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Structures built above the ground
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Tetra Xiphos
Soldier


Joined: 05 Mar 2008

PostPosted: Fri Mar 14, 2008 7:51 pm    Post subject:  Structures built above the ground Reply with quote  Mark this post and the followings unread

Is there a way to build structures above the ground?

Is there a way to build structures on top of other structures?

- -I don't mean 'BuildOnRequiredObjectKindOf='. If this is used alone, it builds the structures on the same area as other structures but at ground level. This would certainly be used in conjunction with any viable method.

No, the method I need would involve building a structure directly on top of another. Or building it 90 game units in the air (on the 'z' axis) so it could be manually placed on an object of that size.



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I'd like the turret thats pointed out to go on the tower thats pointed out.
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Mar 14, 2008 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

That picture brings up a good point: Why are Rocket Squads Remapable? And I think those buildings place on others are done via the map maker (because I don't think the rebuild themselves in the mission, which tells me that they are placed there and not built there).

Also, you can try to place the animation in the air to give the illusion...

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darkrei9n
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Joined: 09 Apr 2007

PostPosted: Fri Mar 14, 2008 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Combine the models as a new unit. Have the turret model placed above the tower as part of structure. Make it a completely different building.

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Tetra Xiphos
Soldier


Joined: 05 Mar 2008

PostPosted: Fri Mar 14, 2008 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there no way to do this without remodeling or mapwork?

(I don't know how to gt these models and don't know how to get them in the game even if I had them to rework

There is no code stuff anyone can think of?

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darkrei9n
Soldier


Joined: 09 Apr 2007

PostPosted: Fri Mar 14, 2008 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tja tja...

Make a new set of turrets, have the towers get same property as tiberium craters. The new set of turrets will be designed to fit onto it by way of being able to be built on a tiberium crater. Which in this case would be tower. Growth accelerators would be to big and turrets to small for regular craters.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Fri Mar 14, 2008 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

uhh, great idea... did you read what he wrote?

"I don't mean 'BuildOnRequiredObjectKindOf" and thats the way it way made with tib craters. they would still be on the same position on the z axis, making it loos very stupid...

One way would to make the sam site an upgrade for the tower, then you could use an OCL to spawn the tower with an offset. Through I am not sure what happens if you kill the tower...

Edit: try an ObjectCreationUpgrade, if you know how to work with the xsd files...

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darkrei9n
Soldier


Joined: 09 Apr 2007

PostPosted: Sat Mar 15, 2008 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Woops, sorry, was thinking to deep and forgot that. The problem with that though, it doesnt add the turret to the model.

Ugh. Im stumped.

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Tetra Xiphos
Soldier


Joined: 05 Mar 2008

PostPosted: Sat Mar 15, 2008 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

ObjectCreationUpgrade... I can't find it in any xml's I'm looking through to use as an example. Where can I find it? Also, what is OCL. It sounds familiar.

*shifts excitedly in seat* Sounds Intriguing... maybe an answer to my problems? I'm definitely in bunches now!

Thanks for the help guys.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Mar 15, 2008 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

OCL means ObjectCreationList. It's a list with all objects that are spawned from another object or weapons. This is used IE with the Flame Tank, as it dies (it spawns multiple explosive debris)...

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Tetra Xiphos
Soldier


Joined: 05 Mar 2008

PostPosted: Sat Mar 15, 2008 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've found ObjectCreationLists in the GlobalData xmls. It links to the FlameTankwith the OCL_FlameTankDebris line under the SlowDeath tag.

Thanks Dutchy

To Stygs:

I've heard messing with the xsd files was not wise. They are used in the compiling process, right? I think I read that in the documentation that came with the SDK. Where should I start and what must I not do?

Thank you guys for all the reponses. I appreciate it. Very Happy

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Tetra Xiphos
Soldier


Joined: 05 Mar 2008

PostPosted: Wed Nov 25, 2009 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Goodness. Didn't I realize PPM has a search function? Embarassed

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Wed Nov 25, 2009 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

He wrote that as ObjectCreationUpgade isn't used, as you said. It's only present in the xsd so you must know how to interpret them.

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Tetra Xiphos
Soldier


Joined: 05 Mar 2008

PostPosted: Wed Nov 25, 2009 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I do but not to an extensive degree. He was trying to be helpful, though, as usual. Gotta give him credit. We all learn as we go, don't we? Laughing

There is a precedent for this being that it is used in the one mission and also it comes as an upgrade to the turrets in Kane's Wrath.

Of course there are some possiblities that render the precendents inviable for those purposes. These are that the objects (turrets) were indeed placed by the map maker for the mission and the other is that Kane's Wrath has all-new code that allows for such a thing.

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