ok, i read an old topic that says to make walls you need ti make a corrsponding entry in Roads to make it work. Why dosnt it work?
Code:
;------------------------------------------------------------------------------
Object Wall
; *** ART Parameters ***
SelectPortrait = SAFence_L
ButtonImage = SAFence
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
; day
ConditionState = NONE
Model = CocrtWall_E
End
ConditionState = DAMAGED
Model = CocrtWall_E
ParticleSysBone = SparkS01 SparksSmall
End
ConditionState = REALLYDAMAGED RUBBLE
Model = CocrtWall_E
ParticleSysBone = SparkM01 SparksMedium
ParticleSysBone = SparkM02 SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT: Concrete Wall
EditorSorting = STRUCTURE
BuildCost = 100
BuildTime = 1.0 ; in seconds
VisionRange = 150.0 ; Shroud clearing distance
ShroudClearingRange = 150
ArmorSet
Conditions = None
Armor = WallArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 50 50 50 50 ; Experience point value at each level
FenceWidth = 19 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = Allies_GenericSCommandSet
; *** AUDIO Parameters ***
VoiceSelect = NoSound
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE BRIDGE
Body = StructureBody ModuleTag_02
MaxHealth = 1000.0
InitialHealth = 1000.0
End
Behavior = DestroyDie ModuleTag_03
DeathTypes = ALL -TOPPLED
End
Behavior = CreateObjectDie ModuleTag_04
DeathTypes = ALL -TOPPLED
CreationList = OCL_GenericWallSegmentDebris
End
Behavior = FXListDie ModuleTag_05
DeathTypes = ALL -TOPPLED
DeathFX = FX_GenericWallSegmentDeath
End
Geometry = BOX
GeometryMajorRadius = 25.0
GeometryMinorRadius = 10.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
Code:
Bridge Wall
BridgeScale = 0.85
RadarColor = R:192 G:192 B:192
BridgeModelName = CocrtWall_E
Texture = TBDoubWide.tga
BridgeModelNameDamaged = CocrtWall_E
TextureDamaged = TBDoubWide_d.tga
BridgeModelNameReallyDamaged = CocrtWall_E
TextureReallyDamaged = TBDoubWide_e.tga
BridgeModelNameBroken = CocrtWall_E
TextureBroken = TBDoubWide_r.tga
TowerObjectNameFromLeft = GenericBridgeTower
TowerObjectNameFromRight = GenericBridgeTower
TowerObjectNameToLeft = GenericBridgeTower
TowerObjectNameToRight = GenericBridgeTower
ScaffoldObjectName = BridgeScaffold01
ScaffoldSupportObjectName = BridgeScaffoldSupport01
End
it shows up in WB but when i click and drag, 2 waypoints show up, thats it.