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  1. #1
    IndianaJoe's Avatar Miles
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    Icon8 problem coding in new mount

    Hi, I am trying to code in this mount I made:


    and i coded it in as follows:
    Code:
    21 mount_half_mail_horse 1.12 3 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod0.mesh 121 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod1.mesh 1225 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod2.mesh 10000
    1
    8 scotland
    72 unit_models/Mounts/half_mail_horse/textures/halfmail_horse_slave.texture 
    66 unit_models/Mounts/Heavy_Horse/textures/heavy_horse_normal.texture 
    49 unit_sprites/england_Mount_Heavy_Horse_sprite.spr 
    5 Horse 
    21 mount_half_mail_horse 0  
    0 0 -1 0 0 0 0 0 0
    and I (for the sake of simplicity) assigned it to the border horse:
    Code:
    type             Border Horse
    dictionary       Border_Horse      ; Border Horse
    category         cavalry
    class            light
    voice_type       Light
    banner faction   main_cavalry
    banner holy      crusade_cavalry
    soldier          Border_Horse, 24, 0, 1
    mount            half mail horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge
    formation        2, 4.4, 3, 6, 4, square
    stat_health      1, 0
    stat_pri         2, 8, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_pri_attr    no
    stat_sec         4, 4, no, 0, 0, melee, melee_blade, piercing, sword, 50, 1
    stat_sec_attr    no
    stat_pri_armour  3, 2, 0, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      0, -2, -2, 0
    stat_mental      9, low, untrained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 450, 210, 100, 75, 450, 4, 90
    armour_ug_levels 1, 2
    armour_ug_models Border_Horse, Border_Horse_ug1
    ownership        scotland, slave
    era 0            scotland
    era 1            scotland
    era 2            scotland
    recruit_priority_offset    -15
    and the folder I created:


    I can't figure out what's wrong,

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: problem coding in new mount

    You have to enter it in data\descr_mounts as well.










  3. #3
    IndianaJoe's Avatar Miles
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    Default Re: problem coding in new mount

    um, I did that, I copied the "heavy horse" mount text and changed it to half mail horse
    Code:
    type                half mail horse
    class                horse
    model                half_mail_horse
    radius                1.2
    x_radius            0.5
    y_offset            0.7
    height                2.5
    mass                3.25    ;changed from 4.0 29/4/05
    banner_height        0
    bouyancy_offset        1.8
    water_trail_effect    horse_water_trail
    root_node_height    1.0
    rider_offset        0.0, 0.38, 0.70
    but it's still giving me an "unspecified error"

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: problem coding in new mount

    Yo have to make an entry in data\descr_mounts as well.
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  5. #5

    Default Re: problem coding in new mount

    Quote Originally Posted by IndianaJoe View Post


    and i coded it in as follows:
    Code:
    21 mount_half_mail_horse 1.12 3 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod0.mesh 121 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod1.mesh 1225 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod2.mesh 10000
    and I (for the sake of simplicity) assigned it to the border horse:
    Code:
    type             Border Horse
    dictionary       Border_Horse      ; Border Horse
    category         cavalry
    class            light
    voice_type       Light
    banner faction   main_cavalry
    banner holy      crusade_cavalry
    soldier          Border_Horse, 24, 0, 1
    mount            half mail horse
    mount_effect     elephant -4, camel -4
    attributes       sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge
    formation        2, 4.4, 3, 6, 4, square
    stat_health      1, 0
    stat_pri         2, 8, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
    stat_pri_attr    no
    stat_sec         4, 4, no, 0, 0, melee, melee_blade, piercing, sword, 50, 1
    stat_sec_attr    no
    stat_pri_armour  3, 2, 0, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      0, -2, -2, 0
    stat_mental      9, low, untrained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 450, 210, 100, 75, 450, 4, 90
    armour_ug_levels 1, 2
    armour_ug_models Border_Horse, Border_Horse_ug1
    ownership        scotland, slave
    era 0            scotland
    era 1            scotland
    era 2            scotland
    recruit_priority_offset    -15
    could that in bold red be the problem, should not the entries refer to the one used in bmdb?
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  6. #6
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: problem coding in new mount

    Quote Originally Posted by absinthia View Post
    could that in bold red be the problem, should not the entries refer to the one used in bmdb?
    That isn't the issue. The Heavy Horse mount from vanilla is mount_heavy_horse in the BMDB, but in the mount file its "type" is heavy horse which is used in the EDU.

  7. #7
    B. Ward's Avatar ★★★★ RockNRolla ★★★★
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    Default Re: problem coding in new mount

    Your modelsdb entry is incorrect.

  8. #8
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: problem coding in new mount

    Code:
    21 mount_half_mail_horse 1.12 3 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod0.mesh 121 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod1.mesh 1225 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod2.mesh 10000
    1
    8 scotland
    72 unit_models/Mounts/half_mail_horse/textures/halfmail_horse_slave.texture 
    66 unit_models/Mounts/Heavy_Horse/textures/heavy_horse_normal.texture 
    49 unit_sprites/england_Mount_Heavy_Horse_sprite.spr 0
    1
    5 Horse 
    21 mount_half_mail_horse 0
    You need to put a zero and 1 there

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  9. #9

    Default Re: problem coding in new mount

    Code:
    type                half mail horse
    class                horse
    model           mount_half_mail_horse    
    radius                1.2
    x_radius            0.5
    y_offset            0.7
    height                2.5
    mass                3.25    ;changed from 4.0 29/4/05
    banner_height        0
    bouyancy_offset        1.8
    water_trail_effect    horse_water_trail
    root_node_height    1.0
    rider_offset        0.0, 0.38, 0.70
    The blue text needs to match.

    Code:
    21 mount_half_mail_horse 1.12 3 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod0.mesh 121 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod1.mesh 1225 
    65 unit_models/Mounts/half_mail_Horse/mount_halfmail_horse_lod2.mesh 10000
    1
    8 scotland
    72 unit_models/Mounts/half_mail_horse/textures/halfmail_horse_slave.texture 
    66 unit_models/Mounts/Heavy_Horse/textures/heavy_horse_normal.texture 
    49 unit_sprites/england_Mount_Heavy_Horse_sprite.spr 0
    1
    5 Horse 
    13 fs_fast_horse
    0  
    0 
    0 
    -1 0 0 0 0 0 0
    And you need to pick a valid animation, unless you have created a new descr_skeleton entry called mount_half_mail_horse?
    On the positive side your EDU entry is correct.

  10. #10
    IndianaJoe's Avatar Miles
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    Default Re: problem coding in new mount

    i didn't make an new anything except I re-did the heavy horse. no new animations and stuff, should I keep the 'heavy horse" stuff at the bottom?

  11. #11

    Default Re: problem coding in new mount

    Code:
    1 
    5 Horse 
    8 fs_horse 
    0  
    0 
    0 
    -1 0 0 0 0 0 0
    The game wont work if you dont have this right, but I guess you can tell that already.
    1 means the model has 1 animation type.
    5 Horse means that its for a horse or horse ridden model.
    8 fs_horse refers to the animation in descr_skeleton. You can pick anything that is in this file, as long as you get the string length correct.
    Dont mess with the zero's.

  12. #12
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: problem coding in new mount

    You originally had the name of the horse where the animation should go. The one Eothese posted is an animation as defined in descr_skeletion for horses.

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