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