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S.cavA.rmyG.en
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by S.cavA.rmyG.en » Sat Mar 10, 2012 1:22 am
I can't get this to build what I want it to.
help if you can bcouse at this point I have no idea whats wrong the object it should build can be placed and works in the editer I got buildings like this to work but I just can't get this blasted thing to.
here it is.
Code: Select all
[GameObjectClass]
baseName = "fbrecy"
geometryName = "fvrecy_deploy"
classLabel = "recycler"
powerCost = 0
scrapCost = 1
scrapValue = 0
maxHealth = 0
maxAmmo = 0
unitName = "base"
aiName = "BuildingProcess"
aiName2 = "BuildingProcess"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1
explosionName = "xnone"
collisionRadius = 4.0
CategoryTypeOverride = 4
armorClass = H
ownsTerrain = 0
provideCount = 3
provideName1 = "fbrecy"
provideName2 = "fbrecycpu"
provideName3 = "Recy"
lightHard1 = "hp_light_1"
lightName1 = "o_white_nf"
[PoweredBuildingClass]
detectRange = 100
[BuildingClass]
tunnelCount = 1
CanDemolish = 0
tunnel01X0 = 3
tunnel01Z0 = 3
tunnel01DX = 2
tunnel01DZ = 4
tunnel01Edge = "wwtw"
soundAmbient = "fbrecy01.wav"
[FactoryClass]
BeamColor = "0 32 64 32"
LineStartColor = "0 127 255 64"
LineFinishColor = "0 0 64 0"
BuildSparkConfig = "sparker" //custom build effect
WeaponConfig = "fweapon.odf"
soundBuild = "fbrecy02.wav"
soundFinish = "iapc04.wav"
buildItem2 = "fvrecyvsr_RW"
buildItem3 = "fvrecy_srv_RW"
//buildItem4 = "fvrecy_sc_RW"
buildItem7 = "fvrecy_lw_RW"
reloadMsg = "fvrecy12.wav"
rescueMsg = "fvrecy13.wav"
[BuildGroup1]
buildLabel = "Stock"
builditem1 = "fvrecy_RW"
builditem2 = "fvrecy_m_RW"
builditem3 = "fvrecy_m30_RW"
builditem4 = "fvrecy_m35_RW"
builditem5 = "fvrecy_m40_RW"
builditem6 = "fvrecy_mb_RW"
builditem7 = "fvrecy_mu_RW"
builditem8 = "fvrecy_mu1_RW"
builditem9 = "fvrecy_nf_RW"
builditem0 = "fvrecy_u_RW"
[BuildGroup5]
buildLabel = "GreenHart"
buildItem1 = "fvrecygh_RW"
buildItem2 = "fvrecyghb_RW"
[BuildGroup6]
buildLabel = "Commando"
buildItem1 = "fvrecycm1_RW"
buildItem2 = "fvrecycm2_RW"
buildItem3 = "fvrecycmd_RW"
buildItem4 = "fvrecy12_RW"
[RecyclerClass]
scrapHold = 40
scrapDelay = 3.0 // # of seconds before +1 scrap
[Lod1]
and this is the base of every thing in the buid min.
Code: Select all
[GameObjectClass]
limitClass1 = "RW1" //"fvrecy"
limitClass1Count = 1
limitclass1Text = "Already picked"
provideCount = 1
provideName1 = "RW1" //"fvrecy"
classLabel = "powered"
geometryName = "tapmineV182.xsi" //flair mine with 8 taps
//effectHard1 = "HP_tap_1"
//effectName1 = "fvspiralt.Render"
scrapCost = 1
scrapValue = 0
maxHealth = 0
maxAmmo = 0
powerCost = 0
scanTeamLimit = 3 // Shhh....we're not really here. :)
unitName = ""
heatSignature = 0.0
imageSignature = 0.0
radarSignature = 0.0
isAssault = 1
canCollide = 1
collisionRadius = 1.0
buildSupport = A
buildRequire = N
[BuildingClass]
Lifespan = 180
DoBettyLost = 0
[PoweredBuildingClass]
PanelIcon = "icon_base_armo.tga"
powerTap1 = "HP_TAP_1"
powerName1 = "fvrecy_lw_RWs"
detectRange = 100
so any ideas?
S.cavA.rmyG.en
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by S.cavA.rmyG.en » Sat Mar 10, 2012 2:18 am
General BlackDragon wrote: Can a Recy/Fact build a BUILDING? Try making it classlabel = "i76sign" ?
I think so bcouse I got an Armory to build buildings.
I will try to build it with a custom builder next.
MrTwosheds
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by MrTwosheds » Sat Mar 10, 2012 2:47 am
You are trying to build a terrain owning building inside a terrain owning building?
S.cavA.rmyG.en
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by S.cavA.rmyG.en » Sat Mar 10, 2012 3:05 am
MrTwosheds wrote: You are trying to build a terrain owning building inside a terrain owning building?
no I am trying to build one that dose not own terrain on top of one that also dose not.
but thats some thing to test out.
the custom builder can build the building.
tells me that I need to use a diffent tap and that the problem is the building.
MrTwosheds
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by MrTwosheds » Sat Mar 10, 2012 4:09 am
fbrecy_deploy has a terrain__h, not sure if setting ownsTerrain = 0 is going to be enough to convince it to not be a terrain owning object.
S.cavA.rmyG.en
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by S.cavA.rmyG.en » Sat Mar 10, 2012 3:21 pm
MrTwosheds wrote: fbrecy_deploy has a terrain__h, not sure if setting ownsTerrain = 0 is going to be enough to convince it to not be a terrain owning object.
ok I will try a diffrent building model now.
dose not work.
I don't undersand whats wrong.
well I think after this I can see that it will take a lot more work to get this to work.
S.cavA.rmyG.en
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by S.cavA.rmyG.en » Sun Mar 11, 2012 4:19 am
I found a way I will make it build tripmines that turn in to buildings.
Ded10c
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by Ded10c » Mon Mar 12, 2012 9:33 pm
MrTwosheds wrote: fbrecy_deploy has a terrain__h, not sure if setting ownsTerrain = 0 is going to be enough to convince it to not be a terrain owning object.
Actually, I think it does; it's a trick I use now and again when creating maps that require separate objects to be inconveniently close to one another.
MrTwosheds
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by MrTwosheds » Mon Mar 12, 2012 9:48 pm
Well if I saw a terrain__h plate owning building occupying the same terrain as another, I would just think it was broken, I cant see why anyone would want to do this.
Ded10c
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by Ded10c » Tue Mar 13, 2012 5:35 pm
I wasn't using it with things with baseplates. The most recent time I used it was to put a ramp right up to the side of one of BBB's trains.
MrTwosheds
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by MrTwosheds » Tue Mar 13, 2012 5:58 pm
Ah! that's it! it was so obvious...we make bz2 massively popular once again by turning it into a virtual model railway editor! Can't fail.