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Age of Mythology Heaven » Forums » Modding and Scripting » How do I put a Shade of Erebus on a Harpy?
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Topic Subject:How do I put a Shade of Erebus on a Harpy?
Lexus_Reloaded
Mortal
posted 11 March 2004 01:54 PM EDT (US)         
I want to make a Hades warrior! I've read the topic from Treabeard III( with Kastor on a Niddhog ) but I still don't get it. I also read the article from Rider but there isn't anything in it about making unit's ride another. How do I put a Shade of Erebus on a Harpy?

Lexus
Current Designs:
The Silmarillion 5% || Elenamon 75%
The age of Men is over. The time of Orcs has come. Gothmog
AuthorReplies:
Lexus_Reloaded
Mortal
posted 13 March 2004 10:42 AM EDT (US)     1 / 2       
Please! Doesn't anyone know the answer of it? Another question: How do you prevent the Harpy to become a unit of Mother Nature?

Lexus
Current Designs:
The Silmarillion 5% || Elenamon 75%
The age of Men is over. The time of Orcs has come. Gothmog
FlipBizcut
Mortal
posted 13 March 2004 03:36 PM EDT (US)     2 / 2       
Well Ill try to explain it to you but Im not very good at teaching. But here it goes.

im assuming you already know the basics to modding "editing Anim files and such" So I will get to the issue of the matter here.

You have to first decide on which visualparticle of the shade you wish to use as the rider of the harpy. For instance. Go to the erebus shade anim and go down till you reach the anim commands. (IE: anim Birth, anim Idle, and such) To help better explain this I will use the anim idle command which is "Visual Special G Shade_idleA" for this exsample.

Now copy Visual Special G Shade_idleA onto a note pad.

Now look for the harpy_anim and copy it to the folder for your mod. Im assuming you have a specific folder for this mod. if not thats still ok. just makes things easier is all.

Open up the harpy_anim

type in a new define command like this and copy the Visual Special G Shade_idleA in as the visual that the game will call apon

Should look like this:

//========================================================== ====================
// harpy_anim.txt
//========================================================== ====================

//========================================================== ====================
define erebus shade
{
set hotspot
{
version
{
Visual Special G Shade_idleA
}
}
}

//========================================================== ====================


Now you need to move down to the harpys anim commands and type this below the visual commands

connect ATTACHPOINT erebus shade hotspot


Should look something like this:

//========================================================== ====================
anim Death
{
SetSelector none
{
VariationLogic
set hotspot
{
version
{
Visual Special G Harpy_death

connect ATTACHPOINT erebus shade hotspot
}
}
}
}

//========================================================== ====================

You have to do this for all the anim commands "Death, Walk, Idle, Attack, Bored, Birth"

Now there is one thing I should tell you. Some anim commands have bang animation tool commands in them like the walk anim:

//========================================================== ====================
anim Walk
{
SetSelector none
{
set hotspot
{
version
{
Visual Special G Harpy_walk
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.26 false Wings1 checkVisible
//-- end auto generated section
}
}
}
}

//========================================================== ====================

All you have to do is type the "connect ATTACHPOINT erebus shade hotspot" after the bang animation tool commands.

Like this:

//========================================================== ====================
anim Walk
{
SetSelector none
{
set hotspot
{
version
{
Visual Special G Harpy_walk
//-- auto generated by the bang animation tool
//-- do not hand edit these values
tag SpecificSoundSet 0.26 false Wings1 checkVisible
//-- end auto generated section

connect ATTACHPOINT erebus shade hotspot
}
}
}
}

//========================================================== ====================

"The next steps will tell you how to make your mod a new unit which you can play with in the game itself."

Once you are done doing this all you have to do is save the Harpy_anim as a new name

IE: Shade Harpy_anim

Now open up the proto(x).xml in a word program. "Word pad, Word 2000 or what ever you prefere"

Look for the Harpy proto in the list. Copy it "from <unit id="???" name="Harpy"> everything between to </unit>"and paste it at the end of the proto between

</unit>
<=======PASTE IT HERE
</proto>

Now go to the name= command at top and change it to this:
name="Shade Harpy"

IE: <unit id="???" name="Shade Harpy">

Be sure to name it the same as the anim for the new unit. Like the name for the new unit in proto is "Shade Harpy" the name for the new units anim is "Shade Harpy_anim".

Now you need to change the units number as well. go to the unit proto that is right above your new one. Look at the number and remember it. Go back down and type your units number one number above the one above your new one. Damn thats a bit confussing here is an exsample.

Units number above your units proto could be 622
IE:<unit id="622" name="Bob">

You will need to change yours one above this one
IE:<unit id="623" name="Shade Harpy">

One more thing should be done before you finish.
right below this "<unit id="623" name="Shade Harpy">" is these
<dbid>346468</dbid>
<displaynameid>746747</displaynameid>

All you have to do is change the numbers to a big X

All together it should look something like this:
<unit id="623" name="Shade Harpy">
<dbid>X</dbid>
<displaynameid>X</displaynameid>

Once done save the proto.xml file

All you have to do now is move the Shade Harpy_anim file to the anim folder in the games directory and move the proto.xml to the data folder.

When you go to the scenerio editor go to place a unit and look for ****Shade Harpy " or what ever your units name is".

Quick reminder:
Remember to name the new units anim the same name you use in proto

IE: Bob_anim.txt/<unit id="623" name="Bob">

That should get you what you want.
Wish you good luck


DISCLAIMER::::
There is no unit with the name "Bob" If any happy hidden unit hunter happens accross this post and thinks there is.....Do not go hunting for him. He isnt there. He is made up for the exsamples of this post.


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Gravity is a myth, the Earth sucks.
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