Hello, i play a mod which already uses the pig and wardog-spots for the Goblin Fanatics and Chaos Hounds.
Is it possible to add more wardogs or Pigs? Like for example a third "wardog2"? I have the "Chracian Lions" that i would want to add.
Hello, i play a mod which already uses the pig and wardog-spots for the Goblin Fanatics and Chaos Hounds.
Is it possible to add more wardogs or Pigs? Like for example a third "wardog2"? I have the "Chracian Lions" that i would want to add.
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
- The Havamal
I do also have this problem, mod CTD:s when the wolfs reach the enemy units - i read this was due to missing animations included in Thera, Third Age and the other mod..
- But where do i place these animations? It's not like the unit itself do need animations in the bmdb?
Because the unit looks fine with it's original entry, but when adding the chrace_lions animations it gets all messed up. So i guess it's the game that needs the animations?
Now, where do i find a tutorial on including the animations of a handler unit?
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
- The Havamal
I was thinking of taking the dire_wolf mount in Call of warhammer and making it a descr_animal unit. What animation is used? The animation of the Dire_wolf mount or the animation of a wardog?
Is it really that simple?
BETTER PIKES http://www.twcenter.net/forums/showthread.php?t=520732
http://www.twcenter.net/forums/showthread.php?t=519849
THE PIKE WARS HAVE BEGUN!
This is the entry from RTW's descr_skeleton, might have to unpack the actual animations (no idea if there is a download for all of them like in M2TW) and then create you own EVT files:
Code:type fs_dog scale 0.8 anim stand data/animations/wardog/Wardog_Static.CAS -evt:data/animations/wardog/Wardog_Static.evt anim idle_1 data/animations/wardog/Wardog_bark.CAS -evt:data/animations/wardog/Wardog_bark.evt anim stand_to_ready data/animations/wardog/wardog_static2stand_ready.CAS anim ready data/animations/wardog/wardog_stand_ready.CAS anim ready_to_stand data/animations/wardog/wardog_stand_ready2static.CAS anim stand_to_walk data/animations/wardog/Wardog_Static2Walk.CAS -evt:data/animations/wardog/Wardog_Static2Walk.evt anim stand_to_run data/animations/wardog/Wardog_Static2Run.CAS -evt:data/animations/wardog/Wardog_Static2Run.evt anim stand_turn_cw_1 data/animations/wardog/Wardog_Turn_Right.CAS -mintd:10, -maxtd:60, -evt:data/animations/wardog/Wardog_Turn_Right.evt anim stand_turn_ccw_1 data/animations/wardog/Wardog_Turn_Left.CAS -mintd:10, -maxtd:60, -evt:data/animations/wardog/Wardog_Turn_Left.evt anim walk data/animations/wardog/Wardog_Walk.CAS -evt:data/animations/wardog/Wardog_Walk.evt anim walk_to_run data/animations/wardog/Wardog_Walk2Run.CAS -evt:data/animations/wardog/Wardog_Walk2Run.evt anim walk_to_stand data/animations/wardog/Wardog_Walk2Static.CAS -evt:data/animations/wardog/Wardog_Walk2Static.evt anim run data/animations/wardog/Wardog_Run.CAS -evt:data/animations/wardog/Wardog_Run.evt anim run_to_walk data/animations/wardog/Wardog_Run2Walk.CAS -evt:data/animations/wardog/Wardog_Run2Walk.evt anim run_to_stand data/animations/wardog/Wardog_Run2Static.CAS -evt:data/animations/wardog/Wardog_Run2Static.evt anim charge data/animations/wardog/Wardog_Gallop.CAS -evt:data/animations/wardog/Wardog_Gallop.evt ;anim charge_attack data/animations/wardog/wardog_charge_attack.cas anim stand_to_charge data/animations/wardog/Wardog_Static2Gallop.CAS -evt:data/animations/wardog/Wardog_Static2Gallop.evt anim run_to_charge data/animations/wardog/Wardog_Run2Gallop.CAS -evt:data/animations/wardog/Wardog_Run2Gallop.evt anim shuffle_forward data/animations/wardog/Wardog_Shuffle_Forward.CAS -evt:data/animations/wardog/Wardog_Shuffle_Forward.evt anim shuffle_back data/animations/wardog/Wardog_Shuffle_Back.CAS -evt:data/animations/wardog/Wardog_Shuffle_Back.evt ;anim attack_mid_low_1 data/animations/wardog/wardog_attack_bite.CAS -evt:data/animations/wardog/wardog_attack_bite.evt anim attack_mid_low_1 data/animations/wardog/wardog_attack.CAS -evt:data/animations/wardog/wardog_attack_bite.evt ;;anim attack_mid_centre_1 data/animations/wardog/wardog_walk_bite.cas ;anim attack_mid_high_1 data/animations/wardog/wardog_run_bite.CAS -evt:data/animations/wardog/wardog_run_bite.evt anim attack_mid_high_1 data/animations/wardog/wardog_attack.CAS -evt:data/animations/wardog/wardog_run_bite.evt anim die_forwards data/animations/wardog/Wardog_Die.CAS -evt:data/animations/wardog/Wardog_Die.evt anim die_backwards data/animations/wardog/Wardog_Die.CAS -evt:data/animations/wardog/Wardog_Die.evt anim die_to_back_right data/animations/wardog/Wardog_Die.CAS -evt:data/animations/wardog/Wardog_Die.evt anim die_falling_cycle data/animations/wardog/Wardog_flailing.CAS -evt:data/animations/wardog/Wardog_flailing.evt ; -evt:data/animations/wardog/Wardog_Die.evt anim die_falling_end data/animations/wardog/Wardog_flailing to Death.CAS -evt:data/animations/wardog/Wardog_flailing to Death.evt ; -evt:data/animations/wardog/Wardog_Die.evt anim idle_to_swim data/animations/wardog/wardog_STAND2SWIM.CAS anim swim_to_idle data/animations/wardog/wardog_SWIM2STAND.CAS anim swim_idle data/animations/wardog/wardog_treadwater.CAS anim swim data/animations/wardog/wardog_swim.cas anim swim_attack data/animations/wardog/wardog_swim_attack.cas -id 0.02, 0.31, 0.80 -if:11 type fs_pig anim stand data/animations/wardog/unit_pig_idle.CAS -evt:data/animations/wardog/unit_pig_idle.evt anim stand_to_walk data/animations/wardog/unit_pig_idle2walk.CAS -evt:data/animations/wardog/unit_pig_idle2walk.evt anim stand_to_run data/animations/wardog/unit_pig_idle2run.CAS -evt:data/animations/wardog/unit_pig_idle2run.evt anim walk_to_run data/animations/wardog/unit_pig_walk2run.CAS -evt:data/animations/wardog/unit_pig_walk2run.evt anim walk_to_stand data/animations/wardog/unit_pig_walk2idle.CAS -evt:data/animations/wardog/unit_pig_walk2idle.evt anim walk data/animations/wardog/unit_pig_walk.CAS -evt:data/animations/wardog/unit_pig_walk.evt anim run_to_walk data/animations/wardog/unit_pig_run2walk.CAS -evt:data/animations/wardog/unit_pig_run2walk.evt anim run_to_stand data/animations/wardog/unit_pig_run2idle.CAS -evt:data/animations/wardog/unit_pig_run2idle.evt anim run data/animations/wardog/unit_pig_run.CAS -evt:data/animations/wardog/unit_pig_run.evt anim stand_turn_cw_1 data/animations/wardog/unit_pig_turn_right.CAS -mintd:10, -maxtd:60, -evt:data/animations/wardog/unit_pig_turn_right.evt anim stand_turn_ccw_1 data/animations/wardog/unit_pig_turn_left.CAS -mintd:10, -maxtd:60, -evt:data/animations/wardog/unit_pig_turn_left.evt anim attack_mid_high_1 data/animations/wardog/unit_pig_attack.CAS -evt:data/animations/wardog/unit_pig_attack.evt anim die_forwards data/animations/wardog/unit_pig_die.CAS -evt:data/animations/wardog/unit_pig_die.evt anim die_backwards data/animations/wardog/unit_pig_die.CAS -evt:data/animations/wardog/unit_pig_die.evt anim die_to_back_right data/animations/wardog/unit_pig_die.CAS -evt:data/animations/wardog/unit_pig_die.evt anim die_falling_cycle data/animations/wardog/unit_pig_flailing.CAS -evt:data/animations/wardog/unit_pig_flailing.evt ; -evt:data/animations/wardog/unit_pig_die.evt anim die_falling_end data/animations/wardog/unit_pig_flailing to Death.CAS -evt:data/animations/wardog/unit_pig_flailing to Death.evt ; -evt:data/animations/wardog/unit_pig_die.evt anim idle_to_swim data/animations/wardog/pig_STAND2SWIM.CAS anim swim_to_idle data/animations/wardog/pig_SWIM2STAND.CAS anim swim_idle data/animations/wardog/pig_swim_treadwater.CAS anim swim data/animations/wardog/pig_swim.cas anim swim_attack data/animations/wardog/pig_swim_attack.cas -id -0.59, 0.142, 0.914 -if:10
Edit: doesn't look if the CAS files are compatible with M2TW - just tried using RTW diplomat's 'treaty' animation for M2TW and it crashed on compiling.
https://youtu.be/-7fMzlPt5iM
Finally got it working for my mod but sometimes have random CTD by the reason I don't understand.
A few things to add to this thread:
1) The 'animal' line in EDU only accepts two valid arguments: wardogs (which links to class wardog in descr_animals) and pigs (which links to class pig in descr_animals). Therefore, it seems there is no point having more than two types in descr_animals, only one wardog and one pig can ever get called by EDU.
2) The pig class doesn't seem to work as well as the wardog class. Instead of being released by their handlers at ~100 meter radius to charge at the enemy, the pigs and handlers just walk casually at their enemy and then start running amok about 1 second after contact (even though the unit doesn't have the can_run_amok attribute). The enemy suffers no casualties. I seem to recall that pigs in RTW were incendiary and blew up or something when they came into contact with the enemy, but that functionality appears to be missing in M2 (or else I don't know how to activate it).
3) It's impossible to have mounted handler units. Units in EDU can either have an 'animal' line or a 'mount' line, but not both. Adding both just makes the game stop reading EDU which causes a startup CTD.
If you use 'wardogs' as the animal in EDU, you can replace their model in descr_animal with just about anything so long as it has all the necessary animations (including a melee attack).
Forgot to mention:
4) It is possible to have ranged handler units, but they won't work well because the secondary stats are used for the animal's attack so the handlers have only their ranged primary attack but no melee secondary.
When is it crashing? If during the battle, the animal is probably missing animations. Here is my working wardog animation set from descr_skeleton:
Spoiler Alert, click show to read:
As far as I can tell, there are no animation requirements for the handlers themselves, only the animals.
I commented out the officers in my tests.
Ranged handlers don't crash in melee, they just don't have a secondary attack action. It's the same result as setting the secondary attack of any ranged unit to 'no'. They still have defense stats, but they don't counter attack, so they get slaughtered 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 if used in a normal infantry unit, no crash.
It also works fine if I set the handler unit without any animal so the handlers attack by themselves alone.
Its just when I have the animals, with the quoted animation, that the game CTD when they reach the enemy.
ALSO
is it possible to edit the distance/position between handler and animal in handler units? by default the animal stand like one meter in front of the handler guy, straight.
and is it possible to edit the distance where the handlers stops advancing and just stand and release the animal? My idea is to actually make this distance zero so both the animals and the handlers arrive at the enemies y the same time.
The animal should have the fs_dog animation, the handler is regular infantry. No idea what governs that distance.
From 1648:
Code:7 wardogs 1 1 43 unit_models/_Units/wardogs/wardog_lod0.mesh 6400 1 4 merc 50 unit_models/_Units/wardogs/textures/wardog.texture 57 unit_models/_Units/wardogs/textures/wardog_normal.texture 36 unit_sprites/merc_wardogs_sprite.spr 1 4 merc 50 unit_models/_Units/wardogs/textures/wardog.texture 57 unit_models/_Units/wardogs/textures/wardog_normal.texture 0 1 4 None 6 fs_dog 0 0 0 -1 0 0 0 0 0 0Code:type fs_dog scale 0.8 anim default data/animations/wardog/Wardog_Static.CAS -evt:data/animations/wardog/Wardog_Static.evt anim stand_a_idle data/animations/wardog/Wardog_bark.CAS -evt:data/animations/wardog/Wardog_bark.evt anim stand_a_to_ready data/animations/wardog/wardog_static2stand_ready.CAS anim ready data/animations/wardog/wardog_stand_ready.CAS anim ready_to_stand_a data/animations/wardog/wardog_stand_ready2static.CAS anim stand_a_to_walk data/animations/wardog/Wardog_Static2Walk.CAS -evt:data/animations/wardog/Wardog_Static2Walk.evt anim stand_a_to_run data/animations/wardog/Wardog_Static2Run.CAS -evt:data/animations/wardog/Wardog_Static2Run.evt anim stand_a_turn_90_cw_1 data/animations/wardog/Wardog_Turn_Right.CAS -mintd:10, -maxtd:60, -evt:data/animations/wardog/Wardog_Turn_Right.evt anim stand_a_turn_90_ccw_1 data/animations/wardog/Wardog_Turn_Left.CAS -mintd:10, -maxtd:60, -evt:data/animations/wardog/Wardog_Turn_Left.evt anim walk data/animations/wardog/Wardog_Walk.CAS -evt:data/animations/wardog/Wardog_Walk.evt anim walk_to_run data/animations/wardog/Wardog_Walk2Run.CAS -evt:data/animations/wardog/Wardog_Walk2Run.evt anim walk_to_stand_a data/animations/wardog/Wardog_Walk2Static.CAS -evt:data/animations/wardog/Wardog_Walk2Static.evt anim run data/animations/wardog/Wardog_Run.CAS -evt:data/animations/wardog/Wardog_Run.evt anim run_to_walk data/animations/wardog/Wardog_Run2Walk.CAS -evt:data/animations/wardog/Wardog_Run2Walk.evt anim run_to_stand_a data/animations/wardog/Wardog_Run2Static.CAS -evt:data/animations/wardog/Wardog_Run2Static.evt anim charge data/animations/wardog/Wardog_Gallop.CAS -evt:data/animations/wardog/Wardog_Gallop.evt ;anim charge_attack data/animations/wardog/wardog_charge_attack.cas ;anim stand_to_charge data/animations/wardog/Wardog_Static2Gallop.CAS -evt:data/animations/wardog/Wardog_Static2Gallop.evt anim stand_a_to_run data/animations/wardog/Wardog_Static2Gallop.CAS -evt:data/animations/wardog/Wardog_Static2Gallop.evt anim run_to_charge data/animations/wardog/Wardog_Run2Gallop.CAS -evt:data/animations/wardog/Wardog_Run2Gallop.evt anim shuffle_forward data/animations/wardog/Wardog_Shuffle_Forward.CAS -evt:data/animations/wardog/Wardog_Shuffle_Forward.evt anim shuffle_backward data/animations/wardog/Wardog_Shuffle_Back.CAS -evt:data/animations/wardog/Wardog_Shuffle_Back.evt ;anim attack_mid_low_1 data/animations/wardog/wardog_attack_bite.CAS -evt:data/animations/wardog/wardog_attack_bite.evt anim attack_mid_low_1 data/animations/wardog/wardog_attack.CAS -evt:data/animations/wardog/wardog_attack_bite.evt ;anim attack_mid_centre_1 data/animations/wardog/wardog_walk_bite.cas anim attack_mid_high_1 data/animations/wardog/wardog_attack.CAS -evt:data/animations/wardog/wardog_run_bite.evt anim die_forward_1 data/animations/wardog/Wardog_Die.CAS -evt:data/animations/wardog/Wardog_Die.evt anim die_backward_1 data/animations/wardog/Wardog_Die.CAS -evt:data/animations/wardog/Wardog_Die.evt anim die_to_back_right_1 data/animations/wardog/Wardog_Die.CAS -evt:data/animations/wardog/Wardog_Die.evt anim die_falling_cycle data/animations/wardog/Wardog_flailing.CAS -evt:data/animations/wardog/Wardog_flailing.evt ;-evt:data/animations/wardog/Wardog_Die.evt anim die_falling_end data/animations/wardog/Wardog_flailing to Death.CAS -evt:data/animations/wardog/Wardog_flailing to Death.evt ;-evt:data/animations/wardog/Wardog_Die.evt anim idle_to_swim data/animations/wardog/wardog_STAND2SWIM.CAS anim swim_to_idle data/animations/wardog/wardog_SWIM2STAND.CAS anim swim_idle data/animations/wardog/wardog_treadwater.CAS anim swim data/animations/wardog/wardog_swim.cas ;anim swim_attack_1 data/animations/wardog/wardog_swim_attack.cas -id 0.02, 0.31, 0.80 -if:11
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 normally, with an effective attack (punches) that can kill enemies. I just tested. THEY HAVE THE PREC ATRIBUTE BY THE WAY.
and this is the entry in bmdbCode:type bombardier dictionary bombardier category handler class heavy voice_type Heavy banner faction main_infantry banner holy crusade soldier marines, 4, 0, 1 animal wardogs attributes sea_faring, hardy, can_withdraw, cannot_skirmish, frighten_foot, frighten_mounted, can_sap formation 0.6, 0.6, 0.6, 0.6, 1, horde stat_health 3, 2 stat_pri 63, 0, fire_isengard_cannon_shot, 30, 2, thrown, artillery_gunpowder, blunt, none, 0.0000000001, 1 stat_pri_attr ap, bp, area, launching, thrown, prec stat_sec 15, 12, no, 0, 0, melee, melee_blade, slashing, sword, 0, 1 stat_sec_attr no stat_pri_armour 6, 4, 0, leather stat_sec_armour 0, 0, flesh stat_heat 2 stat_ground 0, 0, 0, -2 stat_mental 16, normal, trained, lock_morale stat_charge_dist 10 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 200, 150, 50, 50, 250, 2, 350 armour_ug_levels 1 armour_ug_models bombardier, bombardier ownership france era 0 france era 1 france era 2 france recruit_priority_offset -5
from my tests a handler unit with zero animals will act like a normal infantry unit, wich is a very useful thing for when you want your infatry unit to not be able to climb walls or push siege engines, like a unit with too heavy armor or a unit of undead men in fantasy mods.Code:1 4 None 16 MTW2_2HSwordsman 0 1 24 MTW2_2HSwordsman_Primary 0
No, I was talking about the handlers. If the unit has an animal, then stat_sec is used for the animal's attack. There are only two attack lines in EDU: stat_pri and stat_sec - you can't specify primary, secondary, and animal attacks at once. I can only assume the handlers' secondary attack worked for you because the unit has no animals, although I'm surprised the game is smart enough to apply stat_sec to the handler in that case.