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Thread: BI Help with dismounting Unit

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  1. #1

    Default BI Help with dismounting Unit

    Hey lads im trying to have a new unit for the Celts that is a dismounted Noble Clansman. I have basically edited all the files to make a new unit and then attempted to dismount the unit.

    I think I done everything right...

    the game started...
    i started a battle with the unit and the map loaded but as soon as the speech started it crashed to the desktop.

    this is export descr unit
    ----------------------
    type infantry clansmen celt
    dictionary infantry_clansmen_celt ; Noble Infantry
    category infantry
    class heavy
    voice_type Heavy_1
    soldier noble_clansmen, 16, 0, 1
    attributes sea_faring, hide_forest, hardy
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 2, 0
    stat_pri 10, 6, no, 0, 0, melee, blade, piercing, sword, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 8, 10, 5, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, 0, 0, 0
    stat_mental 11, normal, untrained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 850, 369, 70, 110, 680
    ownership celts
    ------------------------------

    and this is descr model battle showing first the original mounted unit then the dismounted one.


    type noble_clansmen;
    ;--------------------------------------
    skeleton fs_hc_swordsman
    indiv_range 40
    texture celts, bi/data/models_unit/textures/BI_unit_noble_clansmen_celts.tga
    model_flexi bi/data/models_unit/BI_unit_noble_clansmen_lod1.cas, 15
    model_flexi bi/data/models_unit/BI_unit_noble_clansmen_lod2.cas, 30
    model_flexi bi/data/models_unit/BI_unit_noble_clansmen_lod3.cas, 40
    model_flexi bi/data/models_unit/BI_unit_noble_clansmen_lod4.cas, max
    ;model_sprite 60.0, bi/data/sprites/ _sprite.spr
    model_sprite celts, 60.0, bi/data/sprites/celts_noble_clansmen_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    type noble_infantry;
    ;--------------------------------------
    skeleton fs_slow_swordsman
    indiv_range 40
    texture celts, bi/data/models_unit/textures/BI_unit_noble_clansmen_celts.tga
    model_flexi bi/data/models_unit/BI_unit_noble_clansmen_lod1.cas, 15
    model_flexi bi/data/models_unit/BI_unit_noble_clansmen_lod2.cas, 30
    model_flexi bi/data/models_unit/BI_unit_noble_clansmen_lod3.cas, 40
    model_flexi bi/data/models_unit/BI_unit_noble_clansmen_lod4.cas, max
    ;model_sprite 60.0, bi/data/sprites/ _sprite.spr
    model_sprite celts, 60.0, bi/data/sprites/celts_noble_clansmen_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    ----------------------------

    can anyone see any obvious errors?

  2. #2
    CeltiberoRamiroI Member Monkwarrior's Avatar
    Join Date
    Apr 2004
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    Salduie/Caesaraugusta/ Sarakusta/Saragossa
    Posts
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    Default Re: BI Help with dismounting Unit

    The obvious error is that there are no dismounted units in RTW. At least no directly.
    You have defined the infantry_clansmen_celt as infantry unit, but you assigned it a soldier (noble_clansmen) that has a skeleton for cavalry. The assigned soldier should be the infantry one, noble_infantry.
    And both versions, mounted and dismounted, must be different units, with different entries in export_descr_units.

    Cheers.

  3. #3

    Default Re: BI Help with dismounting Unit

    ye ye ye they do have their own entry they are a completely NEW UNIT i cloned the mounted ones so there was 2 mounted ones then i attempted to dismount one of them

  4. #4

    Default Re: BI Help with dismounting Unit

    Oh wait sorry i see what you mean thanks i read it wrong lol

  5. #5

    Default Re: BI Help with dismounting Unit

    What he means is that you need to make a new soldier entry for the unit in descr_modle_battle.txt so that you can assign it an infantry skeleton, clear?
    Hegemonia Lead Modeller.

  6. #6

    Default Re: BI Help with dismounting Unit

    Ye i figured that out the second time i read it.:D

    Cheers for the help ladies it works good now.

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