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  1. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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
  2. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    thanks for not giving up helping me.
  3. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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...
  4. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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...
  5. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    nevermind Im lost
  6. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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...
  7. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    my animals had a model wich first joint was named bone_platform.
    I just renamed it to bone_pelvis but it still crash.
  8. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    cant find it. is there a link?
  9. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    how are the joints of your animal units named? elephant like (platform) or infantry like (pelvis) ????
  10. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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...
  11. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    nevermind
  12. [Tutorial] Re: Creating a World - Disasters and the add_events command

    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
    ;...
  13. [Tutorial] Re: Creating a World - Disasters and the add_events command

    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...
  14. [Tutorial] Re: Creating a World - Disasters and the add_events command

    can you please post your script? both the disaster one AND the navy spawn one
  15. Replies
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    [Tutorial] Re: Creating a World – Adding a new Faction

    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.
  16. Replies
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    Views
    97,740

    [Tutorial] Re: Creating a World – Adding a new Faction

    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...
  17. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    the ctd happnes because there a missing animation. as explained in previous posts.
  18. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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
  19. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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...
  20. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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.
  21. [Tutorial] Re: Editing .modelreferencepoints files (siege engines/weapons crew and fire position)

    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...
  22. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    just teted it and it didnt crash, though it has no effect in game at all. no new hability, no button
  23. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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...
  24. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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...
  25. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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.
  26. [Tutorial] Re: Creating a World - Disasters and the add_events command

    can you please show us the script? Im curious to know how you did the building damage.
  27. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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...
  28. [Tutorial] Re: How to add an animal handler unit (Wardogs)

    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...
  29. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    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...
  30. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    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
  31. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    Just added item 12.
    this will open up a lot of interesting possibilities.
  32. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    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...
  33. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    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...
  34. Sticky: Re: What do you think is missing in MTW2? Here we make update plans.

    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 -...
  35. [Tutorial] Re: Changing the fortification level of forts (wall level)

    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
  36. Re: Vampiresbane's Guide to Gathering Religious Relics

    Nevermind Im confused
  37. [Tutorial] Re: Changing the fortification level of forts (wall level)

    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...
  38. Re: Removing (or drastically reducing) attack delay of siege weapons. How to?

    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...
  39. Re: Removing (or drastically reducing) attack delay of siege weapons. How to?

    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...
  40. Removing (or drastically reducing) attack delay of siege weapons. How to?

    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...
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