Timbabwiani Posted January 5, 2016 Author Report Share Posted January 5, 2016 This is the zipfile containing all what i typed above:)testmod_1.zip Quote Link to comment Share on other sites More sharing options...
niektb Posted January 5, 2016 Report Share Posted January 5, 2016 Hehe, you happen to be a Dutchy? You called your simulation folder 'simulatie' instead of 'simulation'.Also I would rename the mod name in mod.json (to avoid ambigu names), like:{ "name": "testmod_1", "version": "0.0.19", "label": "A testmod_1", "url": "N/A", "description": "N/A", "dependencies": ["0ad=0.0.19"], "type": "mod"}testmod_1.zip 1 Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 5, 2016 Author Report Share Posted January 5, 2016 Oke i did it!!! but it did it like what wowgetofyourcellphone said!! but iam still curious on how the archer tree (b,a,e) works. i cant seem to get it to work:(Well haha next question:) How can i have mutiple mods at the same time. Everytime i select the imperialarcher mod. I can select the gaulaxeman mod in the mod selector. But i wont see the gaulaxeman in the atlas editor:( and vice versa Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 5, 2016 Author Report Share Posted January 5, 2016 Haha your right, i am:P haha i guess this typing mistake happens more often:P But you were right. that was my problem!! thanks:)You people got me all psyched! Thanks all! 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 5, 2016 Report Share Posted January 5, 2016 (edited) Hehe, you happen to be a Dutchy? Hmm, this made me curious too..His name sounds African, must be South African? South Africa is Dutch-ish right? Just a guess Edit: Ah, too late.. he already replied, so my guess was wrong.. Edited January 5, 2016 by wackyserious Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 6, 2016 Author Report Share Posted January 6, 2016 Oke well. i get stuck again and this time with the cavalry. How do you get an imperial (champion4) riding a horse:) Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 6, 2016 Report Share Posted January 6, 2016 Cavalry units use two actors, a horse actor and a rider actorThe mount or horse is the main actor while the rider actor is attached as a propEx.art/actors/units/celts/cavalry_swordsman_a.xml = mount or horseart/actors/units/celts/cavalry_swordsman_a_r.xml = riderDo you use the ActorEditor.exe found at 0ad/\binaries\system? It is a very helpful tool, you should try it Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 6, 2016 Author Report Share Posted January 6, 2016 I did it. I @#$%ing did it! @#$% yea! Oke, well i have still some questionmarks with the lineup for example the archer units b,a,e How exactly do you guy set them up? Cause iam still doubting if i do it correctly:) Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 6, 2016 Author Report Share Posted January 6, 2016 O and lets say you want your horseman to have a cape only than as a variant. So if you create a imperial sword horseman 30% chance that he wares a cape.How do you do that? Sorry for the noobie question:) Quote Link to comment Share on other sites More sharing options...
niektb Posted January 6, 2016 Report Share Posted January 6, 2016 The basic->advanced->elite tree is done using the promotion tag: <Promotion> <Entity>units/rome_imperial_archer_a</Entity></Promotion> Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 6, 2016 Report Share Posted January 6, 2016 (edited) Yeah, things about promotion are only a "little bit" complicated on the simulation .xml sideAs what niek said, you just look for or add the <Promotion> tagAs for the actors you just have to match the visual actor tags (Ex. simulation file infantry_swordsman_b.xml should be matched with actor file rome_infantry_swordsman_b.xml)I really recommend that you use the ActorEditor.exe found at your game folder 0ad\binaries\systemIt is easier to understand and learn modding game objects using it. Here's what the interface looks like, you just double click on the areas to edit it. Edited January 6, 2016 by wackyserious Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 6, 2016 Report Share Posted January 6, 2016 For the capes, you just have to add a new variant below clothing1-4 (Make sure you leave one space in between, just like what you see above)Step 1: Set ratio and variant 1 name (ex. Cape)1.) Double click on props2.) Select attachment point shoulders3.) Specify prop locationStep 2:Set ratio and variant 2 name (ex. No Cape)1.) Double click on props2.) Select attachment point shoulders3.) Leave prop location empty, do not specify anythingIt should look something like this, Quote Link to comment Share on other sites More sharing options...
niektb Posted January 6, 2016 Report Share Posted January 6, 2016 I never used the actor editor and I'm perfectly fine with it (though it might help a bit with the syntax) Quote Link to comment Share on other sites More sharing options...
Timbabwiani Posted January 28, 2016 Author Report Share Posted January 28, 2016 Hi again! i get stuck again. This time i wanted for the iberian units some helmet variants. Can you give a unit in its actor file mutiple variants of helmets? Cause i tried to put iber_helmet_6 and iber_helmet_10 in one actor..>heads file. but it seems that the material of both helmetactors bite eachother. Is there away around? Thanks again! O i created an roman legion standard. an standard for one unit and a standard for cavalry. But i suck at texturing:) so i thought maybe someone wants to screw around abit with it:) PS: i was thinking how an hero can be more of an marker on the map. And then not with high stats but more as a sight. what if every hero, or as an sub-actor file for all units, a shieldbearer. But again i need someone that can make some flags and knows how to write dae files. Quote Link to comment Share on other sites More sharing options...
niektb Posted January 28, 2016 Report Share Posted January 28, 2016 You should be able to do that, but again you should use the 'variant' tag like described above Quote Link to comment Share on other sites More sharing options...
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