leper Posted September 17, 2017 Report Share Posted September 17, 2017 https://trac.wildfiregames.com/wiki/Mod_Layout has the answers. Adding maps/scenarios.DELETED, maps/skirmishes.DELETED and maps/random.DELETED files (empty, though the content doesn't matter) to your mod should do what you want. 1 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 17, 2017 Author Report Share Posted September 17, 2017 1 2 Quote Link to comment Share on other sites More sharing options...
leper Posted September 18, 2017 Report Share Posted September 18, 2017 I might be wrong, but it looks like one of the floating units has the wrong anchor type which makes it look somewhat strange when moving up/down hills. 3 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 18, 2017 Report Share Posted September 18, 2017 17 minutes ago, leper said: I might be wrong, but it looks like one of the floating units has the wrong anchor type which makes it look somewhat strange when moving up/down hills. The big titan. Easy fix. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 18, 2017 Author Report Share Posted September 18, 2017 44 minutes ago, wowgetoffyourcellphone said: The big titan. Easy fix. Which anchor type is needed? Quote Link to comment Share on other sites More sharing options...
leper Posted September 18, 2017 Report Share Posted September 18, 2017 Probably upright. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 19, 2017 Author Report Share Posted September 19, 2017 Another question, down to the last few: Is there a way to make it so that an attached prop does not rotate with a unit or structure? I have a tower with a ballista on it, with the tower attached as a static decal, but the tower rotates with the ballista to face its target. Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 19, 2017 Report Share Posted September 19, 2017 1 hour ago, The Undying Nephalim said: Another question, down to the last few: Is there a way to make it so that an attached prop does not rotate with a unit or structure? I have a tower with a ballista on it, with the tower attached as a static decal, but the tower rotates with the ballista to face its target. I would very much like to see you figure this out, tower mounted siege sounds awesome. I made an attempt with the unicorns in Ponies Ascendant but it never got off the ground. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 20, 2017 Report Share Posted September 20, 2017 That's the goal of Ticket #2577 which probably needs rebasing and is now that I resigned worked on by @bb_ Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 21, 2017 Author Report Share Posted September 21, 2017 Another question, I've gotten technologies that require units to exist working thanks to help on here, but how do I make units or structures require another unit or structure to be built? The syntax in template xml files and technology jsons for required research seems a bit different. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 23, 2017 Author Report Share Posted September 23, 2017 Anyone? Literally down to the last few things I need to add to release a demo. I guess I can just cut out some of the content if no one has an answer. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 23, 2017 Report Share Posted September 23, 2017 (edited) @elexis @fatherbushido @wowgetoffyourcellphone Edited September 23, 2017 by stanislas69 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 23, 2017 Report Share Posted September 23, 2017 51 minutes ago, The Undying Nephalim said: Anyone? Literally down to the last few things I need to add to release a demo. I guess I can just cut out some of the content if no one has an answer. Why you willl make a demo? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 23, 2017 Author Report Share Posted September 23, 2017 Just now, Lion.Kanzen said: Why you willl make a demo? Yes, I just have a few things to finish and I am ready to release a playable demo. I need technologies that have a unit requirement not another tech requirement but I can't seem to figure out how to do it. Quote Link to comment Share on other sites More sharing options...
leper Posted September 24, 2017 Report Share Posted September 24, 2017 Since you seem to be asking two things, technologies that require entities are explained in https://trac.wildfiregames.com/wiki/Technology_Templates. Units that require other units would be using EntityLimits. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2017 Report Share Posted September 24, 2017 2 hours ago, The Undying Nephalim said: Anyone? Literally down to the last few things I need to add to release a demo. I guess I can just cut out some of the content if no one has an answer. See the player.xml file. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 24, 2017 Author Report Share Posted September 24, 2017 (edited) 1 hour ago, wowgetoffyourcellphone said: See the player.xml file. I suspect that I make a unit have a limit of 0 and then remove the limit when a specific entity exists? Though I'm still not seeing where in player.xml you remove the limit when another entity exists. It still seems like all the requirements are based on what tech is researched, not what entity exists. EDIT: Ah ha, I just noticed the Ptolemy requirement for upping the Juggernaut limit. EDIT: Ah blast, that's for increasing limits not completely removing them. I'm stumped again. Edited September 24, 2017 by The Undying Nephalim 1 Quote Link to comment Share on other sites More sharing options...
LordWahu Posted September 24, 2017 Report Share Posted September 24, 2017 Why wouldn't doing both work? namely making the limit 0, then increasing it to 500? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted September 24, 2017 Author Report Share Posted September 24, 2017 (edited) 1 hour ago, LordWahu said: Why wouldn't doing both work? namely making the limit 0, then increasing it to 500? That method could work, not sure why I didn't think of that. And with that done I think the demo is ready, I should have it out in a day or so. One last thing before I release it though, would anyone be willing to do a bit of scripting to get the Hero selection on startup and displaying only 4 resources at a time to work before I release? I'm just not proficient enough at the moment and am having a hard time understanding the various js files associated creating and displaying menus in game. Neither feature is necessary for this demo (I have heroes just at the Civil Center and their unique units and techs tied to them being trained, and I'm just temporarily replacing Metal with Rupees), but I'd love to have these two features in the first demo as a showcase. Edited September 24, 2017 by The Undying Nephalim 1 Quote Link to comment Share on other sites More sharing options...
mimo Posted September 24, 2017 Report Share Posted September 24, 2017 I think LimitRemovers is what you were looking for. Chek in special/player_ptol.xml how the civil centre limit is removed when a hero is produced. 1 Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted September 24, 2017 Report Share Posted September 24, 2017 Can triggers directly interact with GUI elements? An example would be showing and hiding icons Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted September 24, 2017 Report Share Posted September 24, 2017 14 hours ago, The Undying Nephalim said: <...> would anyone be willing to do a bit of scripting to get the Hero selection on startup <...> I've made an example here: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod See this commit for the relevant changes only (since I modified unit / civ templates and session.js): https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/2c83b69cf6c55b1535edae3b4ed29909efbb802c 2 1 Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted September 24, 2017 Report Share Posted September 24, 2017 1 hour ago, WhiteTreePaladin said: Can triggers directly interact with GUI elements? An example would be showing and hiding icons I don't think so, see this somewhat related discussion earlier in this topic: Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2017 Report Share Posted September 24, 2017 25 minutes ago, fcxSanya said: I've made an example here: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod See this commit for the relevant changes only (since I modified unit / civ templates and session.js): https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/2c83b69cf6c55b1535edae3b4ed29909efbb802c Hey nice. It works! Now... some way to remove the Militia from the UI. Quote Link to comment Share on other sites More sharing options...
av93 Posted September 24, 2017 Report Share Posted September 24, 2017 This should be included in the official game/engine. If I can ask for some feature, I would make that this could be done not only in the beginning, but also clicking some tech button in the middle of the game. It would be useful for choosing alliances in the Carthage mercenary system (so if there are 3 possible allies, and only 2 choices, it should be a system for discarding allies that have been chosen) 2 Quote Link to comment Share on other sites More sharing options...
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