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  #1  
Old 03-10-2014, 05:59 PM
nightovizard nightovizard is offline
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Default Helms Deep

I tried to make a castle similar to Helms deep from lord of the rings, you can see a screenshot attached.

But I have aproblem, I want the walls to hover at a certain height and whenever I edit the terrain height, the walls move, and its imposible to connect them correctly. Is there any option that allows me to keep objects in a height while im editing the terrain height? For example locking the objects height, so i can edit the terrain freely.
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File Type: jpg helms deep.jpg (310.1 KB, 38 views)
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  #2  
Old 03-11-2014, 11:11 AM
Konstantin Fomenko's Avatar
Konstantin Fomenko Konstantin Fomenko is offline
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Great scenario!
Unfortunately you have to hoover the walls manually each time after changing terrain height - by using the Hoover tool (same ribbon as rotate, delete e.t.c for objects). So it`s best to get terrain right first, and hoover the walls after.
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  #3  
Old 03-11-2014, 03:58 PM
nightovizard nightovizard is offline
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Quote:
Originally Posted by Konstantin Fomenko View Post
Great scenario!
Unfortunately you have to hoover the walls manually each time after changing terrain height - by using the Hoover tool (same ribbon as rotate, delete e.t.c for objects). So it`s best to get terrain right first, and hoover the walls after.
Ok i managed to fix the height by editing the hover of the walls. Placed battalions and tried to play it ingame, it Works, the only thing is that i dont know how to make the AI to attack the castle.
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  #4  
Old 03-11-2014, 04:55 PM
nightovizard nightovizard is offline
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I decided to change sides, so now the player is the attacker, and the map becomes playable:

Although that the AI doesnt close the gates :/
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File Type: jpg 2014-03-11_00003.jpg (216.0 KB, 14 views)
File Type: jpg 2014-03-11_00004.jpg (230.9 KB, 14 views)
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  #5  
Old 03-12-2014, 11:04 AM
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Konstantin Fomenko Konstantin Fomenko is offline
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Making AI attack is very complicated and requires some sophisticated scripting, but closing the gate is rather simple.

You`d need to execute this script:

Trigger.WhateverTriggerName=function()
Objects.MainGateA:Close()
DisableSelf()
end

Please see pictures attached for details.

If you have more than one gate, lets say 3 gates total, just name them like MainGateB, Main GateC, and use this script instead:

Trigger.WhateverTriggerName=function()
Objects.MainGateA:Close()
Objects.MainGateB:Close()
Objects.MainGateC:Close()
DisableSelf()
end


Another thing I`d recommend is using these values for light - on the attached picture.


Also if you want to have Trebuchets firing, you might wanna add these commands- that gives Player 1 and 2 Stone.

Player[1].Resource[ResourceType.Stone]=5000
Player[2].Resource[ResourceType.Stone]=5000

You might as well fit it into the same Trigger

Trigger.WhateverTriggerName=function()
Objects.MainGateA:Close()
Player[1].Resource[ResourceType.Stone]=5000
Player[2].Resource[ResourceType.Stone]=5000
DisableSelf()
end


One more thing - I`m guessing Units can pass through these mountains? If so, click on View - Show Hidden Objects. And place this object Other - Collision - there are several objects there - of various size, that can help you block off mountains.


Also if you want to add some Wall Upgrades - user Men - Fortifications - Upgrade objects - you can place Wall Mounted Trebuchets, Oil Pots e.t.c
Attached Images
File Type: jpg 1.jpg (193.0 KB, 5 views)
File Type: jpg 2.jpg (109.3 KB, 2 views)
File Type: jpg 3.jpg (127.7 KB, 4 views)
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  #6  
Old 03-12-2014, 11:59 AM
nightovizard nightovizard is offline
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Default

Quote:
Originally Posted by Konstantin Fomenko View Post
Making AI attack is very complicated and requires some sophisticated scripting, but closing the gate is rather simple.

You`d need to execute this script:

Trigger.WhateverTriggerName=function()
Objects.MainGateA:Close()
DisableSelf()
end

Please see pictures attached for details.

If you have more than one gate, lets say 3 gates total, just name them like MainGateB, Main GateC, and use this script instead:

Trigger.WhateverTriggerName=function()
Objects.MainGateA:Close()
Objects.MainGateB:Close()
Objects.MainGateC:Close()
DisableSelf()
end


Another thing I`d recommend is using these values for light - on the attached picture.


Also if you want to have Trebuchets firing, you might wanna add these commands- that gives Player 1 and 2 Stone.

Player[1].Resource[ResourceType.Stone]=5000
Player[2].Resource[ResourceType.Stone]=5000

You might as well fit it into the same Trigger

Trigger.WhateverTriggerName=function()
Objects.MainGateA:Close()
Player[1].Resource[ResourceType.Stone]=5000
Player[2].Resource[ResourceType.Stone]=5000
DisableSelf()
end


One more thing - I`m guessing Units can pass through these mountains? If so, click on View - Show Hidden Objects. And place this object Other - Collision - there are several objects there - of various size, that can help you block off mountains.


Also if you want to add some Wall Upgrades - user Men - Fortifications - Upgrade objects - you can place Wall Mounted Trebuchets, Oil Pots e.t.c
wowowowoWOW AWESOME REPLY, I'm going to try all that right now

EDITED:
Scripts didnt work, i writted

Trigger.WhateverTriggerName=function()
Objects.MainGateA:Close()
Objects.MainGateB:Close()
Objects.MainGateC:Close()
Player[1].Resource[ResourceType.Stone]=5000
Player[2].Resource[ResourceType.Stone]=5000
DisableSelf()
end

the 3 doors were named MainGateA, MainGateB and MainGateC

Do i have to delete the Objects. part?

Also i dont get the resources.

EDIT 2:
But overall the visuals have improved a lot, i tried deleting the object. part of the script but it didnt work neither. you can see the script yourself attached on a screenshoot.
Attached Images
File Type: jpg door&scripts.jpg (302.7 KB, 4 views)
File Type: jpg 2014-03-12_00001.jpg (268.8 KB, 14 views)

Last edited by nightovizard : 03-12-2014 at 01:12 PM.
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  #7  
Old 03-12-2014, 01:30 PM
Konstantin Fomenko's Avatar
Konstantin Fomenko Konstantin Fomenko is offline
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Ah this is be-course you created a New Trigger, instead of a New Page. Click the Delete button on that script, and create a new Page (the page icon instead of that blue gear icon)
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  #8  
Old 03-12-2014, 05:36 PM
nightovizard nightovizard is offline
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Quote:
Originally Posted by Konstantin Fomenko View Post
Ah this is be-course you created a New Trigger, instead of a New Page. Click the Delete button on that script, and create a new Page (the page icon instead of that blue gear icon)
Ok i did that, and the resources script worked, but not the close doors one :/ Despite that I managed to get an awesome castle siege.

i decided to upload the map in a .rar file. it's my first map on the dow editor so dont expect such great a thing. i'll try to do better things in the near future.
Attached Images
File Type: jpg 2014-03-12_00002.jpg (266.4 KB, 12 views)
Attached Files
File Type: rar Helms Deep.rar (138.1 KB, 1 views)

Last edited by nightovizard : 03-12-2014 at 06:05 PM.
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  #9  
Old 03-12-2014, 06:53 PM
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Konstantin Fomenko Konstantin Fomenko is offline
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I found the problem with Gates - you didn`t actually place them The object is here: Men-Fortifications-Wall Gate-Wooden

After you place it - name it, and script will work. But don`t forget to remove this script name from the Gatehouse.
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  #10  
Old 03-12-2014, 06:55 PM
Konstantin Fomenko's Avatar
Konstantin Fomenko Konstantin Fomenko is offline
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And I must say - this is one of the best fan-made maps we`ve seen so far. A good incentive to consider enabling Steam Workshop for scenario sharing in the future.
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