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Thread: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

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  1. #1

    Default How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    I was wondering how you can give the rebels a fighting chance with better armys on peasant revolt ? :hmmm:

    Not just the basic units given to rebels.

  2. #2

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    The units spawned on a revolt depend on the buildings built in the region's settlement (and they must of course be available to the rebel faction).

    Moving this out of the tutorials section, as it is not a tutorial.

  3. #3

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    I added a unit from Parthia to a rebel faction in the neigbouring region. They take over and spawn with the unit in their army but then it crashes when I'm loading into battle with them.

    I looked at their army with my spy and it showed the Tsin mod chinese unit within the rebel army but then it crashes half way through battle loading.
    Last edited by SiamWarrior; January 20, 2009 at 02:51 PM.

  4. #4

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    It crashes because you have not assigned a texture for the unit when it is under rebel control. Open up descr_model_battle, find the unit's model entry and add a texture line for "slave", using the parthian texture.

  5. #5

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    I can't find the file descr_model_battle in Rome data folder ?

  6. #6

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    Search again, it's gotta be there, otherwise the game wouldn't start.

  7. #7

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    Mmm have I done this right ?

    type china_heavy_cavalry
    skeleton fs_hc_spearman, fs_hc_swordsman
    indiv_range 40
    texture parthia, slave
    data/models_unit/textures/tsin/china_heavy_cavalry.tga
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 15
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 30
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 40
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, max
    model_sprite parthia, 60.0, data/sprites/macedon_greek_heavy_cavalry_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

  8. #8

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    Quote Originally Posted by SiamWarrior View Post
    Mmm have I done this right ?

    type china_heavy_cavalry
    skeleton fs_hc_spearman, fs_hc_swordsman
    indiv_range 40
    texture parthia, slave
    data/models_unit/textures/tsin/china_heavy_cavalry.tga
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 15
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 30
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 40
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, max
    model_sprite parthia, 60.0, data/sprites/macedon_greek_heavy_cavalry_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f
    your file must be somewhat of this:

    texture parthia data/models_unit/textures/tsin/china_heavy_cavalry.tga
    texture slave data/models_unit/textures/tsin/china_heavy_cavalry.tga
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 15
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 30
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 40
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, max
    model_sprite parthia, 60.0, data/sprites/macedon_greek_heavy_cavalry_sprite.spr
    model_sprite slave, 60.0, data/sprites/macedon_greek_heavy_cavalry_sprite.spr

    if it isn't, the game CTDs, use show_err command on your shortcut and create sprites for your units too....
    Click on my sig and check out my modelling works! Your opinion is welcome!


  9. #9

    Default

    Quote Originally Posted by Conqistador View Post
    your file must be somewhat of this:

    texture parthia data/models_unit/textures/tsin/china_heavy_cavalry.tga
    texture slave data/models_unit/textures/tsin/china_heavy_cavalry.tga
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 15
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 30
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, 40
    model_flexi data/models_unit/tsin/china_heavy_cavalry.cas, max
    model_sprite parthia, 60.0, data/sprites/macedon_greek_heavy_cavalry_sprite.spr
    model_sprite slave, 60.0, data/sprites/macedon_greek_heavy_cavalry_sprite.spr

    if it isn't, the game CTDs, use show_err command on your shortcut and create sprites for your units too....
    Thanks, I will give it a go. The tsin mod uses the sprites macedon_greek_heavy_cavalry_sprite.spr




    Aghhhr, nope it still crashes on end of loading pro campaign.




    I'm just wondering if I should have chaged these files, I changed these files

    export_descr_unit.hardy&heat_reversed to slave as ownership and these too :

    export_descr_unit.hardy&heat_reversed_spear_removed

    export_descr_unit.original

    export_descr_unit


    type china heavy cavalry
    dictionary china_heavy_cavalry ; China Heavy Cavalry
    category cavalry
    class heavy
    voice_type Heavy_1
    soldier china_heavy_cavalry, 27, 0, 1
    officer china_less_officer
    mount heavy horse china
    mount_effect elephant -8, camel -4
    attributes sea_faring, hide_forest
    formation 3, 4, 6, 6, 4, square, wedge
    stat_health 1, 0
    stat_pri 14, 8, no, 0, 0, melee, blade, slashing, axe, 25 ,1
    stat_pri_attr no
    stat_sec 14, 4, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 10, 7, 0, metal
    stat_sec_armour 0, 0, flesh
    stat_heat -5
    stat_ground 0, 1, -6, 1
    stat_mental 12, disciplined, highly_trained
    stat_charge_dist 40
    stat_fire_delay 0
    stat_food 30, 300
    stat_cost 1, 800, 240, 100, 120, 800
    ownership parthia, slave
    Last edited by Aradan; January 21, 2009 at 03:24 PM.

  10. #10

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    Please don't double/triple/quadruple-post, use the "Edit" button instead.


    What you must do is:

    1) Add "slave" to the ownership line in the export_descr_unit entry of the unit.

    2) Add a 'slave' texture/sprite line in descr_model_battle for the unit's model. (copy of the existing line, but change the faction name from 'parthia' to slave. Do the same for the sprite.)

    3) Add a 'slave' texture/sprite line in descr_model_battle for the unit's mount model, if there is not one already. (copy of the existing line, but change the faction name from 'parthia' to slave. Do the same for the sprite.)

    Until you get the unit to work, change nothing else. When you do, back up the working files, and start changing things, one thing at a time, and test each step before proceeding to the next.
    Last edited by Aradan; January 21, 2009 at 03:30 PM.

  11. #11

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    Sorry for the posts, I was panicking a bit because I'm all new to this.

    Ok will give that a go.

    ta for the info

  12. #12

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    so it was the mount... i've forgot them...
    Click on my sig and check out my modelling works! Your opinion is welcome!


  13. #13

    Default Re: How Do You Script Rebels So They Have Better Experianced Units On Peasant Revolt

    It was the mount and I was putting them in these files also which I did'nt need to do :

    export_descr_unit.hardy&heat_reversed

    export_descr_unit.hardy&heat_reversed_spear_removed

    export_descr_unit.original

    you only need to edit

    export_descr_unit
    descr_model_battle
    descr_rebel_factions

    Everything is working ok now, I have Chinese rebels all over China for the Qin to fight against.
    Last edited by SiamWarrior; January 22, 2009 at 03:51 PM.

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