19. Nov 2017, 17:05 Hallo Gast.
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Autor Thema: Building rotate  (Gelesen 236 mal)

Offline Tukolp

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  • Beiträge: 32
Building rotate
« am: 18. Mär 2017, 23:11 »
Hello mates,

Finaly I achieved something, I'm able to build my own fortress with expansions ( thanks to Finguilfin's guide), it seem okay, BUT when I rotate it, every time I place it, no matter how do I rotate it. It finishes up always +90' to the right .

How can I tell it to stay that angle how I want to place it ? I want to rotate it around. I post my unpaking ini here. I mean what is at the bottom of my fort ini. The what the porter builds.

 I realy hope someone can help me.

Cheers,

Object MordorKeepfortress

SelectPortrait = BRMordorZitadelle

  Draw = W3DScriptedModelDraw ModuleTag_Draw
    OkToChangeModelColor  = Yes
    UseStandardModelNames = Yes

StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD

DefaultModelConditionState
Model           = mbfzitadella
End

IdleAnimationState
End

//Need this since the default condition is none
ModelConditionState = WORLD_BUILDER
Model = mbfzitadella
End

//Phantom structure when placing a new building to be build
ModelConditionState = BUILD_PLACEMENT_CURSOR
Model = None //MBFortress
End

//Structure that stays where you will be building until the porter reaches the place to start building.
ModelConditionState =  PHANTOM_STRUCTURE
Model = mbfzitadella
End

;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
    CurDrawableHideSubObject("MBFDPYRES")
    CurDrawableHideSubObject("MBFDPFG")
    CurDrawableHideSubObject("MBFDPF")
EndScript
End

;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
    CurDrawableHideSubObject("MBFDPYRES")
    CurDrawableHideSubObject("MBFDPFG")
    CurDrawableHideSubObject("MBFDPF")
EndScript
End

ModelConditionState = RUBBLE
Model = None ;MBFortress_D3
End

AnimationState = RUBBLE
Animation = RubbleAnimation ;Fortress_Rubble
AnimationName = mbfzitadella_D3.mbfzitadella_D3 ;MBFortress_D3S.MBFortress_D3A
AnimationMode = ONCE
End
EnteringStateFX = FX_FortressCollapse
End

//-- building being constructed

ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED SNOW
Model               = mbfzitadella_b
Texture = MBFortress.tga MBFortress_snow.tga
End
ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model               = mbfzitadella_b
End
AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation           = mbfzitadella_b
AnimationName     = mbfzitadella_b.mbfzitadella_b ;MBFortress_ASK.MBFortress_ABL
AnimationMode     = MANUAL
End
ParticleSysBone   = NONE BuildingContructDustCastlesB
ParticleSysBone   = NONE FortressMordor
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
End

  ArmorSet
Conditions        = None
  Armor             = FortressArmor
  //DamageFX          = StructureDamageFXNoShake
  End

Side                = Mordor
EditorSorting       = STRUCTURE

PlacementViewAngle = -45 // A -90 makes the door of the base face natural south.  0 would have it to the East.

BuildCost           = MORDOR_FORTRESS_BUILDCOST
BuildTime           = MORDOR_FORTRESS_BUILDTIME

DisplayName = OBJECT:MordorFortress

;; AUDIO PARAMETERS

#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

VoiceFullyCreated = EVA:FortressComplete-Builder
VoiceSelect = MordorFortressSelect
    VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction

  SoundOnDamaged = BuildingLightDamageStone
  SoundOnReallyDamaged = BuildingHeavyDamageStone

    UnitSpecificSounds
        UnderConstruction = BuildingBigConstructionLoop  ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingBigConstructionLoop ; Repaired from completely destroyed (not used???)
    End

; Just in case...
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End


// *** AUTO RESOLVE DATA ***
; When fighting an auto-resolve battle, a World Map castle actually becomes this unit
AutoResolveUnitType = AutoResolveUnit_Fortress
   
    AutoResolveBody = AutoResolve_MordorFortressBody
   
    AutoResolveArmor
    Armor = AutoResolve_MordorFortressArmor
    End

    AutoResolveWeapon
    Weapon = AutoResolve_MordorFortressWeapon
    End


// *** 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              = MORDOR_FORTRESS_HEALTH
End
 
Behavior = CastleBehavior ModuleTag_castle
CastleToUnpackForFaction = Mordor Keepfortress_Mordor
CastleToUnpackForFaction = Isengard Keepfortress_Mordor
CastleToUnpackForFaction = Men Keepfortress_Mordor
CastleToUnpackForFaction = Elves Keepfortress_Mordor
CastleToUnpackForFaction = Dwarves Keepfortress_Mordor
CastleToUnpackForFaction = Wild Keepfortress_Mordor

//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
KeepDeathKillsEverything = Yes

EvaEnemyCastleSightedEvent = EnemyFortressSighted
End

Behavior                  = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay        = 000
MaxCollapseDelay        = 000
CollapseDamping         = .5
MaxShudder              = 0.6
MinBurstDelay           = 250
MaxBurstDelay           = 800
BigBurstFrequency       = 4
FXList                  = INITIAL   FX_FortressCollapse
;FXList                  = ALMOST_FINAL  FX_FortressCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End

Behavior = GettingBuiltBehavior ModuleTag_GettingBuiltBehavior
WorkerName = MordorFortressWorkerNoSelect ; ;MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End

Behavior = AIUpdateInterface ModuleTag_AI
AILuaEventsList = FortressFunctions
End


//Main
Geometry = BOX
GeometryName = Geom_Orig
  GeometryMajorRadius = 65.0
GeometryMinorRadius = 65.0
GeometryHeight = 50.0
GeometryOffset = X:5 Y:0 Z:0

//Plot locations
AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:91.15 Y:-81.15 Z:0

AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:0 Y:-114.48 Z:0

AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-81.15 Y:-81.15 Z:0

AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-114.48 Y:0 Z:0

AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0

GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:-81.15 Y:91.15 Z:0

AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:0 Y:114.48 Z:0

AdditionalGeometry = BOX
GeometryName = Plots
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 0.8
GeometryOffset = X:91.15 Y:91.15 Z:0

//Ramp (So units can attack it when the moat is in place)
AdditionalGeometry = BOX
GeometryMajorRadius = 26.0
  GeometryMinorRadius = 20.0
  GeometryHeight = 22.0
GeometryOffset = X:85 Y:0 Z:0

GeometryIsSmall      = No
Shadow = SHADOW_VOLUME

GeometryContactPoint = X:-65 Y:65 Z:0 Repair
GeometryContactPoint = X:65 Y:-65 Z:0 Repair
GeometryContactPoint = X:47.546 Y:36.435 Z:0
GeometryContactPoint = X:-32.763 Y:-46.121 Z:0
GeometryContactPoint = X:26.753 Y:26.753 Z:67.933 Swoop
End
« Letzte Änderung: 18. Mär 2017, 23:22 von Tukolp »

Offline Tukolp

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  • Beiträge: 32
Re: Building rotate
« Antwort #1 am: 19. Mär 2017, 01:21 »
Problem solved, I had to set my basepin and citadel to 0.00 angle in my bse with worldbuilder.