Modderecke > Coding

Marci_99's Fragenthread

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Azaril:
Mit einem ChildObject, da das Objekt vielleicht schon auf einigen Maps verwendet wird und man vermeiden will, dass ein einfaches Mapobject, das irgendwo rumsteht, auf einmal Festungseigenschaften besitzt.

Marci_99:
Hab schon angefangen aber das mit ChildObject kann ich dann machen wenns
funktioniert habe nun folgendes Problem:
Wenn ich starten will stürzt das Spiel ab wegen dem Body den ich von
der Lothlorien Festung habe:

--- Code: ---    Body                        = StructureBody ModuleTag_05
        MaxHealth                     = ELVEN_FORTRESS_HEALTH       
    End

--- Ende Code ---
Davor war folgendes drin bzw. ist im original drin:

--- Code: --- Body = InactiveBody ModuleTag_05
End


--- Ende Code ---
Und jetzt weiß ich nicht was tun
Nochmal mein Komplettes Object:

--- Code: ---Object GBGHGenBudF

    Draw = W3DScriptedModelDraw ModuleTag_Draw
        OkToChangeModelColor  = Yes
        UseStandardModelNames = Yes

        DefaultModelConditionState
            Model = GBGHGenBudF
        End
    End

    // ***DESIGN parameters ***
    DisplayName                = OBJECT:Prop
    Side                    = Noldor
    EditorSorting            = STRUCTURE
    //Browser                = REGION Grey_Havens STRUCTURE
    ThreatLevel                = 1.0

    VisionRange             = 160.0          // Shroud clearing distance
    ShroudClearingRange     = 160
    ;// *** ENGINEERING Parameters *** 
    RadarPriority       = STRUCTURE
    KindOf              = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
   
    //We can now take damage and die but only during construction.  The castle system will make us invulnerable when construction completes.
    Body                        = StructureBody ModuleTag_05
        MaxHealth                     = ELVEN_FORTRESS_HEALTH       
    End

    Behavior = CastleBehavior ModuleTag_castle
        CastleToUnpackForFaction    = Elves noldorfestung
        CastleToUnpackForFaction    = Dwarves noldorfestung
        CastleToUnpackForFaction    = Men noldorfestung
        CastleToUnpackForFaction    = Wild noldorfestung
        CastleToUnpackForFaction    = Isengard noldorfestung
        CastleToUnpackForFaction    = Mordor noldorfestung
        CastleToUnpackForFaction    = Imladris noldorfestung
        CastleToUnpackForFaction    = Noldor noldorfestung
        ;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
        FilterValidOwnedEntries        = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER       

        MaxCastleRadius             = 130.0
        InstantUnpack                = Yes 

    Body                        = StructureBody ModuleTag_05
        MaxHealth                     = ELVEN_FORTRESS_HEALTH       
    End


    Geometry                = BOX
    GeometryMajorRadius        = 50.0   
    GeometryMinorRadius        = 20.0   
    GeometryHeight            = 180.0
    GeometryOffset            = X:0 Y:0 Z:0

    AdditionalGeometry        = BOX
    GeometryMajorRadius        = 20.0   
    GeometryMinorRadius        = 54.0   
    GeometryHeight            = 180.0
    GeometryOffset            = X:0 Y:0 Z:0
   
    GeometryIsSmall            = No
       
    Shadow                    = SHADOW_VOLUME
End


--- Ende Code ---
Original:

--- Code: ---Object GBGHGenBudF

Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor  = Yes
UseStandardModelNames = Yes

DefaultModelConditionState
Model = GBGHGenBudF
End
End

// ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
//Browser = REGION Grey_Havens STRUCTURE
ThreatLevel = 1.0

VisionRange          = 160.0          // Shroud clearing distance
ShroudClearingRange = 160

// *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI

Body = InactiveBody ModuleTag_05
End

Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 20.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0

AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 54.0
GeometryHeight = 180.0
GeometryOffset = X:0 Y:0 Z:0

GeometryIsSmall = No

Shadow = SHADOW_VOLUME
End


--- Ende Code ---
Hoffe ihr könnt mir etwas auf die Sprünge helfen
Danke für eure bisherige Hilfe echt toll!  8-|

Ealendril der Dunkle:
Du bekommst bei jedem Crash (einige Ausnahmefälle) eine Fehlermeldung. In deinem Fall müsste da also was von ModuleTag_05 stehen. Schau erstmal nach, bevor du jetzt weiterliest. ;)

Du hast 2x den gleichen Tag drinnen, deshalb crasht das Game:

--- Code: ---    Body                        = StructureBody ModuleTag_05
        MaxHealth                     = ELVEN_FORTRESS_HEALTH       
    End
--- Ende Code ---

Einmal rauslöschen.

Marci_99:
Danke Vielmals, war ganz vertieft da ich dachte das hat was mit dem Alten InactiveBody zu tun.
Nun habe ich das Problem, das ich sofort verliere,
außerdem wird mir das Gebäude nicht angezeigt.
Was muss ich noch hinzufügen?

--- Code: ---Object GBGHGenBudF

    Draw = W3DScriptedModelDraw ModuleTag_Draw
        OkToChangeModelColor  = Yes
        UseStandardModelNames = Yes

        DefaultModelConditionState
            Model = GBGHGenBudF
        End
    End

    // ***DESIGN parameters ***
    DisplayName                = OBJECT:Prop
    Side                    = Noldor
    EditorSorting            = STRUCTURE
    //Browser                = REGION Grey_Havens STRUCTURE
    ThreatLevel                = 1.0

    VisionRange             = 160.0          // Shroud clearing distance
    ShroudClearingRange     = 160
    ;// *** ENGINEERING Parameters *** 
    RadarPriority       = STRUCTURE
    KindOf              = STRUCTURE SELECTABLE IMMOBILE BASE_FOUNDATION MP_COUNT_FOR_VICTORY BASE_SITE CAN_SEE_THROUGH_STRUCTURE LIVING_WORLD_BUILDING_MIRROR
   

    Body                        = StructureBody ModuleTag_05
        MaxHealth                     = ELVEN_FORTRESS_HEALTH       
    End

    Behavior = CastleBehavior ModuleTag_castle
        CastleToUnpackForFaction    = Elves noldorfestung
        CastleToUnpackForFaction    = Dwarves noldorfestung
        CastleToUnpackForFaction    = Men noldorfestung
        CastleToUnpackForFaction    = Wild noldorfestung
        CastleToUnpackForFaction    = Isengard noldorfestung
        CastleToUnpackForFaction    = Mordor noldorfestung
        CastleToUnpackForFaction    = Imladris noldorfestung
        CastleToUnpackForFaction    = Noldor noldorfestung
        ;//Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props.
        FilterValidOwnedEntries        = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER       

        MaxCastleRadius             = 130.0
        InstantUnpack                = Yes 
    End


    Geometry                = BOX
    GeometryMajorRadius        = 50.0   
    GeometryMinorRadius        = 20.0   
    GeometryHeight            = 180.0
    GeometryOffset            = X:0 Y:0 Z:0

    AdditionalGeometry        = BOX
    GeometryMajorRadius        = 20.0   
    GeometryMinorRadius        = 54.0   
    GeometryHeight            = 180.0
    GeometryOffset            = X:0 Y:0 Z:0
   
    GeometryIsSmall            = No
       
    Shadow                    = SHADOW_VOLUME
End



--- Ende Code ---

Marci_99:
Ist es möglich das Originale Object aus der Datei zu löschen und in ne fortress.ini
zu packen?

PS: Oben genanntes Problem besteht weiterhin

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