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Coding in Edain 4.00

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lord_ellessar:
I have made new texture for the dwarven buildings and I would like to make that when you select a faction, every buildings of the faction take this skin, problem, when I make the code for the object it doesn't work

(I made it for a submod and the files look like they can't find the texture, it's not pink but it does nothing, I have putted it with the upgrade Langbarte buuuut well, can someone help me please ^^ )

Tukolp:
Hello

Could you help me with my commandset ?
I want to add one or two additional commands, but I can't place them without replacing my original ones, I tried many numbers but something is awlays missing.
I want to a command to construck a builder and another for "delete building" to  the castlekeep.

CommandSet MordorCastleKeepCommandS et
    InitialVisible = 16
    1    = Command_RingMechanikMord or 
    2    = Command_SpielsystemMordo r
    3    = Command_StartCitadelSelf Repair
    4    = Command_ConstructSchwarz eReiter
    7    = Command_FakeRingHeroRevi veSlot
    8    = Command_CreateAHeroReviv eSlot
    9    = Command_GenericReviveSlo t1
    10   = Command_GenericReviveSlo t2
    11    = Command_FakeHeroReviveSl ot3
    12   = Command_GenericReviveSlo t4
    13   = Command_GenericReviveSlo t5
    14   = Command_GenericReviveSlo t6
    15   = Command_FakeHeroReviveSl ot7
    16   = Command_GenericReviveSlo t8
    17   = Command_ConstructMordorN ekromantSauron
    18   = Command_SelectAufgabenMo rdorFaction

    19   = Command_AufgabeMordorRin ggeist
    20   = Command_AufgabeMordorBau posten
    21   = Command_AufgabeMordorSBS pell
    22   = Command_AufgabeMordorMor gulreiterKastellan
    23   = Command_AufgabeMordorAll eRinggeister
    24   = Command_AufgabeMordor20O rkHorden
    25   = Command_AufgabeMordorBot schafter
    26   = Command_AufgabeMordor10A ufseher
    27   = Command_AufgabeMordorCir ithUngol
    28   = Command_AufgabeMordorBel agerungswerke
    29   = Command_AufgabeMordorOrk HordeMaximal
    30   = Command_AufgabeMordorMol lokGothmog
    31   = Command_AufgabeMordor4Tr olle
    32   = Command_RadialBack
   5    = Command_ConstructMordorP orter
End
My second question is about the system in Edain now castles, camps, settlements.
I want to restore the startingbuilding system. Can you explain how should I do that ? and how to connect a new fortress made by me to the game ?

FG15:
Just adding the buttons at positions 5 and 6 should work without problems, because they are unoccupied and in the InitialVisible range. Else I don't see much room, because 32 is the maximal possible number of buttons.
I would make the buttons in an increasing order. For sets without InitialVisible the buttons are communtative, but it might be not the case for sets with InitialVisible.

To remove the capturable objects, you have to edit the maps, or just use original maps from the base game, where there aren't the new capturable objects. To get your fortress as a starting building, you have to reference it in the playertemplate "StartingBuilding = ". This object should be one that unpacks a base in a similar way that castles are unpacked.

Tukolp:
Thanks for your answer, I will try it out.

I have another fast question.
I placed farm templtes on a map, and added the ai porter the MordorSlaughterHouse_Ext ern object, but it's not building it. The builder is okay with all of the structures in the base, But I can't make the AI build farms, on farm templates with builders.
I placed farmteplate in neutralstructures. But something is still missing.

If someone knows it, Please help,

FG15:
I don't know if that helps, but maybe it has to be defined in this list in the playertemplate.ini:

--- Code: ---#define RESOURCE_MODIFIER_OBJECT_FILTER
--- Ende Code ---

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