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  1. #1

    Default Dogs without handlers

    I have been working on a mod called Narnia Total War, and we wre planning to use talking dogs, and the plan was to make them dogs without handlers. I can get as far as having the dogs in battle, but once they are actually in combat with the enemy, as soon as an enemy should die, (I believe) the game crashes. Why is this?

    Here is my EDU entry:
    Spoiler Alert, click show to read: 
    type Talking Dogs
    dictionary Talking_Dogs ; Talking Dogs
    category infantry
    class heavy
    voice_type Heavy
    banner faction main_infantry
    banner holy crusade
    soldier wardogs, 20, 0, 1.0
    attributes sea_faring, hide_improved_forest, hardy, can_withdraw, frighten_foot, power_charge
    formation 3, 3, 3.8, 3.8, 2, horde
    stat_health 1, 1
    stat_pri 8, 4, no, 0, 0, melee, melee_blade, slashing, sword, 0, 1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
    stat_sec_attr no
    stat_pri_armour 3, 2, 2, metal
    stat_sec_armour 2, 6, flesh
    stat_heat 1
    stat_ground 0, 0, 0, 0
    stat_mental 15, impetuous, highly_trained
    stat_charge_dist 15
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 500, 200, 60, 140, 370, 1, 110
    armour_ug_levels 0
    armour_ug_models wardogs
    ownership england
    era 0 england
    era 1 england
    era 2 england
    recruit_priority_offset 10


    I do have the correct animations in my anim packs, the dogs work and run and fight, but when they kill an enemy the game crashes. What do I do?!

    Narnia TW forum here

  2. #2

    Default Re: Dogs without handlers

    You sure it's when the dogs kill an enemy?

  3. #3

    Default Re: Dogs without handlers

    I'm pretty sure; they will run into battle and seem to work fine but then all of a sudden, after about five seconds of fighting, the game will crash. I assume it is when an enemy would die, because I had some dogs die and the game still ran.

    Narnia TW forum here

  4. #4

    Default Re: Dogs without handlers

    I'd be interested to know how it works with dogs v dogs... I suspect the problem is due to the skeleton of the dog and how it reacts to fatality attacks, where the victim anim is imposed on the dog. If you are using the descr_skeleton entry which I created and is included in Banazi's anim set, this is most likely to be the problem as you have the dogs classed as infantry...

  5. #5

    Default Re: Dogs without handlers

    I don't know if I am using that animation or not, but when I do dogs vs. dogs it still crashes. Any ideas on how to FIX it?

    Narnia TW forum here

  6. #6

    Default Re: Dogs without handlers

    Not without knowing what you've used. If you don't know what your using how can you expect anyone to be able to help?

    A descr_skeleton and the battlemodels.db entry would be useful.

  7. #7

    Default Re: Dogs without handlers

    Sorry for the long delay, but if you still look back at this thread, here is my battle models entry,
    :
    Spoiler Alert, click show to read: 
    7 wardogs
    1
    4
    43 unit_models/_Units/wardogs/wardog_lod0.mesh 121
    43 unit_models/_Units/wardogs/wardog_lod0.mesh 900
    43 unit_models/_Units/wardogs/wardog_lod0.mesh 2500
    43 unit_models/_Units/wardogs/wardog_lod0.mesh 6400
    2
    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
    7 england
    50 unit_models/_Units/wardogs/textures/wardog.texture
    57 unit_models/_Units/wardogs/textures/wardog_normal.texture
    36 unit_sprites/merc_wardogs_sprite.spr
    2
    4 merc
    50 unit_models/_Units/wardogs/textures/wardog.texture
    57 unit_models/_Units/wardogs/textures/wardog_normal.texture 0
    7 england
    50 unit_models/_Units/wardogs/textures/wardog.texture
    57 unit_models/_Units/wardogs/textures/wardog_normal.texture 0
    1
    4 None
    9 fs_wardog
    0
    0
    0
    -1 0 0 0 0 0 0


    And descr_skeleton:

    Spoiler Alert, click show to read: 
    type fs_wardog

    anim default data/animations/wardog/Wardog_default.CAS -fr
    anim stand_a_idle data/animations/wardog/Wardog_Static.CAS -fr -evt:data/animations/wardog/Wardog_Static.evt
    anim stand_a_to_walk data/animations/wardog/Wardog_static2Walk.CAS -fr -evt:data/animations/wardog/Wardog_static2Walk.evt
    anim stand_a_to_run data/animations/wardog/Wardog_Static2Run.CAS -fr -evt:data/animations/wardog/Wardog_Static2Run.evt
    anim stand_a_to_charge data/animations/wardog/Wardog_Static2Gallop.CAS -fr -evt:data/animations/wardog/Wardog_Static2Gallop.evt
    anim stand_a_lf_idle_1 data/animations/wardog/Wardog_bark.CAS -fr
    anim stand_a_lf_idle_2 data/animations/wardog/wardog_stand_ready2static.CAS -fr
    anim stand_a_lf_idle_3 data/animations/wardog/wardog_stand_ready.CAS -fr
    anim stand_a_lf_idle_1 data/animations/wardog/Wardog_Static.CAS -fr

    anim stand_a_turn_45_cw_1 data/animations/wardog/Wardog_Turn_Right.CAS -mintd:10 -maxtd:68 -evt:data/animations/wardog/Wardog_Turn_Right.evt
    anim stand_a_turn_45_ccw_1 data/animations/wardog/Wardog_Turn_Left.CAS -mintd:10 -maxtd:68 -evt:data/animations/wardog/Wardog_Turn_Left.evt
    anim stand_a_turn_90_cw_1 data/animations/wardog/Wardog_Turn_Right.CAS -mintd:67 -maxtd:115 -evt:data/animations/wardog/Wardog_Turn_Right.evt
    anim stand_a_turn_90_ccw_1 data/animations/wardog/Wardog_Turn_Left.CAS -mintd:67 -maxtd:115 -evt:data/animations/wardog/Wardog_Turn_Left.evt
    anim walk data/animations/wardog/Wardog_Walk.CAS -fr -evt:data/animations/wardog/Wardog_Walk.evt
    anim walk_to_run data/animations/wardog/Wardog_Walk2Run.CAS -fr -evt:data/animations/wardog/Wardog_Walk2Run.evt
    anim walk_to_stand_a data/animations/wardog/Wardog_Walk2Static.CAS -fr -evt:data/animations/wardog/Wardog_Walk2Static.evt
    anim run data/animations/wardog/Wardog_Run.CAS -fr -evt:data/animations/wardog/Wardog_Run.evt
    anim run_to_walk data/animations/wardog/Wardog_Run2Gallop.CAS -fr -evt:data/animations/wardog/Wardog_Run2Gallop.evt
    anim run_to_stand_a data/animations/wardog/Wardog_Run2Static.CAS -fr -evt:data/animations/wardog/Wardog_Run2Static.evt
    anim run_to_charge data/animations/wardog/Wardog_Run2Walk.CAS -fr -evt:data/animations/wardog/Wardog_Run2Walk.evt
    anim charge data/animations/wardog/Wardog_Gallop.CAS -evt:data/animations/wardog/Wardog_Gallop.evt
    anim charge_attack data/animations/wardog/Wardog_attack.CAS -fr -if:7 -evt:data/animations/wardog/Wardog_Gallop.evt

    anim attack_mid_low_1 data/animations/wardog/Wardog_attack.CAS -fr -if:34 -evt:data/animations/wardog/wardog_attack_bite.evt
    anim attack_mid_centre_1 data/animations/wardog/Wardog_attack.CAS -fr -if:13 -evt:data/animations/wardog/wardog_attack_bite.evt
    anim attack_mid_high_1 data/animations/wardog/Wardog_attack.CAS -fr -if:21 -evt:data/animations/wardog/wardog_attack_bite.evt
    ;anim knockback_from_front data/animations/wardog/wardog_treadwater.CAS
    ;anim knockback_from_back data/animations/wardog/wardog_treadwater.CAS
    ;anim knockback_from_right data/animations/wardog/wardog_treadwater.CAS
    ;anim knockback_from_left data/animations/wardog/wardog_treadwater.CAS
    ;
    ;anim knockback_move_from_front data/animations/wardog/wardog_treadwater.CAS
    ;anim knockback_move_from_back data/animations/wardog/wardog_treadwater.CAS
    ;anim knockback_move_from_right data/animations/wardog/wardog_treadwater.CAS
    ;anim knockback_move_from_left data/animations/wardog/wardog_treadwater.CAS
    ;
    ;anim knockdown_launch data/animations/wardog/wardog_treadwater.CAS
    ;anim knockdown_lying data/animations/wardog/wardog_treadwater.CAS
    ;anim knockdown_recover data/animations/wardog/wardog_treadwater.CAS
    ;
    ;anim knockdown_forward_launch data/animations/wardog/wardog_treadwater.CAS
    ;anim knockdown_forward_lying data/animations/wardog/wardog_treadwater.CAS
    ;anim knockdown_forward_recover data/animations/wardog/wardog_treadwater.CAS

    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_to_back_left_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_treadwater.CAS -fr -id -0.1, 4.75, 4.84 -if:15
    anim swim_to_idle data/animations/wardog/wardog_SWIM2STAND.CAS -fr
    anim swim_idle data/animations/wardog/wardog_treadwater.CAS -fr
    anim swim data/animations/wardog/wardog_swim.CAS -fr
    anim swim_attack data/animations/wardog/wardog_swim_attack.CAS -fr -id 0.0, 4.17, 5.21 -if:13

    Narnia TW forum here

  8. #8

    Default Re: Dogs without handlers

    Looks familiar. Well you can try and adjust the height to above 2.6 or class them as cavalry, which would probably be better as it would stop the AI using them to push rams and climb ladders etc, but involve more work...

    I got it to work by classing them as elephants, as long as I only have that one unit. If I try to have more than one unit involved on that side the game crashes, whether its more dogs or not and whether the captain is in the dog unit or not...

    Edit,
    So I got it to work perfectly with the dogs classed as infantry, by re-writting a vanilla descr_skeleton entry with reference to the appropriate dog anims. Combat in the open field is fine, no CTD. However when testing on a settlment, the dogs with the ladders couldn't climb up them once they'd raised them to the walls, whilts the dogs manning the siege tower caused a CTD. The dogs with the ram had no problems and mounted the wall from the inside and later went on to capture the city. Hurragh!!




    Now it just remains to see what happens when they're classed as regular cavalry...

    #Final Edit
    As regular cav, the dogs are less good, they don't attack, their invisible riders do the fighting and again if I try to put another, or any other unit on the same side the battle won't load...
    Last edited by Eothese; March 18, 2011 at 05:08 PM.

  9. #9

    Default Re: Dogs without handlers

    Can you show me how you re-wrote the descr_skeleton entry? I really have no idea what animations are what, or the rules of the descr_skeleton file.
    -Edit
    Nevermind, it's explained in the link. Thanks
    Also, when you explained you had them classed as infantry and the captured the settlement, did you get a CTD when having more than that unit on your side?
    Last edited by General Custer; March 18, 2011 at 09:28 PM.

    Narnia TW forum here

  10. #10

    Default Re: Dogs without handlers

    No as infantry they worked fine, except when using seige equipment. I could make some anims to stop that, they just need climb up/down anims I think. But I'd rarther there was a way to stop them using the equipment full stop...

    #Edit
    And there is of course, class them as a handler unit. With dogs as the handlers using a modified vanilla descr_skeleton entry and the height put in to stop the crash.
    Last edited by Eothese; March 19, 2011 at 12:35 PM.

  11. #11

    Default Re: Dogs without handlers

    What are talking about with the whole height thing, or climbing up and down, I really dont get it

    Narnia TW forum here

  12. #12

    Default Re: Dogs without handlers

    Take a look at en existing descr_skeleton entry, like M2TW_Mace, to class the dogs as infantry you have to use that type of format where there are many more entry's than the one you are using at present or you will just get a CTD as you found out already. The Mace entry and indeed all other entry's for foot troops include crew requirments, the only one which you can't just fudge are the climb up/down anims, so seige towers will CTD and ladders will glitch up.

    As for the height, well they need to be above 2.6 so that the game treats them as cavalry and so doesn't apply fatality/victim anims to them. Radius and height are hidden attributes, which have a default value if they aren't included.
    Code:
    soldier          wolfdogs, 60, 120, 2.75, 0.5, 2.6
    animal           wardogs
    My soldier line for the unit in the screen above. 60 handlers, 120 dogs, mass 2.75, radius 0.5 height 2.6. Result an all dog unit classed as infantry which can't use siege equpiment and is crash free. Behaviour is typical animal handler upon release of the 'dogs' the handlers pause then eventually follow up, once released the dogs are no longer able to be commanded.
    Every work around has it's drawbacks, but this is probably the most satisfactory/stable way of getting it working.

  13. #13

    Default Re: Dogs without handlers

    Thank you, I understand it now enough that I can do it! Thanks for explaining why the height needed to be above 2.6.

    Narnia TW forum here

  14. #14

    Default Re: Dogs without handlers

    Good luck, and post us a screen when you've got it working.

  15. #15

    Default Re: Dogs without handlers

    I'm sorry, one more question: What exactly do I need to add to the wardogs anim in the descrs_skeletons?

    Narnia TW forum here

  16. #16

    Default Re: Dogs without handlers

    You don't need to add, you need to make a full new entry. Take the Mace entry for example, and replace all the references with appropriate dog anims.
    EG.
    anim knockback_from_front data/animations/MTW2_Mace/MTW2_Mace_knockback_from_front.cas -fr -evt:data/animations/MTW2_Mace/MTW2_Mace_knockback_from_front.evt
    Becomes
    anim knockback_from_front data/animations/wardog/Wardog_Shuffle_Back.CAS -fr -evt:data/animations/wardog/Wardog_Shuffle_Back.evt

  17. #17
    HannibalExMachina's Avatar Just a sausage
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    Default Re: Dogs without handlers

    just poppin in, but are you aware that Call of Warhammer has such a thing?

  18. #18

    Default Re: Dogs without handlers

    Thanks Eothese
    And no, Hannibal, I did not.

    Narnia TW forum here

  19. #19

    Default Re: Dogs without handlers

    I got it working properly with the dogs classed as elephants, turns out it was a problem with the formation that caused the crash when you tried to have more than one unit. If you don't want them as infantry this may be a better option, it also means you can use an existing dog anim set as they have the same anim types as elephants.

  20. #20

    Default Re: Dogs without handlers

    Okay so then how do I do it as an elephant? Do I just change the class to elephant?

    Narnia TW forum here

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