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LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

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Old 04-12-2005, 09:51 PM   #1 (permalink)
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Default Garrisoning

I am having a bit of trouble getting what I want to happen. I have a new tower that is able to be garrisoned. I got that to work just fine. The issue comes in that when it is garrisoned I want the archers to be visible on the top of the tower. I haven't been able to get this to work. I tried putting new bones on top of the tower and using PassengerBonePrefix to set where to put them. I realized that this only tells where they fire from once garrisoned. I then tried to use TransportContain instead of GarrisonContain and the game froze as soon as the units started to fade out to go into the tower. Guess you can't have an IMMOBILE TRANSPORT KindOf.

Anyone know a way to get this to work?
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Old 04-15-2005, 04:46 AM   #2 (permalink)
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Are you using individual units or hordes? If you are using hordes, you need the HordeGarrisonContain and HordeTransportContain modules instead.

Youre right in that you cant have a IMMOBILE TRANSPORT, try PORTABLE_STRUCTURE instead (refer to the Overlord Bunker kind of logic from Generals). I think you will end up having to use some heavily tweaked combination of the Overlord code with the Mumakil code.
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Old 04-15-2005, 06:07 PM   #3 (permalink)
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Yeah I meant HordeGarrisonContain, just abbreviated.

I wonder, does the firebase code from ZH still work? That had infantry appearing as a structure was garrisoned.
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