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Last post 12-10-2008, 2:38 PM by kjn. 211 replies.
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Subject:
Re: The Modding Thread.
Hey again all, i'm back with another issue. Right ok...the SPCFortTower...for some reason I can't get it to appear on the build menu of the settler... I've tried doing this so the building "should" appear next to the asian out post: <Train row ='0' page ='1' column ='5'>YPOutpostAsian</Train> <Train row ='0' page ='1' column ='6'>SPCFortTower</Train>
But...it just doesn't appear at all.
Now I know the thing will have no build animation...that I can sort out NP but...is that the reason it isn't appearing? When I added the "YPOutpostAsian" building to the settler build tab, it appeared there easily with the data I provided above...have I missed something here? Will i need to make completely new building data? I have a suspecion I'm going to need to make it a "new" unit heh.
I compared the code for both the SPCFortTower and the YPOutpostAsian and the only differences I can see is that some icons don't appear on the buildings tab and that (For some odd reason...) The fort tower has a ship attack.....but it doesn't attack ships at all....it has cannon data....but it doesn't fire the cannon ball at the ships, permission to say...WTF?? They both have all their display data so I just can't figure out why the fort tower isn't appearing in the menu  Oh yes 1 more thing...can you give building "Armor" so to speak? As I gave a wall 30% seige resistance but the little icon (which is meant to go next to the HP) doesnt appear. To say what would be "RESISTS: SEIGE (x) 0.30" or w/e...I didn't notice any damage reduction because i wasn't looking lol xD (w00ps). I assume it can work but the icon doesnt appear. Any help on this would be great 
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Subject:
Re: The Modding Thread.
Have you looked into the settler's data?
Also..
Check the flags of the tower..There may be a reference to not displaying?
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: The Modding Thread.
Nope...the flags are the same for both towers: <Flag>CollidesWithProjectiles</Flag> <Flag>StartsAtFullEfficiency</Flag> <Flag>Immoveable</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>ObscuresUnits</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>Doppled</Flag> <Flag>SelectWithObstruction</Flag> <Flag>PaintTextureWhenPlacing</Flag> <Flag>FlattenGround</Flag> <Flag>HasGatherPoint</Flag> <Flag>AllowAutoGarrison</Flag> <Flag>Tracked</Flag>
Yeah I've looked into the settler data, I made the AsianOutpost come out of no-where lol simply by editing the "column/page" data etc. But that had build animations...and I'm pretty sure the Fort tower doesn't. Any ideas on my other questions? Thanks for speedy reply lol :P
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Subject:
Re: The Modding Thread.
You're most welcome..
The tower could be hardcoded as a spc building only?
All that I can offer on the building armour question is possibly the art files?
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: The Modding Thread.
Scoured them, nothing seems out of place except the Fort Tower has no specific build data, but i can fix that NP by mimicking the Outpost build data or the wonder tower build data etc. I'm really not sure what it is...so I'm going to make it a completely new unit mimicking the outpost for example. Anyway aside from that...do you perhaps know of anyway of increasing the amount of "debris" that flys off buildings? For example, when A cannon fires at a building, it automatically "targets" certain areas off it, which I assume is representative of this data:
<definebone>bone_debris_1a</definebone> <definebone>bone_debris_1b</definebone> <definebone>bone_debris_1c</definebone> etc etc etc which it turn breaks a chunk off the structure, such as a huge peace of wood or w/e.
Now I was just wondering...could I add loads more of these so...when the building is at 1 hp its basically a thing stick of wood remaining? That would be really cool :D! But I wonder if I would have to alter the granny files directly with something, maybe in photoshop? Thanks again in advance.
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Subject:
Re: The Modding Thread.
That could be a possibility (The outpost ).
You may be able to add debris..If it even works.. I'm not sure how it will look..
You cannot alter granny models/files..You need to have The program/licence and it costs plenty..Even still..You won't be able to edit the G-model files because E.S. has their own deal on this..( A special modification of the program )..That pretty much makes it impossible as far as I know!
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: The Modding Thread.
This forum must be broken or something, I posted 2 days ago lol. ANYWHO... I managed to get it working!! It was a simple job of making sure the data in the protoy.xml was corrrectly referencing the fort tower and not some other random thing lol. I even managed to get it so it only appears on the build menu when you research the card! w00p i'm on a role here heh. I was experimenting with how much I can actually do via "upgrade" so to speak, and was wondering, do you know the correct data subtype's for: Rate of fire Unit armor (Siege/hand/ranged) etc Because I want to increase the AOE on siege weaponry, and give units/buildings a certain degree of defense for a change. But I don't know how..."MaximunRange" and "MaximumVelocity" are referenced differently in the techtree.xml than the proto.xml... Any ideas for those? Thanks.
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Subject:
Re: The Modding Thread.
Tyranick,
This really great news..
Hopefully some day you could post a "how to" in here to help others..
As far as the Max. range and velocity and their reference..
You may need to change a few other items as well..E.G..LOS..
Yes..Some things are referenced differently from one file to the other..My best suggestion is..Try to stay with proto references when possible..As with most things related to this game..It's going to require a bit of experimenting..I cannot offer anything more that would help you here..Have you tried over at H.G.modding forum?.They may have an idea or two on this?.You can try the search function there too..Type in range or velocity..You never know what can turn up!
Regards
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: The Modding Thread.
In case some of you would like to have xpIronclads trained in your dock..It can easily be added into your proto.xml for your game version..
- Open your data folder in your programs directory for the game..
- Make a copy of the proto.xml before doing anything.
- Right click on the proto.xml file..
- Click on 'properties'
- Remove the read only for the file..
- Open your proto.xml for your game version..Using notepad.
- Then Just follow the example below..(You may need to juggle the row position in your version so it shows where you want it to)..
- Close the file.
- Save the changes..You'll then have Iron clads to train in your dock in a custom scenerio..
- Don't forget to set an unforbid and enable trigger first.
E.G
<Train row ='0' page ='0' column ='0'>FishingBoat</Train> <Train row ='0' page ='0' column ='1'>Caravel</Train> <Train row ='0' page ='0' column ='1'>Galley</Train> <Train row ='0' page ='0' column ='2'>Galleon</Train> <Train row ='0' page ='0' column ='3'>Frigate</Train> <Train row ='0' page ='0' column ='4'>Monitor</Train> <Train row ='0' page ='0' column ='5'>xpIronclad</Train> <Train row ='0' page ='0' column ='5'>SPCFireship</Train> <Train row ='0' page ='0' column ='2'>Fluyt</Train> <Train row ='0' page ='0' column ='6'>Canoe</Train>
Good luck and enjoy the xpIronclads!
Blowgunner:"Who cares..This will be electronic dust in 5 months!"
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Subject:
Re: The Modding Thread.
Tyranic, if it's what I understood, you should be able to mod rate of fire and armor like this: Rate of fire: open the proto, then go to the unit you want, and at the end of its code, you'll find its attacks, called protoactions E.G. <ProtoAction> <Name>BuildingAttack</Name> <Damage>12.000000</Damage> <DamageType>Siege</DamageType> <ROF>3.000000</ROF> </ProtoAction> Then, change the ROF number, the smaller it is, the faster that action will be (in this case building attack). For example, if you set <ROF>0.010000</ROF> in the ranged attack of a skirmisher, it will shot as fast as a machine-gun. Armor Let's take the skirmisher code again <Unit id="255" name="Skirmisher"> <DBID>42</DBID> <DisplayNameID>22956</DisplayNameID> <EditorNameID>25032</EditorNameID> <PopulationCount>0</PopulationCount> <ObstructionRadiusX>0.4900</ObstructionRadiusX> <ObstructionRadiusZ>0.4900</ObstructionRadiusZ> <FormationCategory>Ranged</FormationCategory> <MaxVelocity>4.0000</MaxVelocity> <MaxRunVelocity>6.0000</MaxRunVelocity> <MovementType>land</MovementType> <TurnRate>18.0000</TurnRate> <AnimFile>units\infantry_ranged\skirmisher\skirmisher.xml</AnimFile> <ImpactType>Flesh</ImpactType> <PhysicsInfo>dude</PhysicsInfo> <Icon>units\infantry_ranged\skirmisher\skirmisher_icon</Icon> <PortraitIcon>units\infantry_ranged\skirmisher\skirmisher_portrait</PortraitIcon> <RolloverTextID>22955</RolloverTextID> <ShortRolloverTextID>25712</ShortRolloverTextID> <InitialHitpoints>120.0000</InitialHitpoints> <MaxHitpoints>120.0000</MaxHitpoints> <LOS>24.0000</LOS> <ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit> <AutoAttackRange>16.0000</AutoAttackRange> <UnitAIType>RangedCombative</UnitAIType> <TrainPoints>33.0000</TrainPoints> <Bounty>12.0000</Bounty> <BuildBounty>12.0000</BuildBounty> <Cost resourcetype="Food">50.0000</Cost> <Cost resourcetype="Gold">65.0000</Cost> <AllowedAge>2</AllowedAge> <Armor type="Ranged" value="0.3000"/> <UnitType>LogicalTypeHealed</UnitType> | | |
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