

Biuldings that can be moved over
Started By Slye_Fox, Jan 15 2008 19:48
16 replies to this topic
#3
Posted 18 January 2008 - 08:16
hmm...there is no door code in tw? damn ea...
Edited by ravage, 18 January 2008 - 08:17.
#7
Posted 18 January 2008 - 15:14
well if you want your building to be driven over PERMANENTLY,
you can try changing values here
Geometry = BOX
GeometryMajorRadius = 33.0
GeometryMinorRadius = 57.0
GeometryHeight = 40.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
or delete some parts of it(but i think deleting would not make the game work)
anyway its worth a try.
P.S.
try making the values wee too small
you can try changing values here
Geometry = BOX
GeometryMajorRadius = 33.0
GeometryMinorRadius = 57.0
GeometryHeight = 40.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
or delete some parts of it(but i think deleting would not make the game work)
anyway its worth a try.
P.S.
try making the values wee too small

#8
Posted 18 January 2008 - 15:16
Slye_Fox, on 18 Jan 2008, 15:12, said:
which brain?
hum? what do you want to do?
repair pad? then try this:
http://www.cncmods.net/forums/index.php?t=...fad9442b1615951
scroll down, last post is yours
#10
Posted 18 January 2008 - 15:40
Slye_Fox, on 18 Jan 2008, 16:31, said:
So far, the only one who's been helpfull, is resonance_002.
Unfortunately I've looked into that too.
I've mostly been looking at the tiberium code, but found nothing other than NO_COLLIDE.
Unfortunately I've looked into that too.
I've mostly been looking at the tiberium code, but found nothing other than NO_COLLIDE.
little note: STRUCTURE overrides NO_COLLIDE
#11
Posted 18 January 2008 - 15:40
hey glad to help
BTW why dont you try this one instead:
KindOf = PRELOAD NO_COLLIDE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH ;STRUCTURE
since some values here dont "cooperate" with each other, you know like VEHICLE and EMP_HARDENED wont work together
well like he said
(he sure posts real fast)
hey i found this:
; ***DESIGN parameters ***
DisplayName = OBJECT:PropagandaCenter
Side = ChinaInfantryGeneral
EditorSorting = STRUCTURE
try changing that as well into SYSTEM, this was used on the overlord upgrades from cnc zh so ithink it migth work the same

BTW why dont you try this one instead:
KindOf = PRELOAD NO_COLLIDE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH ;STRUCTURE
since some values here dont "cooperate" with each other, you know like VEHICLE and EMP_HARDENED wont work together
well like he said
(he sure posts real fast)
hey i found this:
; ***DESIGN parameters ***
DisplayName = OBJECT:PropagandaCenter
Side = ChinaInfantryGeneral
EditorSorting = STRUCTURE
try changing that as well into SYSTEM, this was used on the overlord upgrades from cnc zh so ithink it migth work the same
Edited by resonance_002, 18 January 2008 - 15:51.
#13
Posted 18 January 2008 - 18:09
Slye_Fox, on 18 Jan 2008, 16:56, said:
the structure is now not buildible.
It does the timer, but when done, nothing happens.
it just uses up resorces.
EditorSorting is just for World builder.
It does the timer, but when done, nothing happens.
it just uses up resorces.
EditorSorting is just for World builder.
Perhaps you could "build" a dummy object with lifetime of 0, which spawns your building with no_collide rather than structure kindof when it dies.
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