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Hard_Sander

Member Since 07 May 2006
Offline Last Active Oct 16 2017 09:49 PM

Topics I've Started

A simple question

09 January 2007 - 09:05 PM

I've just started to try to make a model (bbr, first time), but I am a little confused on one thing.

I took the simple gondor soldier, and removed the sword and that thing at his side (forgot name) and added the tower guard spear. Now I should do the binding. But now my question: since the unit has a new weapon, and I want to take the rohan spearmen anims, which bones must be binded? I don't really undertand the connection between bones and animations (if there is any, which I think there is?) Should I take the standard gondor soldier bones and bind them? And then add this model to the game and in the new units object code, define other anims, or ... take the tower guard bones and delete the ones I can't use? Or add whole new ones?

I got some experience in modeling (cinema 4d), but I don't get this? I've looked at a few tutorials, but perhaps I'm somehow missing the point. Could someone post a simple clarification?

Fortress Upgrade

27 December 2006 - 03:04 PM

I've made a new fortress and I can't let the game charge money for building something on the expansion plots. So I wanted to create an fortress upgrade that will change the commandset of the expansionplots, so only then you can build something on them. But it isn't working.

The CommandButton:
CommandButton Command_PurchaseUpgradeRohanFortressExpansionPad
  Command		   = OBJECT_UPGRADE
  Upgrade		   = Upgrade_RohanFortressUpgradeExpansionPad 
  Options			= CANCELABLE
  TextLabel		 = CONTROLBAR:PurchaseUpgradeRohanFortressExpansionPad
  ButtonImage	   = HSSharkuTameBeast; BGFortress_BRSentryTwr
  ButtonBorderType  = UPGRADE
  DescriptLabel	 = CONTROLBAR:ToolTipPurchaseUpgradeRohanFortressExpansionPad
  Radial			= Yes
  InPalantir	   	= No
End

The CommandSet
(a little messy)

The relevant part of the expansionplot:
CommandSet = SellableCommandSet
...						
Behavior = CommandSetUpgrade ModueTag_RohanFortressExpansionPadUpgradedCommandSet
		TriggeredBy		= Upgrade_RohanFortressUpgradeExpansionPad1		
		CommandSet		= RohanFortressExpansionPadUpgradedCommandSet
	End  

The part out of the Fortress:
Behavior = CastleUpgrade ModuleTag_SentryTowerExpansionPadUpgrade
		TriggeredBy	= Upgrade_RohanFortressUpgradeExpansionPad
		Upgrade		= Upgrade_RohanFortressUpgradeExpansionPad1
	End

And upgrade.ini:
Upgrade Upgrade_RohanFortressUpgradeExpansionPad
	Type			= OBJECT
	BuildCost		= 1000
	BuildTime		= 20
	DisplayName		= Upgrade:RohanFortressUpgradeExpansionPad
;ResearchSound	= CampSoldierUpgradeFortress
	SkirmishAIHeuristic = AI_UPGRADEHEURISTIC_FORTRESS
End

Upgrade Upgrade_RohanFortressUpgradeExpansionPad1
	Type		= OBJECT
End

I can't find what's wrong with this code. Perhaps the double linking to upgrade.ini is irrelevant, although it shouldn't be a problem.
What happens: I can buy the upgrade without problem, but then the commandset of the expansionplots doens't change.

ASSET ERROR

23 December 2006 - 02:13 PM

I get this error when I'm starting my game:

*** ASSET ERROR: when not using DefaultConditionState, the first ConditionState must be for NONE ()

Error parsing field ModelConditionState in block '...'

I don't really understand what they're saying here. Could someone tell me what they mean with:
the first ConditionState must be for NONE () ? Must I add a DefaultConditionState or something?

CaH

09 September 2006 - 05:30 PM

Could someone tell me where is defined which sound plays when an CaH dies, and which resurection image they have?

Thanks in advance.

Combining maps

17 June 2006 - 08:02 PM

Is it possible to open a map and then place another map next to it?

I was so stupid to split the making of an map, but now I can't combine it...