Author Topic: Building placement improvement.  (Read 828 times)

Coldfusionstorm

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Building placement improvement.
« on: 27 May 2012, 15:44:14 »
Basically when

This building can''t be built.
http://www.mediafire.com/i/?quoo524sag7oqc1

This building can be built
http://www.mediafire.com/imageview.php?quickkey=v62gpv7vwp9g9co

It's not very easy to see where it can be built and where it can't. Basically this building because its transparent and red, it's hard to see where it can be built and where it can't. It was my understanding that the be_built skill controlled this ghostlike behavior but it's not. The ghost placement just takes some default model from somewhere in the XML and uses that and makes it transparrent.

So, I am asking for either a way to change/determine the model of the building placed or something elles.

And a second feature related to this:
https://forum.megaglest.org/index.php?topic=8365.0


 
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I do danish translations.
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Omega

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Re: Building placement improvement.
« Reply #1 on: 27 May 2012, 18:57:52 »
So, I am asking for either a way to change/determine the model of the building placed or something elles.
I can't look it up in the code, but I was always under the presumption that it grabbed the model from the first stop skill present. Shouldn't be too hard for you to test that theory.
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Coldfusionstorm

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Re: Building placement improvement.
« Reply #2 on: 27 May 2012, 19:07:14 »
stop skill = whenever a unit is idle correct?, in wich case i still needs a way of fixing/handling the problem i described-.
WiP Game developer.
I do danish translations.
"i break stuff"

Omega

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Re: Building placement improvement.
« Reply #3 on: 29 May 2012, 00:07:14 »
stop skill = whenever a unit is idle correct?, in wich case i still needs a way of fixing/handling the problem i described-.
Yeah, it definitely seems to grab the model from the stop skill (which is displayed whenever there is no active command).
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