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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:
    WarriorMario
    Mortal
    posted 25 January 2012 12:05 PM EDT (US)     276 / 1329       
    I'm trying to create a unit in 3ds max but everytime I use the GMAXEXP it says the listener window is not open, even when it is open...
    so what am I doing wrong?

    We cannot rely on luck to be successful.
    hoodedwarbler12
    Mortal
    posted 25 January 2012 01:25 PM EDT (US)     277 / 1329       
    You have to use gmax, not 3ds max. Maybe save your model as a 3ds and then import it into gmax? Not sure.

    WarriorMario
    Mortal
    posted 26 January 2012 11:25 AM EDT (US)     278 / 1329       
    does that work on windows 7?

    We cannot rely on luck to be successful.

    [This message has been edited by WarriorMario (edited 01-26-2012 @ 11:27 AM).]

    hoodedwarbler12
    Mortal
    posted 26 January 2012 12:22 PM EDT (US)     279 / 1329       
    Yes. That's what I use.

    WarriorMario
    Mortal
    posted 26 January 2012 01:07 PM EDT (US)     280 / 1329       
    TY!! it worked but now I got another problem.
    I've edited the uvw unwrap thing and he textures look good in gmax but ingame they are messed up.
    I think it still uses the old uvw map, how do I change this?

    We cannot rely on luck to be successful.
    Indrico26
    Mortal
    posted 30 January 2012 05:11 AM EDT (US)     281 / 1329       
    I'm trying to modify Rheia's traitor power.

    I'd like to make a random Myth Unit that has been turned by this power, be permanently trainable at my temple. I have already realized this by adding a persistent Tech to the techtreex. The remaining problem is that some Myth Units do not become trainable, because their training sloth is already taken by some other unit.

    To solve this, I would like to use the already added Tech to also shift the button position of the captured Myth Unit (e.g. changing column/row values in protox). Does anyone know a proper line of coding to achieve this?

    [This message has been edited by Indrico26 (edited 01-30-2012 @ 05:34 AM).]

    L33TSkillz
    Mortal
    posted 30 January 2012 05:07 PM EDT (US)     282 / 1329       
    There's no way as far as I know to do that.
    layz
    Banned
    posted 09 February 2012 10:52 PM EDT (US)     283 / 1329       
    How can we edit gametypes other than lightning mode..

    Like.. edit the way supremecy functions?
    Milkman Matty
    Mortal
    (id: Khan And Steak)
    posted 13 February 2012 07:59 PM EDT (US)     284 / 1329       
    Where the link to the first question thread? ~ Steak

    <||=================================||>
    Proud Member of Forgotten Empires
    96Reviews KaS Dota2 Halo 5 Reach
    { "Work until your idols become your rivals" }
    ༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ
    BSU_DoLhades
    Mortal
    posted 20 February 2012 02:00 PM EDT (US)     285 / 1329       
    Bad Pubby! }:-O


    And uhh, I want to know where the best guides are for Modelling/making new AoM units, making new animations and the tools required.

    I wish to experiment of course first :-)

    Leader and Trigger Artist of Mythic Studios
    I need players for my Peloponnesian War RPG (Its Semi-Historical)
    Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
    Milkman Matty
    Mortal
    (id: Khan And Steak)
    posted 22 February 2012 01:25 PM EDT (US)     286 / 1329       
    The first edition of my RMS guide has been finished up. I will be posting a thread about it soon ~ Khan

    Edit: bad timing on my part. Sorry BSU, I meant my RMS guide

    <||=================================||>
    Proud Member of Forgotten Empires
    96Reviews KaS Dota2 Halo 5 Reach
    { "Work until your idols become your rivals" }
    ༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ

    [This message has been edited by Steak And Khan (edited 02-23-2012 @ 01:19 AM).]

    BSU_DoLhades
    Mortal
    posted 22 February 2012 07:16 PM EDT (US)     287 / 1329       
    Sweet!

    Just I couldnt figure my way round Stephen Caines, it would jump into things too quickly for me :/

    Leader and Trigger Artist of Mythic Studios
    I need players for my Peloponnesian War RPG (Its Semi-Historical)
    Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
    Milkman Matty
    Mortal
    (id: Khan And Steak)
    posted 23 February 2012 02:49 AM EDT (US)     288 / 1329       
    Whoops, guess I should have specified that I was referring to my RMS guide. I have no idea on how to mod lol ~ Steak

    <||=================================||>
    Proud Member of Forgotten Empires
    96Reviews KaS Dota2 Halo 5 Reach
    { "Work until your idols become your rivals" }
    ༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ
    BSU_DoLhades
    Mortal
    posted 23 February 2012 12:24 PM EDT (US)     289 / 1329       
    Ah damn,

    I guess I should look for other guides, its mainly the tools I cant get my head around :P

    Leader and Trigger Artist of Mythic Studios
    I need players for my Peloponnesian War RPG (Its Semi-Historical)
    Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
    TAG
    That AoM Guy
    (id: aom expert)
    posted 23 February 2012 03:59 PM EDT (US)     290 / 1329       
    Does the <flag>NavalUnit</flag> actually do anything? Or is it just there to remind the user that it is a naval unit?

    and

    What is it in the protox that prevents krios/theocrat from attacking?

    and

    Has anyone ever attempted to use the "hero with god powers_anim" for a unit? It appears a god power can be active but only at birth. I guess my question is is it possible to make a unit that attacks via a god power?

    Thanks in advance

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.

    [This message has been edited by The AoM Expert (edited 02-23-2012 @ 10:46 PM).]

    Ben42
    Mortal
    posted 25 February 2012 11:25 AM EDT (US)     291 / 1329       
    I'm having trouble with a stormcloak mod I am making. It is just a texture mod really, the only other change is I cancelled the variation in the anim. It won't show up in editor (it is invisible) and I can't find the fault in the anim. Can anyone help?


    anim Idle
    {
    SetSelector
    {
    set hotspot
    {
    Visual Archer N Throwing Axeman_IdleA
    connect Righthand norseaxe Hotspot
    connect Smokepoint norseaxe Hotspot
    connect LeftForearm NorseArcherShield Hotspot
    Connect TopOfHead Head hotspot
    ReplaceTexture Archer N Throwing Axeman standard/stormcloak throwing axeman
    }
    }
    }

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

    anim Build
    {
    SetSelector
    {
    set hotspot
    {
    Visual Archer N Throwing Axeman_BuildA
    //-- auto generated by the bang animation tool
    //-- do not hand edit these values
    tag SpecificSoundSet 0.60 false Build checkVisible
    //-- end auto generated section
    connect Righthand Hammer Hotspot
    connect LeftForearm NorseArcherShield Hotspot
    Connect TopOfHead Head hotspot
    connect Smokepoint norseaxe Hotspot
    ReplaceTexture Archer N Throwing Axeman standard/stormcloak throwing axeman
    }
    }
    }
    }


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

    anim Bored
    {
    SetSelector
    {
    set hotspot
    {
    Visual Archer N Throwing Axeman_BoredA
    connect Righthand norseaxe Hotspot
    Connect TopOfHead Head hotspot
    connect LeftForearm NorseArcherShield Hotspot
    connect Smokepoint norseaxe Hotspot
    ReplaceTexture Archer N Throwing Axeman standard/stormcloak throwing axeman
    }
    }
    }
    }


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

    anim Walk
    {
    SetSelector
    {
    set hotspot
    {
    Visual Archer N Throwing Axeman_walkA
    //-- auto generated by the bang animation tool
    //-- do not hand edit these values
    tag FootstepLeft 0.40 true
    tag FootstepRight 0.90 true
    //-- end auto generated section
    Connect TopOfHead Head hotspot
    connect Righthand norseaxe Hotspot
    connect LeftForearm NorseArcherShield Hotspot
    connect Smokepoint norseaxe Hotspot
    ReplaceTexture Archer N Throwing Axeman standard/stormcloak throwing axeman
    }
    }
    }
    }


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

    anim RangedAttack
    {
    SetSelector
    {
    set hotspot
    {
    Visual Archer N Throwing Axeman_AttackA
    //-- auto generated by the bang animation tool
    //-- do not hand edit these values
    tag GenericSound 0.40 true
    tag Attack 0.28 false
    tag SpecificSoundSet 0.29 false SwordSwing checkVisible
    //-- end auto generated section
    Connect TopOfHead Head hotspot
    connect Righthand norseaxe Hotspot
    connect LeftForearm NorseArcherShield Hotspot
    connect Smokepoint norseaxe Hotspot
    ReplaceTexture Archer N Throwing Axeman standard/stormcloak throwing axeman
    }
    }
    }
    }

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

    anim Death
    {
    SetSelector
    {
    set hotspot
    {
    Visual Archer N Throwing Axeman_DeathA
    connect Righthand norseaxe Hotspot
    Connect TopOfHead Head hotspot
    connect LeftForearm NorseArcherShield Hotspot
    connect Smokepoint norseaxe Hotspot
    ReplaceTexture Archer N Throwing Axeman standard/stormcloak throwing axeman
    }
    }
    }
    }


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

    anim Flail
    {
    SetSelector
    {
    set hotspot
    {
    Visual Archer N Throwing Axeman_flailA
    //-- auto generated by the bang animation tool
    //-- do not hand edit these values
    tag FootstepLeft 0.10 true
    tag FootstepRight 0.35 true
    //-- end auto generated section
    Connect TopOfHead Head hotspot
    connect Righthand norseaxe Hotspot
    connect LeftForearm NorseArcherShield Hotspot
    connect Smokepoint norseaxe Hotspot
    ReplaceTexture Archer N Throwing Axeman standard/stormcloak throwing axeman
    }
    }
    }
    }
    BSU_DoLhades
    Mortal
    posted 26 February 2012 04:20 AM EDT (US)     292 / 1329       
    @AoM expert in the original heroes would have access to god powers and would be able to use them with a recharge time. Hence the name.

    Leader and Trigger Artist of Mythic Studios
    I need players for my Peloponnesian War RPG (Its Semi-Historical)
    Now quit being a bitch and quote me in your signature like Yeebaagooon used to. ~Out Reach
    TAG
    That AoM Guy
    (id: aom expert)
    posted 26 February 2012 12:44 PM EDT (US)     293 / 1329       
    thanks

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
    aardmaat
    Mortal
    posted 26 February 2012 02:56 PM EDT (US)     294 / 1329       
    Hi,
    I'm completely new to AI scripting :$
    Now I've followed the tutorial at http://aom.heavengames.com/downloads/showfile.php?fileid=497
    and I'm trying to make my own basic script.
    To get the villagers working I do almost exactly the same things as the 'hello world.xs' file does but my villagers don't do anything :S
    If I check the AutoGPFoodEasy plan I find the same variables. The only notable differences are that no unit type has been assigned (though hello world.xs doesn't seem to do that explicitly either) and no drop sites are build (which is consistent with the observation that the villagers don't do anything).
    So my question is: how do I get my villagers to work?
    Please help.
    Thanks in advance!
    Milkman Matty
    Mortal
    (id: Khan And Steak)
    posted 27 February 2012 01:55 AM EDT (US)     295 / 1329       
    @aardmaat,
    You'd most likely be better off starting with this guide if you are completely new to AI scripting:
    http://aom.heavengames.com/scendesign/advanced/aiscript
    And then moving onto Capt_Kidd's guide after finishing the one provided above.

    Here is my standard build up for my Shell AI:

    //==============================================================================
    //initEcon()
    //Sets up the basic economy. Used only at the very start.
    //==============================================================================
    bool initEcon(void){
    //Set all resources into a single account
    kbEscrowSetPercentage(cEconomyEscrowID, cAllResources, 0.0);
    kbEscrowSetPercentage(cMilitaryEscrowID, cAllResources, 0.0);
    kbEscrowAllocateCurrentResources();

    // Set all gathered resources to be part of the root account.
    aiSetAutoGatherEscrowID(cRootEscrowID);

    // Set the economy to use this script only.
    aiSetResourceGathererPercentageWeight(cRGPScript, 1);

    // Disallow the costs of units and buildings to help decide what reource to gather.
    aiSetResourceGathererPercentageWeight(cRGPCost, 0);

    // Set the importance of each resource.
    kbSetAICostWeight(cResourceFood, 1.00);
    kbSetAICostWeight(cResourceWood, 0.75);
    kbSetAICostWeight(cResourceGold, 0.85);
    kbSetAICostWeight(cResourceFavor, 2.00);

    // Set percentages for each resource to be gathered by villagers
    aiSetResourceGathererPercentage(cResourceFood, (10.0/20.0), false, cRGPScript);
    aiSetResourceGathererPercentage(cResourceWood, (5.0/20.0), false, cRGPScript);
    aiSetResourceGathererPercentage(cResourceGold, (5.0/20.0), false, cRGPScript);
    aiSetResourceGathererPercentage(cResourceFavor, (1.0/20.0), false, cRGPScript);
    //If you can't add properly :-)
    //aiNormalizeResourceGathererPercentages(cRGPScript);

    // Note you must select a sub type for food, type Easy is easy hunt, berries, chickens etc.
    aiSetResourceBreakdown(cResourceFood, cAIResourceSubTypeEasy, 1, 50, 1.0, cMainBaseID);
    aiSetResourceBreakdown(cResourceWood, cAIResourceSubTypeEasy, 1, 50, 0.25, cMainBaseID);
    aiSetResourceBreakdown(cResourceGold, cAIResourceSubTypeEasy, 1, 50, 0.25, cMainBaseID);
    aiSetResourceBreakdown(cResourceFavor, cAIResourceSubTypeEasy, 1, 50, 0.25, cMainBaseID);
    aiSetMinNumberNeedForGatheringAggressvies(1);
    aiSetMinNumberWantForGatheringAggressives(6);
    return(true);
    }

    I hope that helps ~ Khan

    <||=================================||>
    Proud Member of Forgotten Empires
    96Reviews KaS Dota2 Halo 5 Reach
    { "Work until your idols become your rivals" }
    ༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ
    aardmaat
    Mortal
    posted 27 February 2012 07:49 AM EDT (US)     296 / 1329       
    Thank you for the link and the example.
    I still wonder though why my own script doesn't work.
    Maybe I've made some mistakes or something but I think I've done almost the same thing (but then in my main function) but it doesn't work :S




    is there something wrong with the order in which I've done things?
    edit: I already found the broblem :$ I set the mainBaseID in the wrong place


    p.s.
    one more question:
    in kbProtoUnitAvailable() does available mean that the unit is already on the map or that the unit can be trained/build?

    p.p.s.
    and another question :$
    can I make my own objects in xs? (like in c++)

    [This message has been edited by aardmaat (edited 02-28-2012 @ 10:29 AM).]

    Milkman Matty
    Mortal
    (id: Khan And Steak)
    posted 28 February 2012 11:27 PM EDT (US)     297 / 1329       
    Unfortunately you cannot make objects like in C++ or Java in XS

    You can however use include which is kinda, sort of similar.

    kbProtoUnitAvailable() returns true if the protounit is available to be built/trained ~ Khan

    <||=================================||>
    Proud Member of Forgotten Empires
    96Reviews KaS Dota2 Halo 5 Reach
    { "Work until your idols become your rivals" }
    ༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ

    [This message has been edited by Steak And Khan (edited 03-01-2012 @ 02:43 AM).]

    aardmaat
    Mortal
    posted 29 February 2012 02:10 PM EDT (US)     298 / 1329       
    aw
    well, thnx for the info
    Milkman Matty
    Mortal
    (id: Khan And Steak)
    posted 01 March 2012 02:49 AM EDT (US)     299 / 1329       
    Yeah it would be so good if we were able to make our own objects... unfortunately we are denied that ability. Still I'd much rather be programming XS than in AoEII ~ Khan

    <||=================================||>
    Proud Member of Forgotten Empires
    96Reviews KaS Dota2 Halo 5 Reach
    { "Work until your idols become your rivals" }
    ༼ つ ◕_◕ ༽つ trGetUnitScenarioName(); ༼ つ ◕_◕ ༽つ
    aardmaat
    Mortal
    posted 01 March 2012 09:53 AM EDT (US)     300 / 1329       
    was AoEII that bad?
    oh, and what is the best way of rounding a float to an int?

    [This message has been edited by aardmaat (edited 03-01-2012 @ 11:58 AM).]

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