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Scenario Design
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Age of Mythology Heaven » Forums » Scenario Design » Kronny Alpha Release V0.4
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Topic Subject:Kronny Alpha Release V0.4
nottud
Hero
posted 07 May 2020 05:33 AM EDT (US)         
A major update has been created from Kronny which now supports unit editing:

Version 0.4


You can now click select (optional ctrl key modified) or box select existing units and edit their properties. Setting of properties on multiple objects at once is supported. The following properties are currently supported:
* Name - Internal name triggers use to look up the unit
* Type - The actual unit. I have supported look up using either the editor name or scenario name. Wildcards ? and * are supported as well as partial matches.
* Player of the unit
* Position - X, Y, and Z can be freely changed
* Scale - X, Y, and Z independently can be changed. Negative values are supported turning the unit inside out!
* Rotation matrix - Even I don't particularly understand it but it seems represent a transformation matrix used primarily for unit rotation but you can do crazy things like skew.

Other fixes include making the water and land interact better when zooming and panning.

Know issue: Setting a property on a very large number of units is far slower than it should be due to an unresolved internal inefficiency.

Download here: http://aom.heavengames.com/downloads/showfile.php?fileid=11478

Original thread: https://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,30107,,10

[This message has been edited by nottud (edited 05-12-2020 @ 02:36 PM).]

AuthorReplies:
Roxas
Mortal
(id: silvermoon)
posted 07 May 2020 02:06 PM EDT (US)     1 / 9       
I really like the new Unit Editor.

Is the icon that looks like a page in a book for SFX, embellishments or is it just a generic one for the moment for things that dont have an in game icon?


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Roxas, his heart was human, yet because of his status as a being his fate was sealed since he was born. How many times must humanity judge others like that as well without giving them a fair chance?

"It would be very irresponsible of me to give you my thoughts as you are clearly incapable of handling the ones you already have" ~some guy in OD

Prologue: version 0.9.8.1: www.trotd.co.nr
nottud
Hero
posted 07 May 2020 03:45 PM EDT (US)     2 / 9       
Yes it is the dummy icon for stuff with no portrait I am using. I may make custom icons for common items missing them in a future update.

EDIT: Done a hotfix btw as some scenarios were failing to load.

[This message has been edited by nottud (edited 05-07-2020 @ 03:48 PM).]

Roxas
Mortal
(id: silvermoon)
posted 07 May 2020 04:00 PM EDT (US)     3 / 9       
Ah that makes sense. The main thing I always struggle to find is the cinematic block and revealers, especially when writing AI stuff, so it might be good to differentiate between thse for now and the rest of the iconless stuff some other time?

I may have missed it when poking around, but is there a unit list for things placed in the map already?

Cheers


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Roxas, his heart was human, yet because of his status as a being his fate was sealed since he was born. How many times must humanity judge others like that as well without giving them a fair chance?

"It would be very irresponsible of me to give you my thoughts as you are clearly incapable of handling the ones you already have" ~some guy in OD

Prologue: version 0.9.8.1: www.trotd.co.nr
nottud
Hero
posted 07 May 2020 04:09 PM EDT (US)     4 / 9       
Not currently - just the graphical view, selection tools and the editor. I did while developing write a "unit viewer" but it was just listing the units with their portraits and names. It may reappear for some future stuff.
Roxas
Mortal
(id: silvermoon)
posted 07 May 2020 04:10 PM EDT (US)     5 / 9       
Great stuff, look forward to seeing what you keep doing


||||||||||||||||My Videos||||||||||||||||
Roxas, his heart was human, yet because of his status as a being his fate was sealed since he was born. How many times must humanity judge others like that as well without giving them a fair chance?

"It would be very irresponsible of me to give you my thoughts as you are clearly incapable of handling the ones you already have" ~some guy in OD

Prologue: version 0.9.8.1: www.trotd.co.nr
nottud
Hero
posted 12 May 2020 02:34 PM EDT (US)     6 / 9       
Update V0.5 has been released! A lot going on with this one...

Version 0.5


This brings out an experimental feature allowing you to override multiplayer lobby information when playing a scenario. When enabled and the map is hosted - the lobby information will be ignored and replaced with what is provided on the scenario. Please note the following:
* The interactions between the data and the game is complex and circumstantial. The game does with the data whatever it feels like which may not always be intuitive.
* The intereactions change drastically based on the player type selected - If things are not working try switching between AI and Player.
* Depending on the situation e.g. ai vs non ai player different information may be used - some cases it will use the override data, some situations it will fall back to the data in player data
* All lobby data is overriden or not - you cannot save override the game type but not the player gods i.e. You can't pick and choose sorry!
* I recommend testing your change to your scenario in a LAN game with yourself to see what happens
* All override data is LOST if you open up the scenario in the editor and save it - you have been warned! This is due to it being completely unsupported by the game editor.
The following things can be changed for global data
* Override: This determines if the scenario should have lobby data to use appended to it. This needs to be enabled before any other changes are made.
* Game type: This allows pushing the mechanics of random map game types such as Supremecy, Deathmatch, Lightning, Treaty, etc. to the scenario. This includes things like faster build, instant age up, more resources, all techs, treaty timer, AI behaviour, etc.
* Difficulty: Allows forcing of the game difficulty - this is mainly useful when dealing with the AI
* Pause limit: This can be freely set to a value up to 255
* Shared resources: If resources should be shared between your team
* Shared population: If population should be shared by your team - I had difficulty testing this one so I don't know its effectiveness.
* Locked teams: Prevents diplomacy from being changed. Had trouble in testing allowing teams to be changed but might work in some situations.
* Enable cheats - This can be used to force cheats to be enabled.
The following things can be changed for player data
* Type: This indicates the type of player being represented. I do not fully understand this but you should match how the scenario is expected to be played. If you run into trouble getting other properties to work properly try swapping between player and AI. I could not get observer to work on a scenario and I wasn't sure the different between Hidden and Unknown. When player is selected and an AI is playing the game seems to treat it as a missing player. The name will be game default and data will come from the player data of the scenario.
* Name: This forces the name of the player. It does not seem to work on the AI which instead prefers to use the map data instead.
* God: This allows forcing of the god that is used.
* Rating: You can set the rating of the player - I don't know if this has any effect other than potentially appearing in some screens/dialogs
* Handicap: Overrides the ingame handicap with the provided value. 0 is the normal amount.
* Team: Forces the team of a player
* Associated player: Seems to set which player the game thinks you will control. It is possible this is an artifact from players being potentially able to select their player colour. Changing this does not sadly change which player you play as - least not from testing so far...

[This message has been edited by nottud (edited 05-12-2020 @ 02:36 PM).]

scragins
Heretic of December
posted 13 May 2020 08:44 AM EDT (US)     7 / 9       
If you can set shared resources to on can you do this even with a non-human player? Normally you can not turn this unless all players are human.
nottud
Hero
posted 14 May 2020 05:14 AM EDT (US)     8 / 9       
I did successfully manage to turn it on with some AI players in testing so yes. Though couldn't get shared population to work with AI players.
scragins
Heretic of December
posted 14 May 2020 09:00 AM EDT (US)     9 / 9       
That would have saved me some time a few years ago.
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