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Age of Mythology Heaven » Forums » Modding and Scripting » Creating a complicated Snowy Rooftop Techtree for snowy maps
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Topic Subject:Creating a complicated Snowy Rooftop Techtree for snowy maps
WinterGod
Mortal
posted 18 July 2019 01:27 AM EDT (US)         

Since the other post was all about special attacks I decided to create a new post for this one. I have finally created a Snow Techtree and anim files for snowy maps.

I only tested in for the Norse Age 4 Houses for the time being. But it works.

There are 5 Main Technologies

Snow Main
Snow Age 1
Snow Age 2
Snow Age 3
Snow Age 4

I added Snow Age 4 to the House Anim file. If the Snow Age file is active, the roofs appear snowy. But it doesn't end there:

For each age there is a PERSISTENT tech that checks if Snow Main and Age 1 (or Age 2) are active at the same time.

If Snow Main and Age 2 are active at the same time, then the Snow Age 1 is activated.

So far it works perfectly.

One problem: The first code needs to be added manually to the map, or to the scenario using triggers or the RM code. Haven't tested that part yet, and that's the most important part.

This is the closest thing to a terrain logic I can create at the moment. The theory is solid, and all the Norse textures are already created. I just have to work hard to code the rest of the anim files.
AuthorReplies:
Radbeard
Mortal
posted 19 July 2019 00:06 AM EDT (US)     1 / 2       
Now this is promising, perhaps with luck you'll apply the same code to sand maps?
WinterGod
Mortal
posted 19 July 2019 11:31 AM EDT (US)     2 / 2       

It is possible. I will try to finish the Norse snowy roofs first. I could use similar code for some of the human units, and cover their hair and shoulders in snow.

I can get more create with the sand I think. Once the code is completed finished for Norse, it will be easy to create one for all cultures, I think.
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