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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:
    Xzaander
    Lone Wolf
    (id: SirThobus)
    posted 12 March 2011 07:54 PM EDT (US)     76 / 1333       
    Ok thx

    To some modeller:

    I would need a quicky-guide on how to make pauldrons that could be attachable to TopOfHead attachpoint, so that they can be like heads or shield, upgradable via a defining anim file.
    Also, I'm getting an error when trying to run the import_gmax.ms script after importing the Attachments E Guardian Sword.3ds: "-- Unknown property: "count" in ExcavationSword:Standard"... the sword remains black.

    Sometimes I like to take screenshots. But only sometimes.

    [This message has been edited by SirThobus (edited 03-12-2011 @ 08:16 PM).]

    Xzaander
    Lone Wolf
    (id: SirThobus)
    posted 13 March 2011 08:06 PM EDT (US)     77 / 1333       
    I have a problem with a custom relic tech. When contained inside a temple, it gives the unit 30 hack attack damage, not, like if the unit has 10 hack damage, it's not +30=40, but it changes from 10 to 30. I want it that way, but here's the problem: when the relic is ungarrisoned, the unit still has 30 hack damage. Someone who can see the problem?

    <tech name="Relic Item Test Sword" type="Normal">
    <dbid>x</dbid>
    <displaynameid>x</displaynameid>
    <researchpoints>0.0000</researchpoints>
    <status>UNOBTAINABLE</status>
    <icon>Relic Weapons Icon 64</icon>
    <rollovertextid>x</rollovertextid>
    <effects>
    <effect type="Data"
    action="HandAttack" amount="30.00" subtype="Damage"
    damagetype="Hack" relativity="Assign">
    <target
    type="ProtoUnit">Main Character Test</target>
    </effect>
    </effects>
    </tech>

    Sometimes I like to take screenshots. But only sometimes.
    Eurotool
    Hero
    posted 14 March 2011 09:14 PM EDT (US)     78 / 1333       
    We're kinda invaded by threads on AI/RMS... but also by a lot of incoming pros that only visit AI/RMS...

    This section was so calm before... it's a Revolution !

    L33TSkillz
    Mortal
    posted 14 March 2011 09:50 PM EDT (US)     79 / 1333       
    @Thobus You used assign, should be absolute
    BasePercent is * the original
    Percent is * everything else
    Absolute is +
    Assign is =
    Assigns cannot be undone, but techs after activation can then affect it.

    [This message has been edited by L33TSkillz (edited 03-15-2011 @ 03:42 PM).]

    crazydragon
    Mortal
    posted 15 March 2011 10:39 PM EDT (US)     80 / 1333       
    never mind I got it working now

    [This message has been edited by crazydragon (edited 03-15-2011 @ 11:49 PM).]

    Ben42
    Mortal
    posted 16 March 2011 07:02 AM EDT (US)     81 / 1333       
    thanks for the help


    also Im having trouble exporting the models. I read the tutorial in the modding section and it tells me to first run export in gmax exporter. It says that a box with writing in should come up but all that comes up is a box saying completed.

    After that it says to open up GMAX listener, I do that but then it says to open GMAX explorer.

    I have Gmax, and GMAX exporter but not gmax explorer, does anyone know where i can get it from?
    Eurotool
    Hero
    posted 16 March 2011 09:35 PM EDT (US)     82 / 1333       
    I wanted to do a Hippikon on a black horse, so I extracted the cavalry g hippikon horse standard.ddt into bitmap, but I realised it was a big work to try to figure out what were the horse's parts and I choosed to extract cavalry g scout horse.ddt and see what it was. It seemed to be exactly the same size as the Hippikon one, but when I tried it on AoM it didn't worked. I did the contrary and the Kataskopos went white

    Did I choose the wrong Hippikon file to change the Hippikon horse's color ? What file would it be if I want the standard one ?

    Pudgey
    Mortal
    posted 18 March 2011 08:01 PM EDT (US)     83 / 1333       
    @FAILeliminator How do you make a trigger? I will check the FAQ for that... Thanks im gonna try it now
    Ben42
    Mortal
    posted 25 March 2011 02:42 PM EDT (US)     84 / 1333       
    another question

    Before when I asked how to import multiple textures onto Gmax I was told to put all of the textures onto one big file.
    I did this but I don't know what settings I should use to convert it back into a ddt file.

    This is what is on it

    1x: titan x gaia- 12-bit, 4-bit alpha [1], 5 mip map levels
    3x: gp x hesperides tree- 15-bit alpha [2], 5 mip map levels
    3x: gp x hesperides tree shadow- 12-bit, 4-bit alpha [0], 5 mip map levels
    3x: sfx x hesperides ring- 16-bit, no alpha [0], 5 mip map levels
    3x: spc x gaia tree- 15-bit, 1-bit alpha [0], 5 mip map levels
    3x: spc x gaia tree shadow- 12-bit, 4-bit alpha [0], 5 mip map levels
    RadishSpirit91
    Mortal
    posted 26 March 2011 02:07 PM EDT (US)     85 / 1333       
    I am working on a new Inuit civilization and before I publish the script to see who is interested, I'd like to know if the following god powers/technologies are possible:

    God Powers:
    - Watchman- Grants the player the line of sight of all enemy heroes for thirty seconds.
    - Great Totem- A large Inukshuk is created that increases the attack of all friendly units around it. Like a Healing Spring, it cannot be destroyed, but it is controlled by whoever has the most units around it. The attack of each friendly unit around it is increased by 5% for human units and heroes and 10% for myth units.
    - Heist- For one minute, all the resources that the player's enemies gather enter the invoker's stockpile of resources instead of the enemies'.

    Technologies:
    - Holy Site- Temples can hold 15 Relics.
    - Gluttony- Grants a slow trickle of Food; approximately .5 Food per second.
    - Expanded Quiver- Lodges (Inuit Fortresses) fire twice as many arrows.

    Thank you! It is important that I recieve feedback so I know what to change in this mod under construction.

    ~~ Check out my poll for Native American Civilizations here: http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=19,28934,,20 ~~
    Xzaander
    Lone Wolf
    (id: SirThobus)
    posted 26 March 2011 03:02 PM EDT (US)     86 / 1333       
    Heist - Not sure about that one, might be possible.
    Holy Site - Possible, but 7 of those relics won't be visible in th UI when you select the temple. 8 as the most.

    The other ones seems valid to me.

    Sometimes I like to take screenshots. But only sometimes.
    L33TSkillz
    Mortal
    posted 27 March 2011 11:01 AM EDT (US)     87 / 1333       
    I believe the only possible ones are the techs, I'll check the gps. But yeah the 7 won't be visible.

    Watchman might. You'd have to do something with a modified omniscience. I think you want to try something like this:


    <effect all="true" type="SharedLOS">
    <target type="ProtoUnit">Hero</target>
    </effect>

    It probably won't work but if it does then watchman will. Then you could activate it in a gp, Eclipse with gp blocking off, that tech and no lighting would work. There's also a gp type TechActivate but I don't know if it works.

    Great Totem might also work but passive Boosting generally doesn't work outside of very specific conditions. I really haven't been able to figure out how to boost anything other than the type that boosts it passively. If I do I'll tell you but I'm pretty sure regardless of the type it will only be able to boost Great Totems.

    [This message has been edited by L33TSkillz (edited 03-27-2011 @ 11:12 AM).]

    TAG
    That AoM Guy
    (id: aom expert)
    posted 27 March 2011 09:47 PM EDT (US)     88 / 1333       
    EDITED

    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 Aom Expert (edited 03-28-2011 @ 07:22 PM).]

    Xzaander
    Lone Wolf
    (id: SirThobus)
    posted 29 March 2011 12:34 PM EDT (US)     89 / 1333       
    I've done a model in gmax, and exported to into 3dx format. I bring up AoMED to convert it to .brg format, and is prompted to locate original brg file, I klick ok and gets this error:

    "Cannot find **START** and **END** lines in update file data at /PerlApp/Convert.pm line 1492."

    When I press stack trace, it shows this:

    "--- Begin Traceback ---
    Cannot find **START** and **END** lines in update file data at /PerlApp/Convert.pm line 1492.
    Convert::threeds_to_brg at /PerlApp/Convert.pm line 1492
    main::simple_convert at /PerlApp/TkGUI.pm line 637
    main::__ANON__ at /PerlApp/TkGUI.pm line 470
    [\&main::__ANON__]
    Tk callback for .toplevel.button8
    Tk::__ANON__ at /PerlApp/Tk.pm line 228
    Tk::Button::butUp at /PerlApp/Tk/Button.pm line 111
    (command bound to event)"

    Sometimes I like to take screenshots. But only sometimes.
    Stephen Caines
    Mortal
    posted 31 March 2011 07:37 PM EDT (US)     90 / 1333       
    @RadishSpirit91 - Some suggestions

    Gluttony - create a tech that does ...

    effect amount="0.50" relativity="Absolute" resource="Food" subtype="MinimumResourceTrickleRate" type="Data" target type="Player"/target
    /effect

    Holy Site - use maxcontained 15 /maxcontained in the proto definition or create a tech that does ...

    effect amount="15.00" relativity="Absolute" subtype="MaximumContained" type="Data"
    target type="ProtoUnit" Holy Site /target
    /effect

    Expanded Quiver - create a tech that does ...

    effect action="RangedAttack" amount="2.00" relativity="Assign" subtype="NumberProjectiles" type="Data"
    target type="ProtoUnit" AbstractArcher /target
    /effect

    Watchman

    L33TSkillz's idea is the best bet, but I think you will be stuck with all. May need to just do a 30 sec Omniscience (e.g. see everthing but only for a while), though the following may work as a GP ...


    ?xml version="1.0" encoding="UTF-8"?
    power name="Watchman" type="spy" techname="Watchman"
    activetime -1 /activetime
    placement forceonmap="1" enemy="" matchtype="Hero" full /placement
    spyproto spy eye /spyproto
    soundset type="StartSound" listenertype="Ally" GodPowerStart /soundset
    soundset type="StartSound" listenertype="IfOnScreenAlly" SpyBirth /soundset
    soundset type="EndSound" listenertype="Ally" GodPowerEnd /soundset
    minimapeventtime sendalertto="ally" 10.0 /minimapeventtime
    messagealertplayerrelation ally /messagealertplayerrelation
    icon god power spy icon /icon
    usedicon god power spy icon done /usedicon
    /power



    Great Totem

    In the proto def use

    action name="Boost"
    param name="MaximumRange" value1="20.0" /param
    param name="Persistent" /param
    param name="Rate" type="HumanSoldier" value1="1.05" /param
    param name="Rate" type="Hero" value1="1.10" /param
    /action

    for the boost and

    action name="AutoConvert"
    param name="MaximumRange" value1="10.0" /param
    param name="Persistent" /param
    param name="ConvertByEnemyOnly" /param
    /action

    for the convert

    Heist - nice idea, but I cannot see any parameters that determine whose inventory villagers gather to, so I assume you have no say in it. Good Luck with your mod.

    [This message has been edited by Stephen Caines (edited 03-31-2011 @ 07:40 PM).]

    Stephen Caines
    Mortal
    posted 31 March 2011 07:44 PM EDT (US)     91 / 1333       
    @Ben42 - you will need to use the format that has the most info - e.g. if one uses grey-scale for variable transparency you will need to use this and adjust the bottom half of the bit map accordingly for the others.
    L33TSkillz
    Mortal
    posted 01 April 2011 04:40 PM EDT (US)     92 / 1333       
    Just saying, most of those are wrong in some way

    Holy Site should use absolute 10 or assign 15,

    Expanded Quiver should be BasePercent or Percent (Assign isn't reversible so should never be used unless necessary)

    Your spy also will almost definitely not work (I can't honestly say that I've tried it but it doesn't look like that will be compatible with the way spy works).

    As is, your Boost for the great totem won't work at all. It will boost absolutely nothing. I'm certain of that.

    Just reminding you in case you're really bad

    </serious>

    [This message has been edited by L33TSkillz (edited 04-01-2011 @ 04:57 PM).]

    Xzaander
    Lone Wolf
    (id: SirThobus)
    posted 04 April 2011 01:11 PM EDT (US)     93 / 1333       
    I need to know if there's any way to stop objects from being highlighted when klicking on them with another unit? It makes no sense that a rock, boulder or similar flashes as soon as you klick on it when ordering a unit.

    Sometimes I like to take screenshots. But only sometimes.
    TAG
    That AoM Guy
    (id: aom expert)
    posted 04 April 2011 04:49 PM EDT (US)     94 / 1333       
    Hmm this could be possible as far as I know. Take this to my thread. (the one in my sig about the fan patch) Sounds like a good idea. Even if you get your question answered I still wanna hear about it.

    Check out my YouTube
    For live help with me, enter this chatroom. If I'm not on you can leave a message.
    Xzaander
    Lone Wolf
    (id: SirThobus)
    posted 04 April 2011 05:55 PM EDT (US)     95 / 1333       
    Things that do not flash are stuff like Water Reeds, Grass and Shadow...

    Sometimes I like to take screenshots. But only sometimes.
    Xzaander
    Lone Wolf
    (id: SirThobus)
    posted 06 April 2011 06:34 AM EDT (US)     96 / 1333       
    Hmm, it seems to have to do with what texture it is. 12-bit 4-bit alpha [0] (5 mipmap level) textures seem to remove the flashing effect.

    A new question, mostly for L33TSkillz since he found out about dynamic light:

    I have two units. "Torch Stone Out" and "Torch Stone Lit". I want the "Lit" one to have dynamic light, and therefore I added it as an action.

    <unit id="825" name="Torch Stone Lit">
    <dbid>x</dbid>
    <displaynameid>x</displaynameid>
    <obstructionradiusx>0.5000</obstructionradiusx>
    <obstructionradiusz>0.5000</obstructionradiusz>
    <maxvelocity>0.0000</maxvelocity>
    <movementtype>land</movementtype>
    <bountyfactor resourcetype="Favor">1.0000</bountyfactor>
    <rollovertextid>22018</rollovertextid>
    <decay delay="0.0000" duration="0.5000"></decay>
    <unittype>LogicalTypeVolcanoAttack</unittype>
    <unittype>LogicalTypeSuperPredatorsAutoAttack</unittype>
    <unittype>LogicalTypeAffectedByRestoration</unittype>
    <unittype>LogicalTypeTornadoAttack</unittype>
    <unittype>LogicalTypeSuperPredatorsAttack</unittype>
    <unittype>LogicalTypeEarthquakeAttack</unittype>
    <unittype>LogicalTypeSiegeAutoAttack</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingNotTitanGate</unittype>
    <unittype>LogicalTypeValidDeconstructionTarget</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeBuildingsNotHouses</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRamAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeTartarianGateValidOverlapPlacement</unittype>
    <unittype>LogicalTypeValidForestFireTarget</unittype>
    <unittype>LogicalTypeSeaSerpentAttack</unittype>
    <unittype>LogicalTypeValidMeteorTarget</unittype>
    <unittype>EmbellishmentClass</unittype>
    <unittype>Building</unittype>
    <flag>NoIdleActions</flag>
    <flag>DoNotCreateUnitGroupAutomatically</flag>
    <flag>DoNotShowOnMiniMap</flag>
    <flag>StartOnNoUpdate</flag>
    <flag>NoUnitAI</flag>
    <flag>NotSelectable</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>VisibleUnderFog</flag>
    <flag>NoHPBar</flag>
    <flag>ForceToGaia</flag>
    <flag>Immoveable</flag>
    <flag>CollidesWithProjectiles</flag>
    <flag>DontFadeInOnBuild</flag>
    <flag>NoBloodOnDeath</flag>
    <action name="Light">
    <param name="Rate" type="All" value1="1.0"></param>
    <param name="Persistent"></param>
    <param name="MaximumRange" value1="11"></param>
    </action>
    </unit>

    But is there any light coming from this torch when I place it in the editor or when I play? No. Why?

    Sometimes I like to take screenshots. But only sometimes.

    [This message has been edited by SirThobus (edited 04-06-2011 @ 06:40 AM).]

    Stephen Caines
    Mortal
    posted 08 April 2011 08:36 AM EDT (US)     97 / 1333       
    @L33TSkillz - yeh probably, but I didn't have my crayons handy for a detailed explanation so I apologise if they require a bit more research. I agree on the GP one, but I've never tried a Full placement instead of a Unit placement on a spy tech - it may work (the rest of what I posted was the SPY GP). As for Boosts, I did forget to add that you need an appropriate boost sfx for the unit, because the lifespan of the boost sfx determines how long the boost is active between recharges (but give that the SFX is there the boost code looks OK). As for the others call it personal style. They sound like volatile technologies to me and so I prefer Assigns as I can reset them to a known value as required.
    L33TSkillz
    Mortal
    posted 08 April 2011 03:41 PM EDT (US)     98 / 1333       
    Well first thing, they don't really work if you don't have a dark lighting. They really can't improve the lighting if it's already perfect. They won't decrease the lighting to make it colored. Also they need to be updated in some way for the lighting to turn on.

    If neither of those were a problem then I just don't konw.
    Xzaander
    Lone Wolf
    (id: SirThobus)
    posted 09 April 2011 09:54 AM EDT (US)     99 / 1333       
    Figured it out, seems like it was a connection between the anim file and a NoIdleAction flag, and in the anim it said anim None. I changed it to anim Idle and removed the NoIdleActions flag, and it works perfectly now.

    Sometimes I like to take screenshots. But only sometimes.
    maddannighthawk
    Mortal
    posted 10 April 2011 06:41 AM EDT (US)     100 / 1333       
    Hey can anyone here make a stargate? just a simple stargate, i dont mind if it dont have sounds, or does not teleport you anywhere as i can use triggers for this. I just need a simple stargate that will look cool for my campaign, i would recommend it to be bigger than the units lol. I would do it myself but have no idea on where to begin with modding. All credit will go to the modder if anyone is able to make it. Many thanks
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