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  1. #1
    Delvecchio1975's Avatar Primicerius
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    Default destroying walls, gardens & palaces

    Hi,

    I'd like to fix it so that ANY building can be destroyed; walls, agricultural improvements, palaces, roads, you name it. Historically this was very well possible, so I'd like to mod my RTRPE like that. Is there a way of doing this? I recall reading a thread about it aaaaaages ago, but i can't find it anymore ...

    cheers,
    Delvecchio

  2. #2

    Default Re: destroying walls, gardens & palaces

    Buildings that have the "hinterland_" prefix in their export-descr_buildings.txt code are indestructible. Removing it would make them normal. But use that with caution, some times weird things happen. And of course always keep a clean back-up copy of a file before trying to mod it.

  3. #3
    Delvecchio1975's Avatar Primicerius
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    Default Re: destroying walls, gardens & palaces

    thanks aradan, i'll try tonight!

    EDIT: just noticed that walls are not in there with the hinterland_ prefix?
    Last edited by Delvecchio1975; August 17, 2007 at 04:24 AM.

  4. #4

    Default Re: destroying walls, gardens & palaces

    I think they are hardcoded as indestructible. So you gotta live with that...

  5. #5

    Default Re: destroying walls, gardens & palaces

    Non Sense! Anything in a game is destructible, it just won't act right because it doesn't have death clones or animations.

  6. #6

    Default Re: destroying walls, gardens & palaces

    What exactly is the use of animations and clones when you want to destroy walls in campaign mode???

  7. #7

    Default Re: destroying walls, gardens & palaces

    As In a Battle? You need to animate the wall falling down from artillery fire, and "death clones" is basically just a damaged version of the model.

  8. #8

    Default Re: destroying walls, gardens & palaces

    I think he means destroy them in campaign, the same way you can click on a hammer for, say, traders or barracks. Please correct me if I am wrong.
    Asking for rep is a sure fire way to not receive any, at least from this old cynic.

  9. #9

    Default Re: destroying walls, gardens & palaces

    0MG thr34d r3v1v@1!!!!!

    Let me explain it farther, When you destroy part of a Wall, the model just cant' shave that part off. That part of the wall has an animation known as a death clone.

  10. #10

    Default Re: destroying walls, gardens & palaces

    No, its not about animations... you can make anything destructible without animations, in fact pretty much only the walls have destruction animations, the buildings simply "fall" through the ground, and then theres some smoke, and then the "destroyed" model appears.

    There are text files which refer to how many hit points each building has, and maybe even how fast it falls down, I don't remember. The only problem, is that if you don't the "destroyed" model, I think there will just be nothing there once it's destroyed, but you could probably find a similar sized vanilla model, or make your own.

    The info is in the data/desc_buildings_battle/.... and the text files that are located there (some are in the desc_building_battle.txt in the data, but most are in the files in the proper folder, which are refered to through that file, so that you can even make your own new file in the desc_building_battle folder, and add it to the file in the data folder).

    Basically, if it says min_health 0 then its indestructible, just change it, then add some destroyed model, and it should work, IIRC. However, the walls usually collapse in stages, and have animations, if you don't have those stages and no animations, it'll just "disappear" as soon as it looses its hitpoints.
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