hey Guys,

 

I'm working on a special ability/function for dwarven buildings. The function should be turned on and off.

The on- and off-switches should both activate a special power to de/-activate that function. In order to have only one of those Buttons at the time, the commandset needs to be switched simultaneously.

 

Enough of the exposition. I had two approaches.

One of them is to activate a special weapon that is chained with two other buttons. One of the buttons switches the weaponset, the other changes the visible buttons in the commandset (like the fortress).

Spoiler

 

The final problem occurs, if I the ChainedButton is used -> the game freezes. If the chainedbuttons are commented out there's no problem.

Are these buttons invalid commands to be chained with a specialweapon?

 

 

Before I tried to realise that approach, I had the idea to make the function with upgrades that can be activated, that trigger the weapon and new commandsets. In order to use the function more than one time, an upgrade has to be removed. (As in the following code).

Spoiler

 

If the removeupgradeupgrade-tags are active and the removal is triggered, the game crashes.

 

I hope anyone of you has an idea how to solve one of those problems.

Maybe there are even more approaches, that I haven't thought of.

Thanks in advance.


Player_Upgrade to trigger specialabilities multiple times

08 February 2017 - 03:59 PM

Hey Guys,

 

I want to make a special ability for several buildings, that can be triggered by a player_upgrade or a similar global variable.

 

I want to achieve, that an ability can be triggered multiple times by that player_upgrade.

You'll get a better idea looking into the code:

 

Spoiler

As in this example of the fortress, the commandset is changed by the new player_upgrade.

For now I can only change the commandset twice (DwarvenFortressCommandSet -> DwarvenFortressCommandSetActivatedMoney ->DwarvenFortressCommandSet).

 

Is there any possible way to permanently remove the player_upgrade, so that it can be bought/activated anew and trigger something?