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Panther

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Posts posted by Panther

  1. Welcome to the Forum, Lunari8546.

    Learning to create mods requires alot of patience and knowledge that one must build up first.

    A civilisation is hooked up with many factors such as; 3D models, textures, actors and templates, meaning that just copying one folder won't do you much good.


    Delenda represents a very complex mod which changes the whole gameplay. I'd advise you to start with something smaller to explore the basics.

    If you require help, feel free to DM me.

     

    • Like 1
  2. The game has a mechanism that allows to load models and apply textures later meaning that no .dae file contains any directly.

    The variants add a randomized texture and/or props to the model.
    As for the quadraped files, those are animations that a model is capable of doing and are defined in the .dae.

    You can find every single texture in the following path: 

    0.A.D -> binaries -> data -> mods -> puplic -> art -> textures

    If you can't figure out which is which, go into the actors folder and read the .xml file you need as it contains the path to the texture of it.

    • Like 1
  3. 10 hours ago, allalongthetower said:

    Great suggestions! Thank you all so much! The community is one of my favorite parts of this game. Is there a way to get rid of the animals to get rid of that violence as well?

     

    Thanks!

    This simple mod removes animals from the game: no animals.zip

    It's not the best solution, as it causes some error messages to pop up, but it works.

     

    To use it, simply unzip and past the folder inside  0.A.D\binaries\data\mods

    Then enable it in-game via options -> mod-selection

    • Like 2
  4. On 3/7/2020 at 9:43 AM, Stan` said:

    Where did you put them? Pyromod needs to be double clicked on and zip needs to be put in a folder with the same name in the mods folder and its mod.json must be put next to it.
    Also you need package mod. The only case where you do not need it is if you only touch XML or JS files.

    Thanks; it's working now! (y)

    • Like 1
  5. 18 hours ago, Stan` said:

    What OS are you on?

    The process itself is working now (after I started Powershell as admin) but the game doesn't detect the .pyromod nor .zip. 

    I'll just give up for now. :wacko:

  6. 1 hour ago, Stan` said:

    How did you proceed?

    I followed these steps without using your package_mod.

    Is it possible that I just didn't wait long enough the one time it created a folder?

    binaries/system/pyrogenesis -mod=bluegui -archivebuild="binaries/data/mods/bluegui" -archivebuild-output="bluegui.pyromod" -archivebuild-compress
  7. 11 hours ago, Stan` said:

    You could add this on mod.io :)

    I will as soon I figure out how to avoid a crash when I try packing it into .pyromod.

    Spoiler

    Much to our regret we must report the program has encountered an error.

    Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.
    You may find paths to these files at https://trac.wildfiregames.com/wiki/GameDataPaths

    Details: unhandled exception (Access violation reading 0x00000000)

    Location: unknown:0 (?)

    Call stack:

    (error while dumping stack: No stack frames found)
    errno = 0 (No error reported here)
    OS error = 0 (no error code was set)

    Strangely I managed to create it once but it was empty, any suggestions? :unsure:

  8. Open your map .xml with a text editor of choice, I recommend Notepad++.

    Add the following line:

    Spoiler

    {
      "CircularMap": true,
      "Description": "text",
      "Keywords": ["trigger"],
      "Name": "YourMap",
      "PlayerData": [
        {},
        {},
        {}
      ],
      "Preview": "icon.png",
      "TriggerScripts": [
        "scripts/TriggerHelper.js",
        "skirmishes/YourTrigger.js"
      ],

      "VictoryConditions": [
        "conquest"
      ]
    }

     

    Create your trigger script.js based on this code:

    Spoiler
    
    Trigger.prototype.SpawnAndAttack = function()
    {
        var intruders = TriggerHelper.SpawnUnitsFromTriggerPoints(
                pickRandom(["C", "B"]), "units/athen_infantry_marine_archer_e", this.attackSize, 0);   //  use whatever unit you want here
    
               // c and b  trigger objects are defined as spawn point for gaia unit
    
        for (var origin in intruders)
        {
            var playerID = TriggerHelper.GetOwner(+origin);
            var cmd = null;
            for (var target of this.GetTriggerPoints("A"))   // gaia will walk to  trigger object a
            {
                if (TriggerHelper.GetOwner(target) != playerID)
                    continue;
                var cmpPosition = Engine.QueryInterface(target, IID_Position);
                if (!cmpPosition || !cmpPosition.IsInWorld)
                    continue;
                // store the x and z coordinates in the command
                cmd = cmpPosition.GetPosition();
                break;
            }
            if (!cmd)
                continue;
            cmd.type = "attack-walk";
            cmd.entities = intruders[origin];
            cmd.targetClasses = { "attack": ["Unit", "Structure"] };   //  checks for enemy units and structures to attack
            cmd.allowCapture = false;  //if true gaia will try to capture your buildings
            cmd.queued = true;
            ProcessCommand(0, cmd);
        }
    
        // enlarge the attack time and size
        var rand = randFloat(1, 3);
        this.attackTime *= rand;
        this.attackSize = Math.round(this.attackSize * rand);
        this.DoAfterDelay(this.attackTime, "SpawnAndAttack", {});
    };
    
    {
        let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
        cmpTrigger.attackSize = 1;    // attack with 1 soldier
        cmpTrigger.attackTime = 60 * 1000;   // attack every 1 minute
        cmpTrigger.DoAfterDelay(cmpTrigger.attackTime, "SpawnAndAttack", {});
    }

     

     

    Lastly add trigger objects to your map by using Atlas:

    Spoiler

    285658831_triggerpoints.thumb.png.703c6d247c696662417698b9e560227e.png

     

    Quote

    How do I put units in gaia structures?

    It is not possible to place units in buildings using Atlas.

    • Like 3
    • Thanks 1
  9. 41 minutes ago, sneazzy95 said:

    So we can't create a new account without getting banned ?

    Exactly. The rules state the following; "Only create one account per person on the service unless authorized by Wildfire Games."

    • Like 1
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