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Modding and Scripting
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Age of Mythology Heaven » Forums » Modding and Scripting » Is it possible to create new special attacks?
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Topic Subject:Is it possible to create new special attacks?
WinterGod
Mortal
posted 04 July 2019 06:56 PM EDT (US)         

I have been modifying units for a while, and I want to do more. But I am not sure, if it's possible to create new attack types


For example, mummy turns units into minions. I can't change it using the proto file. Is it possible to turn units into other things, by modifying the mummy special attack?

For example, is it possible to burn units into a crisp? By modifying the medusa attack.[without breaking the original medusa attack]

Is it possible to modify the freeze code, to disable their attack without stopping their movement?

I had so many difficulties with the lightning effects. Normally, these can't be placed on map. But I want to use the Zeus bolt as an attack. -I want to create a sorcerer unit that can rain bolt from the sky as a special attack and instantly kill units.

Thanks, in advance.
AuthorReplies:
XLightningStormL
Mortal
(id: TheBronyKing11)
posted 05 July 2019 01:28 AM EDT (US)     1 / 12       
Sadly no, these things are hardcoded (for whatever reason, my guess ES at one point wanted mod support but cut it either due to time constraints, lack of foresight, or because MS said otherwise, though they did state they only used soft code because it was easier for their guys :P)

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038
WinterGod
Mortal
posted 05 July 2019 11:26 AM EDT (US)     2 / 12       

I am sad to hear this. I knew that modding was a bit limited in AOM at times, but even the in-game scripts sometimes offer more flexibility.

Maybe someday someone will make all of this possible.
nottud
Mortal
posted 08 July 2019 01:13 PM EDT (US)     3 / 12       
Least most of these are possible via triggers:
For example, mummy turns units into minions. I can't change it using the proto file. Is it possible to turn units into other things, by modifying the mummy special attack?

You can use transform or change in area to change the minion into something else.

For example, is it possible to burn units into a crisp? By modifying the medusa attack.[without breaking the original medusa attack]

That one I have a feeling being stoned is a unit action or something - so you might be able to use a query to find such units and apply whatever effects you want such as create fire.

Is it possible to modify the freeze code, to disable their attack without stopping their movement?

If a ranged unit I think setting the range to zero will do the job, for melee not sure - best you can do is set the attack to zero.

I had so many difficulties with the lightning effects. Normally, these can't be placed on map. But I want to use the Zeus bolt as an attack. -I want to create a sorcerer unit that can rain bolt from the sky as a special attack and instantly kill units.

So if you want a general bolt effect I suggest using the search triggers to make mother nature cast bolt whenever it finds a certain bolt able unit, then create the unit whenever you want the effect to occur. An alternative would be to shrink a non blocking unit such as a flying one, make it invisible by shrinking it and teleport it around. Detecting the attack on the unit is trickier - some special attacks create units on their target so you could use the search trigger to find a such unit to act as your trigger.
WinterGod
Mortal
posted 08 July 2019 11:18 PM EDT (US)     4 / 12       
But this would only work in scenarios. I have done these in the past. Really wish that EE team had created other proto tags, they would have been very useful.

Maybe I should re-learn assembly and try to reverse engineer AOM EE. I know that other modders did that with the original AOM.
XLightningStormL
Mortal
(id: TheBronyKing11)
posted 09 July 2019 01:55 AM EDT (US)     5 / 12       
I still don't understand why all these veteran scenario designers assume modding either doesn't exist, or thinks modders are only modding for their scenarios.

Yeah, triggers are cool and all, but can you craft an .xs script to do all those things, and can be used plug n play in supremacy, campaigns (including custom)? No? Then it probably isn't worth it.

Not intending to be a douche or anything, but it probably isn't best to tell modders to "just use triggers" when 97% don't really intend or want to make their mods in the scenario editor. So please, stick to your scenario designing nottud.

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038
nottud
Mortal
posted 11 July 2019 08:20 PM EDT (US)     6 / 12       
@XLightningStormL
You can do so by substituting it with the victory condition script. If you replace the default script this will apply automatically to all maps you play using the script. Ok I admit that is not the case if Victory Conditions are off but usually people leave them on. Also alternatively you can turn it into a single trigger which you can add to any map to completely apply the mod.

One major advantage is if integrated into a Scenario is it is compatible with online play so you can play with others and enjoy your creation together.

[This message has been edited by nottud (edited 07-11-2019 @ 08:27 PM).]

WinterGod
Mortal
posted 11 July 2019 11:10 PM EDT (US)     7 / 12       
Actually thanks for this information Nottud.

I have a small question about integrating code into maps. I recently created a Snowy Rooftops Texture Mod for the Norse and someone asked me if it only worked on Certain snowy maps.
I was wondering if it is possible to change the rooftop textures on certain maps?

Change unit perhaps? But I guess that would mess up the building upgrades? There no other codes to change the texture on snowier landscapes I assume.
I know that they planned other animations for desert and snow maps, but I am not sure if still exists in the game codes.
XLightningStormL
Mortal
(id: TheBronyKing11)
posted 12 July 2019 09:31 PM EDT (US)     8 / 12       
A long time ago, ES stated that Age of Mythology once had something of that calibre, there is an unused snow texture within the files for the Heroic Age Greek buildings, and developer comments imply units would have unique terrain-based animations (shivering, etc)



However the feature must've never been added, or was chopped out in 2001 (most of the cut engine features pre-2002 were removed, or dummied out)

Shame we didn't get that TerrainLogic thing ;(

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038
WinterGod
Mortal
posted 12 July 2019 11:28 PM EDT (US)     9 / 12       

Yes, it is a real shame. I heard about the shivering part. But I had no idea about the snowy greek roofs.

Is it actually possible to create Snow technology? I am assuming two technologies won't really work together. For example could house have an Age3 and a Snow technology at the same time?

a tech within a tech in the anim file?
XLightningStormL
Mortal
(id: TheBronyKing11)
posted 13 July 2019 08:08 PM EDT (US)     10 / 12       
Sounds really messy, wouldn't be worth it IMO.

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038
nottud
Mortal
posted 15 July 2019 05:47 PM EDT (US)     11 / 12       
I guess you could make the snowy texture be an animation and then use the trigger to set it - though I think it would have to be a cinematic one to work? Also would likely break any other animations.

[This message has been edited by nottud (edited 07-15-2019 @ 05:47 PM).]

WinterGod
Mortal
posted 15 July 2019 11:23 PM EDT (US)     12 / 12       
I am thinking about several snow techs that are auto activated on snowy maps.

-Age1 Snow -Always active on the snowy maps.
-Age2 Snow -Activates right after player proceeds to Age2
-Age3 Snow -Activates right after player proceeds to Age3
-Age4 Snow -Activates right after player proceeds to Age4

Thank goodness the norse Titan gate is already snow covered. But I haven't really, researched the RM code that much. But I am sure it exists, some maps have Watch Towers etc.

[This message has been edited by WinterGod (edited 07-15-2019 @ 11:26 PM).]

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