Stephen Caines
Mortal
posted 25 June 2007 07:23 PM
EDT (US)
651 / 2500
@invent00r - yes you do need to add a god power handler to the aiGP script. This is fairly straight forward - just look at a similar GP to the one you want to add and see its casting logic. Generally they follow an approach that economic GP's are cast immediately, and battle GP's get triggered when a large or very large force is attacking you, but there is plenty of scope for variation.
@Vivera - the attachpoint for the projectile is defined in the model and cannot be moved, however if the projectile is a .brg rather than a .prt you can edit it in gmax and offset the projectile model from its pivot point - which will give the effect of changing its launch position.
Freezo
Mortal
posted 26 June 2007 04:15 AM
EDT (US)
652 / 2500
Hello all,
i have a problem with exporting my edited infantry N huskarl_idlea from gmax to 3dx. All the other Huskarl models do well, but this one goed crazy when i try to export it. I followed several turtorials but none helped. some advice? or maybe someone wants to export it for me?
My e-mail: friso.aalbers@gmail.com. ill send the edited model as .gmax, then it only needs to be exported and sended back to that adress.
thanks,
- friso
invent00r
Mortal
posted 26 June 2007 06:18 AM
EDT (US)
653 / 2500
@Stephen Caines
I already got it to work.
The god power I was talking about was the Dwarven Mine
Initially, I just used:
aiCastGodPowerAtPosition(cTechCreateGold,kbGetTownLocation()-vector(0,0,8));
But I soon found out that it doesn't work online...
I made a new script, now using plans.
The problem is that now:
Takes about 4 sec to invoke it.
Can't be close to town center.
Is it possible to actually get it invoke right next to towncenter?
Roxas
Mortal
(id: silvermoon)
posted 29 June 2007 05:14 AM
EDT (US)
657 / 2500
If you get stephen cairnes modding guide, he explains it really well in there
Freezo
Mortal
posted 03 July 2007 04:57 PM
EDT (US)
659 / 2500
I have removed a cape from a model, and then converted back etc. etc.
And in game, when the character is in idle, the texture is ok, but when it walks or attacks the textures go crazy: his leggs suddenly gray instead of his arms.
Anyone know how i can restore it?
Freezo
Mortal
posted 07 July 2007 03:18 PM
EDT (US)
663 / 2500
Can anyone help me how to make a chariot with two wheels? I seen the anim of a chariot archer, there's just a import of a wheel, so i can't really change it with gmax, unless i add the wheel to my model etc. and that cost lots of time :/ So, any suggestions?
I need the chariot for my civ im making...
BTW2: If more people are interested in helping me making a new civ: friso.aalbers@gmail.com. Im almost done doing all the story/background, gods, godpowers, units etc. The only thing is making all the models and programming the civ :/
BTW2: Its funny to see how people who post topics and making this forum messy directly get help, and people who just post their questions in the right (question) topic often don't :/
Vespacianus
Mortal
posted 09 July 2007 09:57 PM
EDT (US)
665 / 2500
I am trying to edit the protox so I can make modded units 'trainable', i tried adding and the unit ids, but it isnt working, can someone tell me how to solve this?
Beng4499
Mortal
posted 10 July 2007 10:18 PM
EDT (US)
666 / 2500
Vespacianus, you also need to add an entry to the Techtreex to make your unit trainable. There is more in depth information in guides. I hope this starts you on the path to solve your problem.
Mordanticus
Mortal
posted 19 July 2007 08:13 PM
EDT (US)
668 / 2500
Say I wanted to create a new unit. Will it have to be based of an existing unit? I have noticed most mods and the units look like old AOM units just with a new look. Is it possible to create a completely new unit that does not look anything like a unit from AOM. I wanted to create a pirate ship but I dont want to "modify" the existing pirate ship or use any of the ships from AOM. I want the ship to look a bit more galleon-y. Like a real pirate ship with its decks and hign sails. This might be a unrealistic dream but I would like to know if it is possible to do so. If so could someone show me a guide or tell me how to create a unit from scratch.
Thanks in advance!
Mordanticus
Mortal
posted 21 July 2007 08:08 PM
EDT (US)
671 / 2500
thank you!
o and can you tell me if there is anything out there that can teach me how to use gmax?
Beng4499
Mortal
posted 24 July 2007 08:15 PM
EDT (US)
673 / 2500
The Anubite's jump is made up of three animations, take off, jump, land. How do I create my own three part animations. I already have the models, I just need to figure out how to word the data or animation or whatever to use all three in the correct order.
Beng4499
Mortal
posted 24 July 2007 11:01 PM
EDT (US)
675 / 2500
That isn't exactly what I was getting at. I have created a werewolf unit that stands upright, but I want it to run on all fours, so I was hoping to make it so it lowers to four feet before walking, and raises back to two feet when it is done. So I have a raising and lowering model. Does anyone know how to string these animations together?