My question here is fairly straight forward, how can I use the anim files so that villagers will gather from certain resources using a different animation?
This became important to me after I added a new building into my modded game. The building is virtually a farm-duplicate, except thayt is more expensive, available later, has its own set of upgrades, and most importantly, provides gold, not food. In courtesy of AoE3, I called it a Plantation.
When I first invented Plantations, I was pleased to see that by default, and for reasons I don't know, the workers gather from it using the foraging animation (see here:http://xs.to/xs.php?f=screen27.jpg&h=xs305&d=06336 or http://xs.to/xs.php?f=screen28.jpg&h=xs305&d=06336). The only trouble is that, without the tag AbstractFarm in the Plantation's proto identity, villagers do not automatically gather from it once it is built, you have to task or use way-points for every single Plantation worker, that's annoying! But if I do add the AbstractFarm unit type, than my villagers gather from it using the farming animation, not the foraging one!I need to know what addition/modification I need to make to the villagers anim file (or possibly the Plantation's proto entry) so that they will gather from Plantations using the foraging animation, that way I can add [i]AbstractFarm in the Plantation's proto, which will cause villies to gather automatically, but I can still hve the foraging animation. Here is it's current proto stats, if this helps:[unit id="801" name="Plantation">
[dbid>X
[displaynameid>48976
[icon>Icon Gold Mine 64
[initialhitpoints>400.0000
[maxhitpoints>400.0000
[los>6.0000
[portraiticon>Icon Gold Mine 64
[obstructionradiusx>3.0000
[obstructionradiusz>3.0000
[maxvelocity>0.0000
[movementtype>land
[buildpoints>15.0000
[buildingworkrate>1.0000
[allowedheightvariance>10000.0000
[allowedage>3
[cost resourcetype="Wood">110.0000
[bounty resourcetype="Favor">2.1600
[bountyfactor resourcetype="Favor">1.0000
[bounty resourcetype="Gold">1.0000
[initialresource resourcetype="Gold">999.0000
[resourcesubtype>forage
[rollovertextid>48979
[buttonpos row="0" page="2" column="1">
[decay delay="0.0000" duration="1.0000">
[armor damagetype="Hack" percentflag="1">0.30
[armor damagetype="Pierce" percentflag="1">0.80
[armor damagetype="Crush" percentflag="1">0.05
[tech row="0" page="1" column="0">Royal Mint
[tech row="0" page="1" column="0">Rum Distillery
[tech row="0" page="1" column="0">Refineries
[unittype>LogicalTypeVolcanoAttack
[unittype>LogicalTypeAffectedByRestoration
[unittype>LogicalTypeDoesNotCreateLush
[unittype>LogicalTypeSuperPredatorsAttack
[unittype>LogicalTypeMinimapFilterEconomic
[unittype>LogicalTypeFimbulWinterTCEvalType
[unittype>LogicalTypeValidLocustSwarmTarget
[unittype>LogicalTypeBuildingNotTitanGate
[unittype>LogicalTypeValidDeconstructionTarget
[unittype>LogicalTypeBuildingsNotHouses
[unittype>LogicalTypeTimeshift
[unittype>LogicalTypeVillagersAttack
[unittype>LogicalTypeHandUnitsAttack
[unittype>LogicalTypeRamAttack
[unittype>LogicalTypeRangedUnitsAttack
[unittype>LogicalTypeTartarianGateValidOverlapPlacement
[unittype>LogicalTypeValidForestFireTarget
[unittype>LogicalTypeSeaSerpentAttack
[unittype>LogicalTypeValidMeteorTarget
[unittype>Building
[unittype>BuildingClass
[unittype>Resource
[flag>NonSolid
[flag>Doppled
[flag>NoIdleActions
[flag>Immoveable
[flag>NoBloodOnDeath
[flag>DoNotCreateUnitGroupAutomatically
[flag>SelectWithObstruction
[flag>UnlimitedSupply
[flag>DieAtZeroResources
[flag>DoNotValidateResourceInventory
[flag>DontFadeInOnBuild
[flag>DontFlattenGround
[flag>CollidesWithProjectiles
[flag>SingleGatherer
[flag>Tracked
[/unit>I'm not very good in working with anim files, so any help from someone better would be appreciated.
[This message has been edited by Magnum Pi (edited 08-19-2006 @ 08:36 AM).]