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Porter from citadel 4.4.1

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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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