Deliverator
Graphical Hackificator
By the way David, has the promotion swapping Worm Rider graphic not worked out? Or do you just need some time?
By the way David, has the promotion swapping Worm Rider graphic not worked out? Or do you just need some time?
Perhaps you should ask Maniac for help? He managed to get the art swapping working fine for Planetfall.
CvArtInfoUnit:
# VOID setButton (STRING szVal)
void (string)
# VOID setKFM (STRING szDesc)
void (string)
# VOID setNIF (STRING szDesc)
void (string)
davidlallen said:I have a pointer to FFH code for this, but digging through that to extract out one small bit will be a challenge.
In Fall Further there is the ability for promotions to change the graphic display of the unit entirely.
<UnitArtInfo>
<Type>ART_DEF_UNIT_SCOUT_THOPTER</Type>
<Button>Art/Interface/Buttons/Units/scout_thopter.dds</Button>
<fScale>0.65</fScale>
<fInterfaceScale>0.65</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>1</bActAsAir>
<NIF>Art/Units/scout_thopter/thopter.nif</NIF>
<KFM>Art/Units/scout_thopter/thopter.kfm</KFM>
<SHADERNIF>Art/Units/scout_thopter/thopter.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/JetFighterShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Koerper</ShadowAttachNode>
<fShadowScale>0.75</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<PatrolSound>AS3D_UN_JET_PATROL</PatrolSound>
<SelectionSound>AS3D_UN_JET_COMMAND_PATROL</SelectionSound>
<ActionSound>AS3D_UN_JET_COMMAND_PATROL</ActionSound>
</UnitArtInfo>