Adrix Posted July 23, 2019 Share Posted July 23, 2019 (edited) Hi again ! Here to ask more questions ! I would like to create a unit that can spawn with either a spear, a sword or a mace, which mean different damage types and different actors (though I suppose it would be possible to create a single actor for all three). Is there a way to do this at the moment ? I didn't succeed in using variant in a template but it might just be stupidity. I thought of creating 4 templates (1 base and 1 for each version) and have a random version be picked when the unit if trained. But I have no idea how to do such a thing either. (While I am at it, is there a way to convert ennemy units ? (think wololo)) Edited July 23, 2019 by Adrix Link to comment Share on other sites More sharing options...
fatherbushido Posted July 23, 2019 Share Posted July 23, 2019 8 minutes ago, Adrix said: Hi again ! Here to ask more questions ! I would like to create a unit that can spawn with either a spear, a sword or a mace, which mean different damage types and different actors (though I suppose it would be possible to create a single actor for all three). Is there a way to do this at the moment ? I didn't succeed in using variant in a template but it might just be stupidity. I thought of creating 4 templates (1 base and 1 for each version) and have a random version be picked when the unit if trained. But I have no idea how to do such a thing either. (While I am at it, is there a way to convert ennemy units ? (think wololo)) Do you need that for a mod you are working on? Link to comment Share on other sites More sharing options...
fatherbushido Posted July 23, 2019 Share Posted July 23, 2019 10 minutes ago, Adrix said: (While I am at it, is there a way to convert ennemy units ? (think wololo)) In alpha23b there is: - wololo cheat code - you can give Capturable component to that unit Else that's not really hard to do (depending of your needs). Here is an old example: https://www.youtube.com/watch?v=BHJs81pwtts Link to comment Share on other sites More sharing options...
Adrix Posted July 23, 2019 Author Share Posted July 23, 2019 (edited) Yes I'm working on a submob for Hyrule Conquest; adding a couple of extra factions but struggling for certain mechanics we have in mind. And thanks for the conversion ^^ I will look into that ! EDIT : If I understand you can set some units to be capturable but not give the ability to convert to specific units ? (like the priest in AoE) Edited July 23, 2019 by Adrix 1 Link to comment Share on other sites More sharing options...
fatherbushido Posted July 23, 2019 Share Posted July 23, 2019 2 hours ago, Adrix said: Yes I'm working on a submob for Hyrule Conquest; adding a couple of extra factions but struggling for certain mechanics we have in mind. And thanks for the conversion ^^ I will look into that ! EDIT : If I understand you can set some units to be capturable but not give the ability to convert to specific units ? (like the priest in AoE) Nice ! If you want to use the current system (currently used for buildings and some siege engine): Give an Attack/Capture to the capturers and the Capturable component to the other units. But it would be perhaps only a temporary solution. If you want a proper conversion ability would you prefer something passive or active? 1 Link to comment Share on other sites More sharing options...
Adrix Posted July 23, 2019 Author Share Posted July 23, 2019 There is a special capture component ? That mean you'd have to add the capturable component to all units though. I imagined a unit that (again, aoe rip off) use conversion as a ranged attack. Instead of dealing damage to an unit it steals it after a couple of seconds of 'attack'. 2 Link to comment Share on other sites More sharing options...
fatherbushido Posted July 23, 2019 Share Posted July 23, 2019 @Trinketos If you are confused about something, just ask, I will make it more clear. 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 23, 2019 Share Posted July 23, 2019 (edited) 7 minutes ago, fatherbushido said: @Trinketos If you are confused about something, just ask, I will make it more clear. Trinketos? I wasn't aware about trinketos in this conversation. Edited July 23, 2019 by Lion.Kanzen Link to comment Share on other sites More sharing options...
Trinketos Posted July 23, 2019 Share Posted July 23, 2019 2 minutes ago, fatherbushido said: @Trinketos If you are confused about something, just ask, I will make it more clear. Ok How i add a the capture component, or other components? 1 Link to comment Share on other sites More sharing options...
fatherbushido Posted July 23, 2019 Share Posted July 23, 2019 5 minutes ago, Trinketos said: Ok How i add a the capture component, or other components? For the capturer (lines 4-9): https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_unit_infantry.xml For the capturable (lines 11-15): https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_unit_support_citizen_female.xml But that's just using the current system which is more design for buildings. 2 1 Link to comment Share on other sites More sharing options...
Trinketos Posted July 23, 2019 Share Posted July 23, 2019 3 minutes ago, fatherbushido said: For the capturer (lines 4-9): https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_unit_infantry.xml For the capturable (lines 11-15): https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_unit_support_citizen_female.xml But that's just using the current system which is more design for buildings. I see that they use classes to block which unit can capture a certain entity. Is this correct or is posible to make somenting like this? Link to comment Share on other sites More sharing options...
fatherbushido Posted July 23, 2019 Share Posted July 23, 2019 1 minute ago, Trinketos said: I see that they use classes to block which unit can capture a certain entity. Is this correct or is posible to make somenting like this? Sure you can use restrictedClasses to tweak it. You can see how it works in the Delenda Est mod in action. 1 Link to comment Share on other sites More sharing options...
Trinketos Posted July 23, 2019 Share Posted July 23, 2019 3 minutes ago, fatherbushido said: Sure you can use restrictedClasses to tweak it. You can see how it works in the Delenda Est mod in action. Now I can make florid wars :D. 1 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 24, 2019 Share Posted July 24, 2019 14 hours ago, Adrix said: Hi again ! Here to ask more questions ! I would like to create a unit that can spawn with either a spear, a sword or a mace, which mean different damage types and different actors (though I suppose it would be possible to create a single actor for all three). Is there a way to do this at the moment ? I didn't succeed in using variant in a template but it might just be stupidity. I thought of creating 4 templates (1 base and 1 for each version) and have a random version be picked when the unit if trained. But I have no idea how to do such a thing either. (While I am at it, is there a way to convert ennemy units ? (think wololo)) 13 hours ago, fatherbushido said: Do you need that for a mod you are working on? This kind of feature would be useful for male/female variations of units, such as Villagers/Citizens and/or Male and female variants of Scythian units. 3 Link to comment Share on other sites More sharing options...
fatherbushido Posted July 24, 2019 Share Posted July 24, 2019 1 hour ago, wowgetoffyourcellphone said: This kind of feature would be useful for male/female variations of units, such as Villagers/Citizens and/or Male and female variants of Scythian units. You want them different from simulation point of view, not only from art point of view, right? Link to comment Share on other sites More sharing options...
wackyserious Posted July 24, 2019 Share Posted July 24, 2019 Non-matching voice-set for DE citizen is quite noticeable when playing it. 1 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 24, 2019 Share Posted July 24, 2019 46 minutes ago, fatherbushido said: You want them different from simulation point of view, not only from art point of view, right? They have to be different templates for the voice files, mainly. Link to comment Share on other sites More sharing options...
fatherbushido Posted July 24, 2019 Share Posted July 24, 2019 6 minutes ago, wowgetoffyourcellphone said: They have to be different templates for the voice files, mainly. ok I see! (In the past couldn't we handle that in the actor files?) 1 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 24, 2019 Share Posted July 24, 2019 9 hours ago, fatherbushido said: ok I see! (In the past couldn't we handle that in the actor files?) Not that I'm aware of. Link to comment Share on other sites More sharing options...
fatherbushido Posted July 26, 2019 Share Posted July 26, 2019 On 7/24/2019 at 6:56 PM, wowgetoffyourcellphone said: Not that I'm aware of. Indeed I didn't find any trace of that. @Adrix@wowgetoffyourcellphone: you'd need that only for units (or also for structures?). And I guess we would have the costs of the common parents units, right? Link to comment Share on other sites More sharing options...
wraitii Posted July 26, 2019 Share Posted July 26, 2019 Sounds a lot like https://code.wildfiregames.com/D1955 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 26, 2019 Share Posted July 26, 2019 1 hour ago, wraitii said: Sounds a lot like https://code.wildfiregames.com/D1955 In sure that could be useful, but I was envisioning some kind of template scheme where you could list child templates and frequency for each. That parent template would be what's listed in the building templates production queue. Link to comment Share on other sites More sharing options...
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