I just used the wardogs model Bitterhowl sent , same descr_skeleton entry too
and :wub: still crashes. LOL
I give up, did everything possible. Im done.
thanks everyone involved anyway
Type: Posts; User: leo.civil.uefs; Keyword(s):
I just used the wardogs model Bitterhowl sent , same descr_skeleton entry too
and :wub: still crashes. LOL
I give up, did everything possible. Im done.
thanks everyone involved anyway
thanks for not giving up helping me.
just tried giving the handlers and animals an obscene defensive stat so none of them die.
game still crashes during battle
I basically tried everything so the only possibility now is that the...
I did test using the very same setup bitterhowl provided. edu, descr_animals, skeleton etc
it still crahses. but the crash seems absolutelly random
some times the entire battle happens with no...
nevermind Im lost
well the joints in this model have totally different names from the ones I having in one working animal so it seems the joint name is not te problem.
from the files you just sent I tried:
the...
my animals had a model wich first joint was named bone_platform.
I just renamed it to bone_pelvis but it still crash.
cant find it. is there a link?
how are the joints of your animal units named? elephant like (platform) or infantry like (pelvis) ????
seems like Im facing the same problem. the animals can attack kill and die, anims seem to be ok.
eventually the game crashes during the battle.
I tried different sets in the soldier line but got...
nevermind
here is a piece from the vanilla file:
; event event_type
; frequency in years
; winter only occurs in winter
; summer only occurs in summer
; warning provides a one year warning
;...
I have this in my data/world/maps/base/descr_disasters.txt and it doesnt seem to be working
event flood
frequency 4
winter false
summer false
warning false...
can you please post your script? both the disaster one AND the navy spawn one
I see now gig thanks for clarifying.
In fact I used TATW as basis wich is already a working mod so everything is in place.
allow me to disagree with Giganthus in every of the many times he said in this thread that one cant edit file by file and test one by one while implementing a new faction.
Thats exactly what I did...
the ctd happnes because there a missing animation. as explained in previous posts.
yes even for the player this bug is mostly undoable unless one spends lots of time clicking frenetically, wich I dont believe anyone will do
it actually surprises me that someone tried this so hard. like "maybe if I keep clicking..."
it looks more like engine malfunction, anyway the AI wont do it and there is no reason a player should do...
Huuum... I never got that result. I watched your video and as I can see you made them climb the ladders but that was buggy, right? I mean you had to click many times.
some interesting finging:
the crew guy who loads the engine has his pushpoint entry, and will always move to the stationpoint to activate the the crank.
Identify his entry by observing his...
just teted it and it didnt crash, though it has no effect in game at all. no new hability, no button
this is the entry for one of the units in my mod.
Its been there for many years and works pretty fine.
And yes, the AI uses it, though I only saw they using it once.
type Dwarf...
it susprises us the fact that CA thought about this but if you think again you will reazlie it makes total sense.
Once the animals are dead, the handlers must fight by themselves.
anyway one more...
Maybe you're talking about the animals and not the handlers.
Cause I just made a ranged handler unit (zero animals) and they work pretty fine for ranged and melee attack, including AI behavior.
can you please show us the script? Im curious to know how you did the building damage.
I just made one ranged unit from TATW 4.0 (uruk bombardiers) to be a handler unit with ZERO animals.
They use their ranged attack normally (they only have 2 ammo) and then engage in melee...
does anyone know in detail about the ctd when animals get in melee?
right now both the handler and the animal of my handler unit have the same model/animation.
The animation works prefectly fine...
updated due to some items already implemented in eop
1 - Fix the widescreen resolution stretch
2 - Single man units
3- A new interface to access diplomatic options at any time without the need...
eop already allows you to put tags in unit names
so you can have the same unit with different names. EXAMPLE:
-ARCHER MILITIA
NORMANS
and
-ARCHER MILITIA
Just added item 12.
this will open up a lot of interesting possibilities.
Here we go again
1 - Fix the widescreen resolution stretch
2 - Single man units
3- Allow the provoke_rebelion command. Plus allowing to decide wich units will be spawn in the rebellion.
4- A...
yeah diplomats is a silly freature of med2.
its ridiculous to ot be able to do diplomacy when you want because the only 2 diplomats the game allows you to have are too far away or just already spent...
My wishlist has been reduced, either because I changed my mind about some things or because some is already implemented in eop.
here we go:
1 - Fix the widescreen resolution stretch
2 -...
Changing the FortificationLevel OF SETTLEMENTS can now be made via the M2TWEOP tool and this is one of the biggest quality enhancements ever in the istory of med2 modding. :thumbsup2
Nevermind Im confused
In TATW descr_campaign_db has <fort_fortification_level string="0"/>
means only gate and wooden palisade.
Im not sure about the vanilla forts. But as I explained you can change it individually...
It seems like I had already reached the minimum interval the engine will allow me. wich is about 3.5 seconds.
Seems like this is the time the game takes to adjust crew/engine positions before any...
Now I have a suspicion telling me that the interval time is not due to the siege weapon animation but actually to the crew animation.
The .modelreferencepoints is the file that controls the siege...
Im trying to completly remove (or reduce it to as close to zero as possible) the interval time in between the moment when the siege weapon aims the enemy (the white bow shows up in the unit card) and...