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Porter from citadel 4.4.1
Tukolp:
Thanks for helping me, it helps me a lot.
Now after your guide, I managed to make all the commandbuttons for all isengard buildings, and add them to the isengardporter, and he can build them so it's very good :)
I just had some problem with, the porter, because I added him too much buildings ( 12+ ) but I need this to be able to build all isens buildings.
Is there any way I can give him a switch mechanic, to be able to build my 2 remaining buildings ? Maybe with some controlbar switcher commandbutton or stg. ?
When I train the porter, his button deletes the the radialback button, I tried many options but that radial back button never comes back:
Here Is my IsengardBaseKeepCommandS et:
CommandSet IsengardBaseKeepCommandS et
InitialVisible = 12
1 = Command_IsengardExitGarr ison
2 = Command_IsengardCitadelA nzeigeFake
3 = Command_IsengardCitadelA nzeigeFake
4 = Command_IsengardCitadelA nzeigeFake
5 = Command_IsengardCitadelA nzeigeFake
6 = Command_IsengardCitadelA nzeigeFake
7 = Command_RingMechanikIsen gard
8 = Command_SpielsystemIseng art
9 = Command_SelectRevivables IsengardFortress_Saruman
10 = Command_SelectUpgradesIs engardFaction_Saruman
11 = Command_StartCitadelSelf Repair
12 = Command_SpecialAbilityCi tadelSummonCrebain
13 = Command_IsengardExitGarr ison
14 = Command_PurchaseUpgradeI sengardFortressMurderOfC rows
15 = Command_PurchaseUpgradeI sengardFortressExcavatio ns
16 = Command_PurchaseUpgradeI sengardFortressBurningFo rges
17 = Command_PurchaseUpgradeI sengardFortressWizardsTo wer
18 = Command_ConstructIsengar dPorter
19 = Command_RadialBack
20 = Command_IsengardExitGarr ison
21 = Command_FakeRingHeroRevi veSlot
22 = Command_CreateAHeroReviv eSlot
23 = Command_FakeHeroReviveSl ot1
24 = Command_GenericReviveSlo t2
25 = Command_GenericReviveSlo t3
26 = Command_GenericReviveSlo t4
27 = Command_GenericReviveSlo t5
28 = Command_GenericReviveSlo t6
29 = Command_GenericReviveSlo t7
30 = Command_RadialBack
End
Now that the buildings are working, I switched my attention to the bigger thing, the fortress. I'm now doing isengards faction, And I was able to build isens fort from the builder, but again I met some problems, upgrades, heroes, defensive foundations were missing. How could I restore the fortress' ? I mean to be able to use it as it was.
And I will need to implement somehow Saruman/wizardstower to it, to allow him to use the wizards tower. Is it enough if I just copy the citadell's commandset ? ( there wil be much more I think ). And I will have to do this with all of the fortresses. It's not problem, but I just don't know where should I start restoring the fortresses to be able to use them.
I gave the builder some new commandbuttons, I gave them CONTROLBAR"titles" placed them in the lotr.str file what is in the __edain_data.big, but the buttons still saying "missing object...." Which lotr.str should I use ? ( I use english version of the mod )
Sorry for the long post, thats how far I came tonight. :)
Tukolp:
Just for a little update.
I made all of the buildings for my mordorporter too he so can build all he should :)
Now I'm experimenting with castles.
But the problems still present what I posted before.
Regards
Tukolp:
Update for today,
I tried to create a new object as "MordorCitadelKepp". Created an ini for it, opened mordor\campsandcastles and copied all thing bellow Object MordorCastleKeep until Object MordorCampKeep, created a commandbutton for it to be able to build, added this button to the builder. Loaded the game I built it :)
But after it I tried what happens if I cancel its build. I canceled it, and a rubble remained :/, so I tried to delete several "rubble" behaviors from its ini, but with no luck. Once I allowed it to be destroyed by the enemy I got defeated, but the rubble was still there, and had 4 buttons, one with repair. So I think its another dead end.
I just wrote here maybe somenone reads it and get some information, how should I be able restore the forresses to their original state like when they were back in like 3.8 or stg. Or how to create a new one for Edain. Maybe from one castle citadel keep, or something.
Have a nice day,
FG15:
You have to atleast remove the following codes:
--- Code: --- Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = RubbleRiseUpdate ModuleTag_Rubble
MinRubbleRiseDelay = 000
MaxRubbleRiseDelay = 000
;RubbleRiseDamping = .5
RubbleHeight = 4.0
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumPostCollapse
End
--- Ende Code ---
I am not sure that are all, but that has to be tested. Else remove all behaviors and add them slowly again one by one until it stops working.
Tukolp:
Yes, I deleted everything about the rubbles.
Now when the builing is destroyed, it's just disappears with big smoke :D . I think it's fine for now.
Thanks for the help.
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