Hi,
ich habe heute noch ein neues Problem bekommen: (1)
Ich habe eine Mod geschrieben und neue Objekte in das Spiel eingefügt (neue Modelle und Texturen). Wenn ich die Mod bei mir auf meinem PC starte, dann sehe ich alle modelle so wie es sein soll und freue mich, dass es so schnell funktioniert hat. Wenn ich jedoch die mod an meinen Kumpel weitergebe, dann wird bei ihm anstelle der Texturen nur LILA Farbe angezeigt und die Modelle sind unsichtbar. Woran liegt das?
Wir haben ansonsten exact die gleichen Dateien.
uuund Problem Nr. 2:
Ich habe ein neues Volk implementiert und für dieses Volk ein Rohstoffgebäude angelegt.
Als coole Idee fand ich, dass man das Rohstoffgebäude an der Festung als Erweiterung bauen kann. Soweit so gut. Man kann das Gebäude an der Festung als Erweiterung bauen und es produziert die Ressources wie gewohnt. Es erhöht auch die CommandPoints um den gewünschten betrag, jedoch zu früh. Sobald ich den Befehl zum bau des Gebäudes gebe werden mir die CommandPoints gutgeschrieben und nicht erst zum Zeitpunkt der Fertigstellung.
Woran kann das liegen?
Falls benötigt, hier der Code:
PS: Das ChildObject ist die Erweiterung an der Festung
Object GhalorTreasureChamber
; *** ART Parameters ***
SelectPortrait = KUHallPortrait
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = GBCatacombs
WeaponLaunchBone = PRIMARY ARROW
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("V1S")
CurDrawableHideSubObject("V2S")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("V1S")
CurDrawableHideSubObject("V2S")
EndScript
End
ModelConditionState = DAMAGED
Model = GBCatacombsD1
ParticleSysBone SmokeSmall03 SmokeBuildingSmall
ParticleSysBone SmokeSmall03 SmokeBuildingSmall
End
AnimationState = DAMAGED
EnteringStateFX = FX_StatueDamaged ;FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = GBCatacombsD2
ParticleSysBone SmokeSmall03 SmokeBuildingSmall
ParticleSysBone SmokeSmall03 SmokeBuildingSmall
ParticleSysBone SmokeSmall03 SmokeBuildingSmall
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_StatueDamaged ;FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = GBCatacombsD2
ParticleSysBone SmokeSmall03 SmokeBuildingMedium
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone SmokeSmall03 SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone SmokeSmall03 SmokeBuildingMediumRubble
End
End
; ***DESIGN parameters ***
PlacementViewAngle = -45
DisplayName = OBJECT:GhalorTreasureChamber
Side = Ghalor
EditorSorting = STRUCTURE
ThreatLevel = GHALORTREASURECHAMBER_THREATLEVEL
BuildCost = GHALORTREASURECHAMBER_BUILDCOST
BuildTime = GHALORTREASURECHAMBER_BUILDTIME
VisionRange = GHALORTREASURECHAMBER_VISIONRANGE
ShroudClearingRange = GHALORTREASURECHAMBER_SHROUDCLEARINGRANGE
CommandSet = SellableCommandSet
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE IGNORE_FOR_VICTORY FS_FACTORY CAN_ATTACK ECONOMY_STRUCTURE MADE_OF_STONE
CommandPointBonus = GHALORTREASURECHAMBER_COMMANDPOINTBONUS
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = AngmarWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Body = ActiveBody ModuleTag_05
MaxHealth = ANGMAR_BARRACKS_HEALTH
MaxHealthDamaged = ANGMAR_BARRACKS_HEALTH_DAMAGED
MaxHealthReallyDamaged = ANGMAR_BARRACKS_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
End
Flammability ; should be after the 'Body' statement
Fuel = MEN_BARRACKS_FIRE_FUEL
MaxBurnRate = MEN_BARRACKS_FIRE_MAX_BURN_RATE
Decay = MEN_BARRACKS_FIRE_DECAY
Resistance = MEN_BARRACKS_FIRE_RESISTANCE
End
Behavior = ProductionUpdate ModuleTag_06
GiveNoXP = Yes
NumDoorAnimations = 1
DoorOpeningTime = 3300 ;in mSeconds how long is the door opening for
DoorWaitOpenTime = 4000 ;in mSeconds time the door stays open, so units can exit
DoorCloseTime = 3300 ;in mSeconds how long is the door closing for
ConstructionCompleteDuration = 0 ;in mSeconds wait time so if you have multiple units they don't run over each other
End
Behavior = StructureCollapseUpdate ModuleTag_08
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 155
End
Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction
Radius = GHALORTREASURECHAMBER_RESOURCERADIUS
MaxIncome = GHALORTREASURECHAMBER_RESOURCEMAXINCOME
IncomeInterval = GHALORTREASURECHAMBER_RESOURCETIME
Visible = Yes
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 25.0
GeometryHeight = 25.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:25 Y:25 Z:0 Repair
GeometryContactPoint = X:-25 Y:25 Z:0 Repair
GeometryContactPoint = X:30 Y:-35 Z:0 Swoop ; Z:100
AttackContactPoint = X:11.725 Y:-53.381 Z:0
AttackContactPoint = X:11.68 Y:56.752 Z:0
End
ChildObject GhalorTreasureChamberFortressExpansion GhalorTreasureChamber
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE IGNORE_FOR_VICTORY FS_FACTORY CAN_ATTACK ECONOMY_STRUCTURE MADE_OF_STONE AUTO_RALLYPOINT NEED_BASE_FOUNDATION ;GARRISONABLE_UNTIL_DESTROYED GARRISON
PlacementViewAngle = 0
CommandPointBonus = GHALORTREASURECHAMBER_COMMANDPOINTBONUS_EXPANSION
CommandSet = SellableCommandSet ;GhalorTreasureChamberCommandSet
Behavior = TerrainResourceBehavior ModuleTag_MoneyProduction
Radius = GHALORTREASURECHAMBER_RESOURCERADIUS_EXPANSION
MaxIncome = GHALORTREASURECHAMBER_RESOURCEMAXINCOME_EXPANSION
IncomeInterval = GHALORTREASURECHAMBER_RESOURCETIME_EXPANSION
Visible = Yes
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Behavior = QueueProductionExitUpdate ModuleTag_07
UnitCreatePoint = X:0.0 Y:-9.0 Z:0.0
NaturalRallyPoint = X:75.0 Y:0.0 Z:0.0
ExitDelay = STANDARD_HORDE_EXIT_DELAY
PlacementViewAngle = 0
End
; Behavior = TunnelContain ModuleTag_Contain
; ObjectStatusOfContained = UNSELECTABLE ENCLOSED
; ContainMax = 1
; DamagePercentToUnits = 0%
; PassengerFilter = ANY +INFANTRY +BANNER +CAVALRY -MONSTER -SUMMONED -COMBO_HORDE +GhalorBarrowWightHorde
; AllowEnemiesInside = No
; AllowAlliesInside = No
; AllowNeutralInside = No
; AllowOwnPlayerInsideOverride = Yes
; NumberOfExitPaths = 1
; PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY
; EntryPosition = X:0.0 Y:0.0 Z:0.0
; EntryOffset = X:75.0 Y:0.0 Z:0.0
; ExitOffset = X:80.0 Y:0.0 Z:0.0
; EnterSound = RuinedTowerEnterSound
; KillPassengersOnDeath = No
; ShowPips = No
; ExitDelay = 0
; End
BuildCost = GHALORTREASURECHAMBER_BUILDCOST_EXPANSION
BuildTime = GHALORTREASURECHAMBER_BUILDTIME_EXPANSION
End
Ich bedanke mich schonmal für jeden Vorschlag!
MfG,
Atra