I decided to make the castle of Mordor in the style of BFME I. created a model of the wall of Mordor based on the model of the wall of Rohan so that the geometry of the model matches. then Rohan's base was remade into Mordor.
I started the game, hired warriors and this is where my problems began: the units ignore the wall and go through it.
Then I wrote the code of the wall of Rohan into the code of the wall of Mordor (I left only the name from Mordor) and it worked. Units no longer ignored the wall and could walk on the wall.
Is it my model's fault? But I don't understand what I'm doing wrong. I'm making a platform(P1) so that units can walk on it.
Here is a video of what my problem looks like:
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GiushFirst
Member Since 26 Dec 2020Offline Last Active Jan 22 2021 03:57 AM
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In Topic: Problem with geometry
21 January 2021 - 11:40 PM
In Topic: Walls, and their export mechanics and whatnot
21 January 2021 - 11:37 PM
I decided to make the castle of Mordor in the style of BFME I. created a model of the wall of Mordor based on the model of the wall of Rohan so that the geometry of the model matches. then Rohan's base was remade into Mordor.
I started the game, hired warriors and this is where my problems began: the units ignore the wall and go through it.
Then I wrote the code of the wall of Rohan into the code of the wall of Mordor (I left only the name from Mordor) and it worked. Units no longer ignored the wall and could walk on the wall.
Is it my model's fault? But I don't understand what I'm doing wrong. I'm making a platform(P1) so that units can walk on it.
Here is a video of what my problem looks like:
In Topic: BFME1 style castles in ROTWK
20 January 2021 - 07:40 PM
Hello, I want to create a Mordor base in style BFME 1
I created a model of the wall of Mordor but stumbled upon a problem: units go through walls. despite the fact that I have registered code - WallBoundsMesh = P1
Object MordorCastleWall SelectPortrait = BPCastleWall Draw = W3DScriptedModelDraw Draw_Wall OkToChangeModelColor = Yes WallBoundsMesh = P1 DefaultModelConditionState Model = MBCASTWALL End ModelConditionState = WORLD_BUILDER Model = MBCASTWALL End ModelConditionState = BASE_BUILD Model = MBCASTWALL_A End AnimationState = BASE_BUILD StateName = STATE_None Animation AnimationName = MBCASTWALL_A.MBCASTWALL_A AnimationMode = ONCE AnimationSpeedFactorRange = 2.0 2.5 ; keep range wide to avoid lockstep anims End End ModelConditionState = JUST_BUILT Model = MBCASTWALL_A End AnimationState = JUST_BUILT StateName = STATE_None Animation AnimationName = MBCASTWALL_A.MBCASTWALL_A AnimationMode = MANUAL End Flags = START_FRAME_FIRST End ; Need to enforce this model for this state because we can ; repair a numenor upgraded wall. ModelConditionState = ACTIVELY_BEING_CONSTRUCTED UPGRADE_NUMENOR_STONEWORK Model = MBCASTWALL_UA End AnimationState = ACTIVELY_BEING_CONSTRUCTED UPGRADE_NUMENOR_STONEWORK Animation AnimationName = MBCASTWALL_UA.MBCASTWALL_UA AnimationMode = MANUAL End StateName = STATE_None Flags = START_FRAME_FIRST End ModelConditionState = ACTIVELY_BEING_CONSTRUCTED Model = MBCASTWALL_A End AnimationState = ACTIVELY_BEING_CONSTRUCTED Animation AnimationName = MBCASTWALL_A.MBCASTWALL_A AnimationMode = MANUAL End StateName = STATE_None Flags = START_FRAME_FIRST End ; DAMAGED ---------------------------------------------------------------------------------------------------------------- ModelConditionState = DAMAGED UPGRADE_NUMENOR_STONEWORK Model = MBCASTWALL_UD1 End ModelConditionState = DAMAGED Model = MBCASTWALL_D1 End AnimationState = DAMAGED StateName = STATE_None ; EnteringStateFX = FX_MinWallATransitionDamaged End ; REALLYDAMAGED ---------------------------------------------------------------------------------------------------------------- TransitionState = TRANS_U_IntoReallyDamaged EnteringStateFX = FX_BuildingReallyDamaged Animation = D2 AnimationName = MBCASTWALL_UD2.MBCASTWALL_UD2 AnimationMode = ONCE AnimationBlendTime = 0 End End ModelConditionState = REALLYDAMAGED UPGRADE_NUMENOR_STONEWORK Model = MBCASTWALL_UD2 End AnimationState = REALLYDAMAGED UPGRADE_NUMENOR_STONEWORK StateName = STATE_ReallyDamaged Flags = START_FRAME_LAST Animation = ReallyDamagedanimation AnimationName = MBCASTWALL_UD2.MBCASTWALL_UD2 AnimationMode = MANUAL AnimationBlendTime = 0 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_None" or Prev == "STATE_Rubble" then ; Only play the really damaged anim if we havn't come from another really damaged. CurDrawableSetTransitionAnimState("TRANS_U_IntoReallyDamaged") end EndScript End ModelConditionState = REALLYDAMAGED Model = MBCASTWALL_D2 End AnimationState = REALLYDAMAGED StateName = STATE_ReallyDamaged Animation = ReallyDamagedanimation AnimationName = MBCASTWALL_D2.MBCASTWALL_D2 AnimationMode = ONCE End End ; RUBBLE ---------------------------------------------------------------------------------------------------------------- TransitionState = TRANS_U_IntoRubble Animation = D3 AnimationName = MBCASTWALL_UD3.MBCASTWALL_UD3 AnimationMode = ONCE AnimationBlendTime = 0 End End ModelConditionState = RUBBLE UPGRADE_NUMENOR_STONEWORK Model = MBCASTWALL_UD3 ParticleSysBone NONE BuildingChunkBitsTrail ParticleSysBone NONE ExplosiveMineFire02 End AnimationState = RUBBLE UPGRADE_NUMENOR_STONEWORK StateName = STATE_Rubble Flags = START_FRAME_LAST Animation = Death AnimationName = MBCASTWALL_UD3.MBCASTWALL_UD3 AnimationMode = MANUAL AnimationBlendTime = 0 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_ReallyDamaged" or Prev == "STATE_None" or Prev == "TRANS_U_IntoReallyDamaged" then ; Only play the rubble anim if we havn't come from another rubble. CurDrawableSetTransitionAnimState("TRANS_U_IntoRubble") end EndScript ;EnteringStateFX = FX_WallDie ;this plays only after all the wall debris sink into the ground End ModelConditionState = RUBBLE Model = MBCASTWALL_D3 ParticleSysBone NONE BuildingChunkBitsTrail ParticleSysBone NONE ExplosiveMineFire02 End AnimationState = RUBBLE Animation = Death AnimationName = MBCASTWALL_D3.MBCASTWALL_D3 AnimationMode = ONCE End StateName = STATE_Rubble EnteringStateFX = FX_WallDie End ; UPGRADED ---------------------------------------------------------------------------------------------------------------- ModelConditionState = UPGRADE_NUMENOR_STONEWORK Model = MBCASTWALL_U End AnimationState = UPGRADE_NUMENOR_STONEWORK EnteringStateFX = GenericBuildingUpgrade End ModelConditionState = POST_RUBBLE Model = None End ModelConditionState = POST_COLLAPSE Model = None End End ;----------------------- AUDIO ------------------------- VoiceSelect = Gui_PlotSelect SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:WallDie Animation:MBCASTWALL_UD3.MBCASTWALL_UD3 Frames:0 End ; ***DESIGN parameters *** DisplayName = OBJECT:MordorCastleWall EditorSorting = STRUCTURE Side = Mordor BuildTime = CASTLE_WALL_REBUILD_TIME BuildCost = CASTLE_WALL_REBUILD_COST ShroudClearingRange = 160 ArmorSet Conditions = None Armor = GondorCastleWall DamageFX = MinasWallADamageFX End CampnessValue = CAMPNESS_WALL ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE ;;;should this get autoacquired, or not? NO! or attack move will fail to enter the gate! RadarPriority = STRUCTURE KeepSelectableWhenDead = Yes CommandSet = GenericSelfRepairCommandSet Body = ActiveBody ModuleTag_02 MaxHealth = ROHAN_CASTLE_WALL_HEALTH End Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking End Behavior = CastleMemberBehavior ModuleTag_CMB CountsForEvaCastleBreached = Yes 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 = CASTLE_WALL_REBUILD_TIME End Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus StartsActive = Yes ;If no, requires upgrade to turn on. BonusName = WallBonus RefreshDelay = 2000 ;Range = 120 ; Range is overridden to affect people on us since we are a wall ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall End Behavior = FireWeaponWhenDeadBehavior FireDeadTag1 DeathTypes = ALL StartsActive = Yes ActiveDuringConstruction = Yes DeathWeapon = CastleWallDeath End Behavior = FireWeaponWhenDeadBehavior FireDeadTag2 DeathTypes = ALL StartsActive = Yes ActiveDuringConstruction = Yes DeathWeapon = StandardWallDeath End Behavior = ProductionUpdate ModuleTag_RequiredForUpgradeProduction End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 30.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME GeometryContactPoint = X:-50 Y:-40 Z:0 Grab GeometryContactPoint = X:0 Y:-40 Z:40 Grab GeometryContactPoint = X:50 Y:-40 Z:0 Grab GeometryContactPoint = X:-50 Y:40 Z:0 Grab GeometryContactPoint = X:0 Y:40 Z:40 Grab GeometryContactPoint = X:50 Y:40 Z:0 Grab End
here is a video of what my problem looks like:
https://www.youtube....oftheOneRingmod
In Topic: Sauron Call
26 December 2020 - 05:18 PM
Hello everyoneSome time ago I always wanted to modify other 3d models of lord of rings and finally I achieved.At last I can make the designs of units. But I need help if anyone would like to help meexampleFat orc lord of the rings the return of the king
Dark Lord, I just want a model of that fat orc. Please, if you can, can you give me a model?
Or can you tell me how you got this model?
In Topic: Sauron Call
26 December 2020 - 05:14 PM
Greetings to your huge community!
Health to you all!
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