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AI, RMS Scripting, and Modding
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Age of Mythology Heaven » Forums » AI, RMS Scripting, and Modding » Got a Question? Ask it Here!
Topic Subject:Got a Question? Ask it Here!
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(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.


  •  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:

    The ultimate modeling guide:

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

  • AuthorReplies:
    posted 11 August 2018 01:25 PM EDT (US)     1301 / 1311       
    @Yiome Oh I see, I had similar problem with alpha texture, just changed format to different one and that helped. Could be caused by AoMeD itself mb. Did you solved the problem?

    Btw I have solved mine, mod here on AOMH. ABE is realy awesome
    posted 17 August 2018 07:58 PM EDT (US)     1302 / 1311       

    here was the problem, he solves it by setting it to 0

    Thanks brothers.

    I have another question.
    It requires a unit to be able to attach an anim file to another anim.

    I made this:
    // Chinampa_anim.txt

    import bush_anim.txt
    import ahuejote tree_anim.txt
    import chinampa milpa_anim.txt
    import water reeds_anim.txt
    import water grass_anim.txt


    But it does not work

    anim Idle
    TechLogic none/Plow/Irrigation/Flood Control
    ConstructionLogic 0 33 66
    set hotspot
    Visual Building M ChinampaA Age1
    connect hotspot rippleIdle hotspot
    connect RightHand AhuejoteTree hotspot
    connect RightFoot AhuejoteTree hotspot
    connect LeftHand AhuejoteTree hotspot
    connect LeftFoot AhuejoteTree hotspot
    connect Backchest WaterGrass hotspot
    connect backabdomen WaterGrass hotspot
    connect face WaterGrass hotspot
    connect forehead WaterGrass hotspot
    connect grontabdomen WaterGrass hotspot
    connect Attachpoint ChinampaMilpa hotspot

    [This message has been edited by Yiome (edited 08-19-2018 @ 11:31 AM).]

    posted 18 August 2018 02:21 AM EDT (US)     1303 / 1311       

    You can not attach anim text files, you need to specify the visual or visualparticle within that anim file.
    And then connect them to the specific attachpoints.

    All of my Modpacks:
    Download here at AomHeaven.
    Subscribe in the workshop for the Extended Edition version.
    (id: Lilitu)
    posted 23 August 2018 04:50 PM EDT (US)     1304 / 1311       

    someone somewhere (in this forum I believe) was trying to make animals use their bored animations.. did anything good come out of that? I remember it was somewhat weird, maybe for p0 units or so. Or it had to do with the wander behaviour, dunno, cannot find it anymore :/

    Azarath Metrion Zinthos

    Steam: Order of Azarath
    AoMH Seraph
    (id: aom expert)
    posted 24 August 2018 04:55 PM EDT (US)     1305 / 1311       
    posted 08 September 2018 07:35 PM EDT (US)     1306 / 1311       
    Aom Heaven best of the best fan communities.
    posted 10 September 2018 07:14 PM EDT (US)     1307 / 1311       
    Hey everyone,

    I am trying to create a new god power using Nu Wa's Recreation. But the game doesn't react to Generic Corpse.
    When Chinese Villagers die, they leave behind a Chinese Villager Dead Replacement Unit. Other units generally leave behind a generic corpse. But some of the proto flags of the Generic Corpse prevent me from converting it to living unit.
    Is there a way to change Notalive flag to alive in any way?
    posted 20 September 2018 07:32 AM EDT (US)     1308 / 1311       
    If triggers are allowed, the y search trigger can pick them up and make them alive again using say yChange type as well as apply all sorts of other operations.

    Transform also picks them up but the no alive is still active with whatever you transform the unit to.
    posted 20 September 2018 02:48 PM EDT (US)     1309 / 1311       
    Thanks, for the reply. I need more information on this. Searching for y Search triggers on aom heaven didn't bring anything up.

    Is it possible to insert it into a god power?

    [This message has been edited by WinterGod (edited 09-20-2018 @ 05:58 PM).]

    (id: Lilitu)
    posted 23 September 2018 10:25 PM EDT (US)     1310 / 1311       
    Is it normal that rmPlaceObjectDefAtLoc takes some wiggle room? :/

    I was trying to place units at specific locations, but depending on spawn the position of the units deviates by 10 meters on the X axis. But on the X axis only.

    I switched the x & y variables, but it still deviated on the x axis only, so it's not an error in my code

    The map is 250x250. Should the X-Value be different to avoid this? Is there a way around this?

    Azarath Metrion Zinthos

    Steam: Order of Azarath
    posted 24 September 2018 01:01 PM EDT (US)     1311 / 1311       
    Yes it is something I have come across. For those occasions I use army deploy to place the object accurately.
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