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Biuldings that can be moved over


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#1 Slye_Fox

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Posted 15 January 2008 - 19:48

How do i do it?

I got a building that i want to driven over as if it's not there.

It's got NO_COLLIDE on it, but units still go around it.
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#2 Slye_Fox

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Posted 17 January 2008 - 10:27

anyone?
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#3 ravage

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Posted 18 January 2008 - 08:16

hmm...there is no door code in tw? damn ea...

Edited by ravage, 18 January 2008 - 08:17.


#4 Slye_Fox

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Posted 18 January 2008 - 11:26

door code?

what are you talking about?

What has that got to do with this?
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#5 ccgx

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Posted 18 January 2008 - 11:28

View PostSlye_Fox, on 17 Jan 2008, 11:27, said:

anyone?

code? cystall balls are out for now XD
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#6 Slye_Fox

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Posted 18 January 2008 - 14:12

View Postccgx, on 18 Jan 2008, 11:28, said:

cystall balls are out for now XD


And aparently, so is your brain.
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#7 resonance_002

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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 ;)

#8 ccgx

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Posted 18 January 2008 - 15:16

View PostSlye_Fox, on 18 Jan 2008, 15:12, said:

View Postccgx, on 18 Jan 2008, 11:28, said:

cystall balls are out for now XD


And aparently, so is your brain.


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
ccgx - Like Phoenix from the Ashes
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#9 Slye_Fox

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Posted 18 January 2008 - 15:31

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.
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#10 ccgx

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Posted 18 January 2008 - 15:40

View PostSlye_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.

little note: STRUCTURE overrides NO_COLLIDE
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#11 resonance_002

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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

Edited by resonance_002, 18 January 2008 - 15:51.


#12 Slye_Fox

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Posted 18 January 2008 - 16:56

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.
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#13 Rich19

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Posted 18 January 2008 - 18:09

View PostSlye_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.


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.

#14 Slye_Fox

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Posted 18 January 2008 - 18:27

Golan allready gave me this info on MSN
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#15 Rich19

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Posted 18 January 2008 - 19:09

View PostSlye_Fox, on 18 Jan 2008, 18:27, said:

Golan allready gave me this info on MSN


...And? Did it work?

#16 Slye_Fox

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Posted 18 January 2008 - 20:05

Yeah, but there's an explosion when it switches
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#17 ccgx

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Posted 18 January 2008 - 20:53

View PostSlye_Fox, on 18 Jan 2008, 21:05, said:

Yeah, but there's an explosion when it switches

of the dummy? delete the slowdeath fx?!
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