Hi,
I'm making a mod that converts rotwk into bfme1.
So far it is mostly successful, and have already tested it in private multiplayer matches.
A big problem that exists in bfme2/rotwk is that there are geometry issues when you unpack a base. Unless you have a small geometry or something, the object being unpacked will not show up if there are units or other objects obstructing the way.
Posts regarding this issue have been scattered around the forum and I wanted to start a new thread here to see how we can 'automatically' solve the unpacking issue. I look forward to ideas being posted so that we all can resolve this issue.
The following is a list of ways currently known to resolve the issue. There are advantages and disadvantages to each method.
1. Make geometries small (set all the geometries of the building you want to unpack to 1.0 or something). I do something like this in my mod, but for some reason dwarves in particular sometimes have a problem unpacking (for the economyplots). Maybe it is because their model is physically bigger than the other farms. Also, whenever unpacking anything and you have units there, those objects to be unpacked (such as a gate if you are in the gateway) disappear. The advantage of this method is that it allows for a 'drag and drop' of bfme1 style maps into bfme2/rotwk. I got it working for the most part, but sometimes you get a random glitch I mentioned above with the dwarves or gate or something. I want to however get rid of the issue completely if possible
2. Unpacking via scripts. This is what is done in all the other mods that convert bfme2 into bfme1. This does not require you change geometry and allows unpacking of bases without any problem. The disadvantage of this is that currently (as done in current mods), you have to manually add the scripts to every map you want to unpack. Also you have to wait a few seconds at the start of the map for the unpack to happen. A third potential problem is that, as I understand it, current mods that implement this method only unpack via scripts at the start of the match. Later in the match, when you unpack, it is done using the traditional unpacking.
What I want to do is to do is
1. find out how/why the unpack via script makes it work correctly and
2. Try to get it to unpack the same way (or better) in the mod code somewhere (as opposed to in every map) so that it does so automatically.
Any help in these areas is greatly appreciated.
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lotrfan
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Topics I've Started
Geometry Problems while unpacking
20 November 2010 - 08:18 AM
Need help removing leadership floor view from a mod
02 November 2010 - 09:32 PM
Hi,
I am modifying a mod and am trying to get rid of some features.
This mod has an aura which causes any leadership aura to show a radius and project certain symbols on the floor.
How do i get rid of this?
I am modifying a mod and am trying to get rid of some features.
This mod has an aura which causes any leadership aura to show a radius and project certain symbols on the floor.
How do i get rid of this?
How to set Initial Spell Points
25 October 2010 - 07:41 AM
I thought I saw this a long time ago mentioned in the forums.
But I searched an to no avail.
Can someone please remind me what was the line to add to player template to set the initial spellpoints?
Thanks
But I searched an to no avail.
Can someone please remind me what was the line to add to player template to set the initial spellpoints?
Thanks
List of all KindOf in the game
15 October 2010 - 12:22 AM
Hi,
Open World Builder (comes with the game) and follow the instructions below to obtain a list of KindOf in the game.
For a list of KindOf,
1. Open Scripting and Create a New Script
2. Go to the 'Actions if True' tab and click edit.
3. Team -- Action\Command Button
4. Choose the 3rd selection with the KindOf
5. Click on the " Kind is 'OBSTACLE' " on the bottom to get a list of KindOf:
Please if you can, check my post and help with this issue.
http://forums.revora...p...20&start=20
Open World Builder (comes with the game) and follow the instructions below to obtain a list of KindOf in the game.
For a list of KindOf,
1. Open Scripting and Create a New Script
2. Go to the 'Actions if True' tab and click edit.
3. Team -- Action\Command Button
4. Choose the 3rd selection with the KindOf
5. Click on the " Kind is 'OBSTACLE' " on the bottom to get a list of KindOf:
Please if you can, check my post and help with this issue.
http://forums.revora...p...20&start=20
Getting bfme1 style mod to work %100 perfect
21 September 2010 - 04:57 AM
Hi,
I'm back from break and plan to start modding a bit again.
I have a few questions to get things working better for the mod.
I have searched the forums to try to find fixes to a few problems but things are jumbled around the place.
I will post issues here and post quotes/links from the other posts if necessary.
The next thing I want to get done in my mod is to have the castle/build plots working %100.
Here are the following issues that I still have.
1. I am using the bfme2/rotwk fortresses as my KEEP for castles. A problem I have is when I add the self-repair to the commandset, the KeepObjectWhenDie, and the ModuleTagIWantRubble thing, the building does not repair. It subtracts the price correctly but does not repair. I think Jus_Sauron had a solution, but I searched the forums and couldn't find where it was. I think it had something to do with a line of code that said InstantUnpack = Yes or something.
2. As of now, the castles unpack from the beginning without having any problems of things not showing up or stuff like that. However I realized when I attack a Gondor wall with a catapult or battering ram, it has to hit a certain area of the wall to do damage. It is very wierd and hard to have the catapult attack that section of the wall. I read some threads and was not sure if this problem was fixed by replacing each wall segment in World Builder with itself. (Also does replacing each object make it so that there is no need to changed geometries? wasn't clear on that either).
That's it for now. I will add more as I go I suppose (either to this first post, or in a later post).
Thanks for all the help.
I'm back from break and plan to start modding a bit again.
I have a few questions to get things working better for the mod.
I have searched the forums to try to find fixes to a few problems but things are jumbled around the place.
I will post issues here and post quotes/links from the other posts if necessary.
The next thing I want to get done in my mod is to have the castle/build plots working %100.
Here are the following issues that I still have.
1. I am using the bfme2/rotwk fortresses as my KEEP for castles. A problem I have is when I add the self-repair to the commandset, the KeepObjectWhenDie, and the ModuleTagIWantRubble thing, the building does not repair. It subtracts the price correctly but does not repair. I think Jus_Sauron had a solution, but I searched the forums and couldn't find where it was. I think it had something to do with a line of code that said InstantUnpack = Yes or something.
2. As of now, the castles unpack from the beginning without having any problems of things not showing up or stuff like that. However I realized when I attack a Gondor wall with a catapult or battering ram, it has to hit a certain area of the wall to do damage. It is very wierd and hard to have the catapult attack that section of the wall. I read some threads and was not sure if this problem was fixed by replacing each wall segment in World Builder with itself. (Also does replacing each object make it so that there is no need to changed geometries? wasn't clear on that either).
That's it for now. I will add more as I go I suppose (either to this first post, or in a later post).
Thanks for all the help.
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