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Modding and Scripting
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Age of Mythology Heaven » Forums » Modding and Scripting » Being recognized as a proper unit
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Topic Subject:Being recognized as a proper unit
AO_XiZoRaN
Mortal
posted 13 January 2003 07:49 PM EDT (US)         
hey, i used someones idea of doing an eagle (hawk as new unit) to an eagle warrior (agamemnon as new unit) and back again.

it works fine, like it changes easily back and forth. But when as an eagle, if it is ur only unit, it says u have been defeated, but when as the eagle warrior, it doesnt until it is dead. i want to make the same thing 4 the eagle.

here is the eagles unit properties -

<unit id="623" name="Eagle">
<dbid>660</dbid>
<displaynameid>47016</displaynameid>
<icon>World Hawk Icon 64</icon>
<initialhitpoints>20.0000</initialhitpoints>
<maxhitpoints>20.0000</maxhitpoints>
<los>12.0000</los>
<portraiticon>World Hawk Icon 64</portraiticon>
<obstructionradiusx>0.0500</obstructionradiusx>
<obstructionradiusz>0.0500</obstructionradiusz>
<maxvelocity>4.8000</maxvelocity>
<movementtype>air</movementtype>
<turnrate>18.0000</turnrate>
<populationcount>2</populationcount>
<bountyfactor resourcetype="Favor">1.0000</bountyfactor>
<minimapcolor blue="0.0000" green="0.3100" red="0.5400"></minimapcolor>
<heightbob magnitude="2.0000" period="6.0000"></heightbob>
<unittype>LogicalTypeCanBeHealed</unittype>
<unittype>LogicalTypeTornadoAttack</unittype>
<unittype>LogicalTypeValidBoltTarget</unittype>
<unittype>LogicalTypeValidShiftingSandsTarget</unit type>
<unittype>LogicalTypeUnitsNotBuildings</unittype> ;
<unittype>LogicalTypeRangedUnitsAttack</unittype> ;
<unittype>Nature</unittype>
<unittype>NatureClass</unittype>
<unittype>Unit</unittype>
<unittype>FlyingUnit</unittype>
<unittype>Military</unittype>
<flag>VisibleUnderFog</flag>
<flag>FlyingUnit</flag>
<flag>NonAutoFormedUnit</flag>
<flag>DontRotateObstruction</flag>
<flag>NonCollideable</flag>
<flag>DoNotShowOnMiniMap</flag>
<flag>NoTieToGround</flag>
</unit>
i think it5 may be that natureclass stuff but im no sure.

btw, i have edited the language.dll so no probs there

also wat does dbid mean??? i left it as it was and it still worked, id just like to know. thx again

AuthorReplies:
mistacheese
Mortal
posted 13 January 2003 08:30 PM EDT (US)     1 / 8       
Hey! That's my idea!

Glad to see it used.


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The King of Cheese
Mortal
posted 13 January 2003 09:24 PM EDT (US)     2 / 8       
I bet killing the nature stuff will fix it Try it :O

  • >> LKS_Cheeselord >>
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  • ra5946
    Mortal
    posted 13 January 2003 09:42 PM EDT (US)     3 / 8       
    I have'nt come across any purpose of the 2 id's (unit id and dbid) other than they are a numerical structure for units. When I add a unit to the proto file I always change these so they are the last highest numbers in both cases. If everything works for you the way it is, might as well keep it the same.

    Like you stated, it's probably the "nature" stuff. If that does'nt fix it, just copy and paste <flag>s and <unittype>s from a military unit. Be sure to keep all the "flying" information though.

    Just a side note, there is also a eagle texture already made. You can change the _anim file to access it. Just in case you want the eagle to actually look different than the hawk.

    The King of Cheese
    Mortal
    posted 13 January 2003 11:03 PM EDT (US)     4 / 8       
    I think unit/db id's are for RMS and AI scripting :S

  • >> LKS_Cheeselord >>
  • Proud member of LKS. Click here to join.
  • Member of Arcane Studios, DGDN, and LKSware
  • PROJECTS: Magic Rugs - Cheese Giant - Anim Editor
  • Fear the power of CHEESE!
  • AO_XiZoRaN
    Mortal
    posted 13 January 2003 11:07 PM EDT (US)     5 / 8       
    yea, i just put the id= to the next number i also tried adding population count but all that did was make it take pop and u still lost with only that unit :/ ill try taking away the nature stuff.

    btw where did u see that eagle texture ra?? id like that better than the hawk. to add it do i just edit the eagle_anim file that i made with cheesys super duper watever? and is it hard?

    btw again - thx heaps

    ra5946
    Mortal
    posted 13 January 2003 11:50 PM EDT (US)     6 / 8       
    The _anim files aren't hard to mess with, you just gotta get use to it. Replacing a texture is just a little more difficult. It's only needed if you want to switch between 2 or more textures. Like the cow.

    Have you extracted the textures.bar? That has all the texures. That is done with AOMed. If you don't have it, look in these forums for a link. It's in one of The King of Cheeses posts. The eagle texture is called "animal eagle map.ddt" . It just looks like a bald eagle. If you don't wanna mess with switching the textures, just rename the eagle texure (once you find it) to "animal hawk map.ddt"
    and place it in the 'textures' subfolder of the AoM game folder. You can now bring up the hawk in the editor and see if you like it better or not. If no, just delete it. If you want to get into switching textures, I could send you a before and after _anim file and you would be able to see what I added. Much easier to learn when you have a comparison.

    AO_XiZoRaN
    Mortal
    posted 14 January 2003 00:52 AM EDT (US)     7 / 8       
    is that to make the eagle texture override the hawk one? coz i just want a new texture 4 my eagle, and to have the hawk one as normal and leave it alone.

    i have already made new anim files so theres no prob with changing that.

    that would be excellent if you could do that comparison thing. id really appreciate it my email is XiZoRaN@hotmail.com

    thx heaps


    Uh, do you like come here often, ha ha. I said "come."

    {that is meant to be poor btw}

    ra5946
    Mortal
    posted 14 January 2003 06:55 AM EDT (US)     8 / 8       
    Alrighty. I sent it to ya AO_XiZoRaN

    I explain about the files in the email. I sent the eagle texture too because I have files from the alpha and beta and did'nt know if it was in the current build or not.

    Have fun

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