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Modding and Scripting
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Age of Mythology Heaven » Forums » Modding and Scripting » Got a Question? Ask it Here!
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Topic Subject:Got a Question? Ask it Here!
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buppy
Mortal
(id: pubby8)
posted 21 January 2011 01:55 PM EDT (US)         
Post all modding/rms/ai questions in this thread.

Visit Programs and Tutorials for Modding/RMS/AI or the Modding Library for helpful resources.

FAQ:

  •  I get an error that says "Initialization Failed" when I start my game after installing a mod. What do I do?
    This error is almost always caused by an improperly installed mod. Sometimes it's something else. Undo what you did and try again. If you're still having trouble, outline what you did here and we can help.

  •  How can I easily view and edit the xpacklanguage.dll file?
    Download Resource Hacker, you can find it in one of the links above.

  •  Is there a way to stop the player color from showing up in a texture?
    Cover the white bits in the bottom half of the texture file with black. That should solve it.

  •  Is there anywhere I can find a list of all the possible VisualParticles for the anim files? ie. HeroGlow, Kronos Smoke, etc.
    Visual Particles are stored in the Models bar files. Extract, and sort by type. They are the .PRTs.
    These are code that run a series of .tga files (9-12 played in cycles) and can be varied by replacing the images through a hex edit of the .prt.
    Somewhere in the code are things like size/speed etc. but it's inconsistent. Just pick a .prt that is about the size you want and create the .tga files. They work like 12/4/0/5 bitmaps using grey-scale for transparency.

  •  How do you change the music? ie. add your own music to the game so you can play it while listening to your favorite music?
    With this.

  •  How can I make my own campaigns?
    Use this.

  •  How can I change the names of the ai?
    See here.

  •  How do I add multiple mods so they don't overwrite eachother?
    This will teach you how to edit your protox and add mods on top of eachother.

  •  How can I make my own BAR files?
    Download this.

  •  Where is the main game folder for the Steam version of AoM?
    Program Files (x86)\Steam\steamapps\common\Age of Mythology.

    Some tags from the aomx.exe:
    Hit Grunt Select MaxLOS Recover GatherFish TeleportOut TeleportIn GatherBush Closing Opening Closed Opened RangedWalkAttack BehindAttack RightAttack LeftAttack Kill JumpLand JumpFly JumpTakeoff Flail Pray CastAttack WalkAttack Charging PivotLeft PivotRight Walk Talk Run GatherMine GatherHunt GatherFarm GatherChop Carry AutoLOS Unbuild HeroDeath TownBell BuckAttack Teleport CorpseDecay Boost Eat Explore LightningAttack Gate Swallow GetOnMover AutoMover Guard Trade ConvertAttack FreezeAttack Eject ChargedRangedAttack WhirlwindAttack Dropoff Gore Throw AutoGather Empower Use Regenerate Unused2 DiveBomb Pickup JumpMove Guide Attach Unused1 JumpAttack Light Lightning Thrown MoveAttack GatherPoint Dormant Freeze AreaAttack Birth AutoConvert Enter Wander Unused0 Work OverrideAnimation Train Research Repair RangedAttack MoveByGroup Move Idle Hunting Heal HandAttack Gather Decay Death Convert Build Bored LokiHero

    A useful guide:
    https://steamcommunity.com/sharedfiles/filedetails/?id=257883223

    The ultimate modeling guide:
    http://aom.heavengames.com/downloads/showfile.php?fileid=11367

    [This message has been edited by TAG (edited 03-01-2018 @ 08:10 AM).]

  • AuthorReplies:
    nottud
    Hero
    posted 29 January 2020 07:27 AM EDT (US)     1351 / 1389       
    It should just simply work and auto transfer. You might have it in strange folders. I recommend making a "mod" and putting your rm2 files in it. You can subscribe and have a look at the structure of one of my maps such as this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1956247806 It will also give you some further examples how how I structure the triggers. I actually define a custom function for doing modifyProtounitAbsolute to make it easier that you might want to steal from the map and use for yourself.

    I can just simply host the map and other players download the map when they join my lobby. There is a bug however that stops the map appearing in their list if they try and host however but it won't stop you from playing.

    [This message has been edited by nottud (edited 01-29-2020 @ 07:29 AM).]

    Niley
    Mortal
    posted 29 January 2020 01:21 PM EDT (US)     1352 / 1389       
    What's the folder path I should be using then?
    I figured out the reason it wasn't working before was that when I sent the files, underscores were automatically inserted instead of spaces. So it would have worked with the other vetsion too probably.

    However it still doesn't auto send. Maybe a Steam thing since the game folder is in a different location?

    [This message has been edited by Niley (edited 01-29-2020 @ 01:28 PM).]

    nottud
    Hero
    posted 30 January 2020 07:28 AM EDT (US)     1353 / 1389       
    In the game mods folder create a new folder called "custom maps", inside that create a folder called "rm2", inside that drop your two map files - the .xs and .xml ones.

    The maps will now appear and will auto transfer when hosting them. If you are still having trouble might be an issue with your .xml file - have a look at one of mine from my workshop and use it as a template for yours.

    [This message has been edited by nottud (edited 01-30-2020 @ 07:30 AM).]

    Heavy Hoplite 15
    Mortal
    posted 31 January 2020 01:22 PM EDT (US)     1354 / 1389       
    Is there a way to add new formations to units? In AoE there is a flank formation and I think it would be really cool to play with.

    HH15
    Niley
    Mortal
    posted 08 February 2020 09:22 AM EDT (US)     1355 / 1389       
    @nottud: do I need to use a version1.0 folder too? The map appears ingame but somehow it doesn't transfer...
    nottud
    Hero
    posted 08 February 2020 03:07 PM EDT (US)     1356 / 1389       
    Do the same as what I done in my workshop item. You don't need a version folder.

    [This message has been edited by nottud (edited 02-08-2020 @ 03:07 PM).]

    Niley
    Mortal
    posted 14 February 2020 08:01 AM EDT (US)     1357 / 1389       
    Now it works, sorry for the late reply. The mod-status.txt didn't create automatically, don't know if that was the issue. When I subscibed the txt was created and the other maps started auto transferring too.
    Thanks a lot for helping me so much, I'm glad you're here in this community. It really keeps the game interesting now that I'm learning how to adapt it like I wish
    I uploaded the map scripts in the rms download section now.
    Niley
    Mortal
    posted 28 February 2020 01:15 PM EDT (US)     1358 / 1389       
    So I ran into another problem with a new rms...

    I wanted to create a styx islands map with danger lurking in the waters. I therefore modified the script lines that normally create fish in the water. However the units don't show up.
    I know it's got something to do with the water type itself since they do show up when I use any other water terrain or use flying units (since they ignore constraints).

    Is there a solution to this or is the styx river terrain generally weird (since the ai doesn't work on the existing rms)?
    nottud
    Hero
    posted 29 February 2020 08:17 AM EDT (US)     1359 / 1389       
    Styx river creates impassable terrain unlike other water types so it may be weirdly something to do with that. What happens if you do a terrain replacement of BlackRock with something passable and then swap back later?
    Niley
    Mortal
    posted 29 February 2020 11:36 AM EDT (US)     1360 / 1389       
    Not sure... how do I do that in a rms? Like using a different water type and then changing the floor texture?
    nottud
    Hero
    posted 29 February 2020 01:54 PM EDT (US)     1361 / 1389       
    Cover the whole map with an area with a terrain replacement defined to swap the terrainvto another one. Then later you can do it again to swap back.
    Niley
    Mortal
    posted 01 March 2020 08:10 AM EDT (US)     1362 / 1389       
    How do I do that? I only found your zMake everywhere a terrain type trigger but I'm not sure what else I need to use.
    jonny1994
    Mortal
    posted 09 May 2020 11:35 AM EDT (US)     1363 / 1389       
    Hi

    I play this game from a looonng time, now I have the game on steam, there are some workshops with new campaign missions.

    Can you link me new mods, new campaigns to add ? i wanna do some new missions thanks
    WinterGod
    Mortal
    posted 09 May 2020 11:41 AM EDT (US)     1364 / 1389       
    Check the steam workshop for AOM, all the mods are there.
    purehatred
    Mortal
    posted 09 May 2020 07:03 PM EDT (US)     1365 / 1389       
    How do you change projectile via techtree?

    I want to do that to exactly one particular unit and it must be done throught upgrade 'cos:

    Path via proto is forbiden because this upgrade is late-game and if I do that with proto it will change it on this unit right from the start.

    I don't want to do that throught triggers either because it changes all projectiles of specific type of ALL!!! units&buildings into another.

    And bonus question:
    Is it possible to add two type of projectile to one unit?

    For example, greek fortress will shot three arrows and one catapult shot. Or two arrows and one catapult shot in one volley or two volleys one of each type separately.
    WinterGod
    Mortal
    posted 09 May 2020 08:18 PM EDT (US)     1366 / 1389       
    I already answered this in reddit. You have to change the anim file, it has little to do with the Techtree.

    Example: Just put the name of your technology after the TechLogic none/

    Open the anim file of the flaming arrow and try to replicate it.

    define Fire { TechLogic none/Burning Pitch set hotspot { version { Visualnone jimmy } } set hotspot { version { Visualparticle SFX A Burning Pitch Arrow } } }

    [This message has been edited by WinterGod (edited 05-09-2020 @ 10:44 PM).]

    purehatred
    Mortal
    posted 10 May 2020 04:31 PM EDT (US)     1367 / 1389       
    So if I am trying to change projectile all I need to do is go to anim file, find my upgrade and add there anim for flaming arrow with changed TechLogic/Burning Pitch to TechLogic/x?
    (x represent the tech of my choosing)

    Or what precisely should I do?

    For better understanding: I am trying to change ballista tower arrow projectile to ballista shot, but only for sentry tower which is upgraded to ballista tower.
    WinterGod
    Mortal
    posted 10 May 2020 06:14 PM EDT (US)     1368 / 1389       
    You have to crate a secondary flaming arrow, and add a third technology to that anim file. Finally change the projectile name in the proto for the tower. Since that tech is only available to Egyptians it won't change anything else.
    purehatred
    Mortal
    posted 11 May 2020 01:56 PM EDT (US)     1369 / 1389       
    Could you please be more precise?

    I really don't see any logic in what you just written, so please tell it step by step.

    What exactly should I change in Flaming Arrow anim file?

    And you had written ''Finally change the projectile name in the proto for the tower.''
    When I do that it changes projectiles on all towers isn' it?
    purehatred
    Mortal
    posted 24 May 2020 11:43 PM EDT (US)     1370 / 1389       
    Hello there!

    3 questions:

    1. Do anybody of you know how to add new boost aura to unit which never before had any? (I am trying to add arkantos boost aura to valkyrie. When I set in proto that whirlwind shit it in standart makes special n berserk)

    2. Is there a way to have permanent attack boost aura around unit?
    (I tried fenris wolf aura but that only work for unit which makes it and it works exactly like fenris pack boost)

    3. I'm trying to give weapons upgrade that will make them glow, something like sfx a flaming x so I am asking: How to give weapons flaming effect all the time like when the ''flaming weapons'' god power is active. So far I had set it on throwing axeman axe but sfx flaming axe is active only when the axe is thrown.

    Thank you in advance.
    CSJC
    Mortal
    posted 03 June 2020 05:18 AM EDT (US)     1371 / 1389       
    Is there a list of god power 'types' anywhere?
    nottud
    Hero
    posted 03 June 2020 01:54 PM EDT (US)     1372 / 1389       
    package aom.scripting.xs.ai;

    import aom.scripting.datatypes.bool;
    import aom.scripting.datatypes.vector;

    /**
    * This class provides a collection of AI commands concerning God Powers.
    *
    * @note The power constants listed here are usually not required,
    * what you really need is the respective techID.
    *
    * @author Mythic_Freak - mythic.freak[a]gmail.com
    */
    public class GodPower {
    //Power Type Constants:
    public final int cPowerTypeGeneric=0;
    public final int cPowerTypeTempUnit=1;
    public final int cPowerTypeLightning=2;
    public final int cPowerTypeFrost=3;
    public final int cPowerTypeLocust=4;
    public final int cPowerTypeTeleport=5;
    public final int cPowerTypeMeteor=6;
    public final int cPowerTypeInferno=7;
    public final int cPowerTypeHealing=8;
    public final int cPowerTypeEnrage=9;
    public final int cPowerTypeClone=10;
    public final int cPowerTypeDamageUnit=11;
    public final int cPowerTypeTornado=12;
    public final int cPowerTypeRain=13;
    public final int cPowerTypeUndermine=14;
    public final int cPowerTypeSnowStorm=15;
    public final int cPowerTypeBronze=16;
    public final int cPowerTypePeace=17;
    public final int cPowerTypeProsperity=18;
    public final int cPowerTypeEclipse=19;
    public final int cPowerTypeShowUnit=20;
    public final int cPowerTypeBolt=21;
    public final int cPowerTypeSpy=22;
    public final int cPowerTypeTechActivate=23;
    public final int cPowerTypeAnimalMagnet=24;
    public final int cPowerTypeHealingSpring=25;
    public final int cPowerTypeSwapUnit=26;
    public final int cPowerTypeRebellion=27;
    public final int cPowerTypeSandstorm=28;
    public final int cPowerTypeEarthquake=29;
    public final int cPowerTypePlenty=30;
    public final int cPowerTypeForestFire=31;
    public final int cPowerTypeFlamingWeapons=32;
    public final int cPowerTypeDwarvenMines=33;
    public final int cPowerTypePestilence=34;
    public final int cPowerTypeReverseTime=35;
    public final int cPowerTypeTraitors=36;
    public final int cPowerTypeVolcano=37;
    public final int cPowerTypeTremor=38;
    public final int cPowerTypeTartarianGate=39;
    public final int cPowerTypeVortex=40;
    public final int cPowerTypeHesperides=41;
    public final int cPowerTypeChaos=42;
    public final int cPowerTypeSpiders=43;
    public final int cPowerTypeHeroize=44;
    public final int cPowerTypeImplode=45;
    public final int cPowerTypeTitanGate=46;
    public final int cPowerTypeGaiaForest=47;
    public final int cPowerTypeCarnivora=48;

    //ProtoPower Constants:
    public final int cPowerLure=0;
    /** @since AoT */
    public final int cPowerCarnivora=1;
    public final int cPowerBlessingofZeus=2;
    public final int cPowerBolt=3;
    public final int cPowerBronzeXP05=4;
    public final int cPowerBronze=5;
    public final int cPowerCeaseFireNomad=6;
    public final int cPowerCeaseFire=7;
    /** @since AoT */
    public final int cPowerChangeCaladria=8;
    public final int cPowerChangeChimera=9;
    public final int cPowerChangeCyclops=10;
    public final int cPowerChangeHydra=11;
    public final int cPowerChangeManticore=12;
    public final int cPowerChangeNemean=13;
    /** @since AoT */
    public final int cPowerChaos=14;
    public final int cPowerChickenStorm=15;
    public final int cPowerCitadel=16;
    public final int cPowerDwarvenMine=17;
    public final int cPowerCurse=18;
    public final int cPowerEarthquake=19;
    public final int cPowerEclipse=20;
    public final int cPowerFlamingWeapons=21;
    public final int cPowerForestFire=22;
    public final int cPowerFrost=23;
    /** @since AoT */
    public final int cPowerGaiaForestSPC=24;
    /** @since AoT */
    public final int cPowerGaiaForest=25;
    public final int cPowerGoatunheim=26;
    public final int cPowerGreatHunt=27;
    public final int cPowerHealingSpring=28;
    /** @since AoT */
    public final int cPowerHeroize=29;
    /** @since AoT */
    public final int cPowerHesperides=30;
    /** @since AoT */
    public final int cPowerImplode=31;
    public final int cPowerLightningStorm=32;
    public final int cPowerLocustSwarm=33;
    public final int cPowerMeteor=34;
    public final int cPowerNidhogg=35;
    public final int cPowerPestilence=36;
    public final int cPowerPlenty=37;
    public final int cPowerProsperity=38;
    /**
    * Yeah, that's an o there.
    */
    public final int cPowerRagnorok=39;
    public final int cPowerRain=40;
    public final int cPowerRestoration=41;
    /** @since AoT */
    public final int cPowerDeconstruction=42;
    /** @since AoT */
    public final int cPowerReverseWonder=43;
    public final int cPowerShiftingSands=44;
    /** @since AoT */
    public final int cPowerSeedofGaia=45;
    public final int cPowerSentinel=46;
    public final int cPowerPlagueofSerpents=47;
    public final int cPowerAncestors=48;
    public final int cPowerFimbulwinter=49;
    public final int cPowerSonofOsiris=50;
    public final int cPowerSPCLightningStorm=51;
    public final int cPowerSPCMeteor=52;
    /** @since AoT */
    public final int cPowerSpiders=53;
    public final int cPowerSpy=54;
    /** @since AoT */
    public final int cPowerTartarianGate=55;
    /** @since AoT */
    public final int cPowerTitanGate=56;
    public final int cPowerTornadoXP05=57;
    public final int cPowerTornado=58;
    /** @since AoT */
    public final int cPowerTraitors=59;
    /** @since AoT */
    public final int cPowerTraitorsSPC=60;
    /**
    * Better known as schockwave.
    * @since AoT
    */
    public final int cPowerTremor=61;
    public final int cPowerUndermine=62;
    public final int cPowerUnderworldPassage=63;
    public final int cPowerVision=64;
    public final int cPowerVolcano=65;
    public final int cPowerVortex=66;
    public final int cPowerWalkingBerryBushes=67;
    public final int cPowerWalkingWoods=68;
    public final int cPowerWellOfUrd=69;

    private GodPower() {}

    /** Casts the given God power tech, at the specified position. */
    public native bool aiCastGodPowerAtPosition(int godPowerTechID, vector pos);
    /** Casts the given God power tech, at the specified unit. */
    public native bool aiCastGodPowerAtUnit(int godPowerTechID, int unitID);
    /** Get the god power tech id from the given slot. */
    public native int aiGetGodPowerTechIDForSlot(int slotID);
    /** Translate a granted tech id into a protopower id */
    public native int aiGetGodPowerProtoIDForTechID(int techID);
    /** Get the type for a ProtoPower */
    public native int aiGetGodPowerType(int protoPowerID);
    /** Find a valid god power plan to attach to an attack plan */
    public native int aiFindBestAttackGodPowerPlan();
    /** Find a valid god power plan to use for town defense */
    public native int aiFindBestTownDefenseGodPowerPlan();
    }
    Yeebaagooon
    EXCO Emeritus
    posted 12 June 2020 10:10 AM EDT (US)     1373 / 1389       
    Anyone know how to convert texture files from TT to EE? Have got the extractor but can't figure it out.
    After icons, skies and terrain.

    ______________________________________ Yeebaagooon ______________________________________
    ____________________ AoMH Seraph ____________________
    "You can't trust yeebaagooon to lead a rebelion, He would send everyone to steal mirrors so he could bask in his own brilliance." - Out Reach
    "Yeebaagooon had never seen a more handsome man in all his life. He couldn't control himself, He needed to act. Gripping the mirror in his strong arms he kissed the figure before him..." - Out Reach
    AoMH: Unfinished Scenarios|Singleplayer: Codename Ripto|Multiplayer: Minigames Z|CSC 7
    Ex Seraphs Dictator, Spore Heaven Seraph
    XLightningStormL
    Mortal
    (id: TheBronyKing11)
    posted 12 June 2020 11:48 AM EDT (US)     1374 / 1389       
    @Yeebaagooon
    Someone goofed up, and the textureextractor.exe included with extended edition has been broken since 2.7, so you'll have to revert to an older textureextractor.exe (in the (ee) age of mythology/tools folder) you can download it here (https://cdn.discordapp.com/attachments/279313026232877056/710407812265541662/TextureExtractor.exe - it's safe, was posted on the semi-official aom discord server)

    Not really an issue however (if you're just porting aot textures over to aomee), since ToTD released Age of Mythology Extended Edition supports AoM/AoT's .ddts, so it's safe to just make a mod folder, make a textures subfolder, and just stick the AoT .ddts right in.

    Creator of AoM Expanded Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1828492742) and Mod on AoEWiki (Morayus1)
    Yeebaagooon
    EXCO Emeritus
    posted 13 June 2020 04:36 AM EDT (US)     1375 / 1389       
    Thanks.
    What would be the path for the icons that are in the mod folder?

    Terrains have ported over and appear when I paint the land, however they come out as the RGB water/not found terrain.
    Not sure about skies, again trouble with the path.

    ______________________________________ Yeebaagooon ______________________________________
    ____________________ AoMH Seraph ____________________
    "You can't trust yeebaagooon to lead a rebelion, He would send everyone to steal mirrors so he could bask in his own brilliance." - Out Reach
    "Yeebaagooon had never seen a more handsome man in all his life. He couldn't control himself, He needed to act. Gripping the mirror in his strong arms he kissed the figure before him..." - Out Reach
    AoMH: Unfinished Scenarios|Singleplayer: Codename Ripto|Multiplayer: Minigames Z|CSC 7
    Ex Seraphs Dictator, Spore Heaven Seraph
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