Gandalf (Wizard)

I am wondering if there is something I missed about how to use these models (the wizard or the sorceress), since neither seem to be firing ranged combat animations when used in my mod. The models display properly otherwise.

I loaded the art files into vfs and copy-pasted the XML, is there any other step I am missing ?
Sorry if this is a stupid question :p

Thanks in advance,
Regards

No animations or no effects? Make sure you have the correct .ftsxml triggers file and the correct .fxsxml file for the unit you are using. The xml code references the .fxsxml file, which in turn references the .gr2 and .ftsxml triggers file for the unit. If that isn't the problem I would probably have to see the code. Also, you need the BNW expansion for the XCOM Plasma ("Deathray") effect.
 
Hi, thanks for the reply !
There are proper animations, other than combat. Only when they use ranged attacks, nothing happens (like in quick combat mode, even though other units do attack).

Spoiler SV :

<GameData>
<ArtDefine_StrategicView>
<!-- **************************************************** -->
<!-- MAGES -->
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M1</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M2</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M2a</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M3</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M4</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M4a</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
</ArtDefine_StrategicView>
</GameData>


Spoiler :

<GameData>

<!-- **************************************************** -->
<!-- UNIT INFO -->
<!-- **************************************************** -->
<ArtDefine_UnitInfos>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M1</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M2</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M2a</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M3</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M4</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M4a</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
</ArtDefine_UnitInfos>

<ArtDefine_UnitInfoMemberInfos>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M1</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M1</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M2</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M2</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M2a</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M2a</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M3</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M3</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M4</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M4</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M4a</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M4a</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
</ArtDefine_UnitInfoMemberInfos>

<ArtDefine_UnitMemberInfos>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M1</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M1.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M2</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M2.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M2a</Type>
<Scale>0.25</Scale>
<!--NAIN-->
<!--0.140000000596046/-->
<Model>Wizard_M2a.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M3</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M3.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M4</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M4.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M4a</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M4a.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
</ArtDefine_UnitMemberInfos>

<ArtDefine_UnitMemberCombats>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M1</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2a</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M3</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4a</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
</ArtDefine_UnitMemberCombats>

<ArtDefine_UnitMemberCombatWeapons>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M1</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2a</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M3</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4a</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>

<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M1</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2a</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M3</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4a</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
</ArtDefine_UnitMemberCombatWeapons>
</GameData>


There are other units in between. The models show properly and move normaly, only the attacks never trigger.
Originaly, I copy-pasted identical XML from the test mod. But then I tried addind index1 in ArtDefine_UnitMemberCombatWeapons and <HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
to solve the problem, to no avail.

Thank you for your help :D
 
Hi, thanks for the reply !
There are proper animations, other than combat. Only when they use ranged attacks, nothing happens (like in quick combat mode, even though other units do attack).

Spoiler SV :

<GameData>
<ArtDefine_StrategicView>
<!-- **************************************************** -->
<!-- MAGES -->
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M1</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M2</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M2a</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M3</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M4</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
<InsertOrAbort>
<StrategicViewType>ART_DEF_UNIT_WIZARD_M4a</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Pathfinder.dds</Asset>
</InsertOrAbort>
</ArtDefine_StrategicView>
</GameData>


Spoiler :

<GameData>

<!-- **************************************************** -->
<!-- UNIT INFO -->
<!-- **************************************************** -->
<ArtDefine_UnitInfos>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M1</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M2</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M2a</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M3</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M4</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
<Row>
<Type>ART_DEF_UNIT_WIZARD_M4a</Type>
<DamageStates>1</DamageStates>
<Formation>Unformed</Formation>
</Row>
</ArtDefine_UnitInfos>

<ArtDefine_UnitInfoMemberInfos>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M1</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M1</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M2</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M2</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M2a</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M2a</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M3</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M3</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M4</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M4</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
<Row>
<UnitInfoType>ART_DEF_UNIT_WIZARD_M4a</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M4a</UnitMemberInfoType>
<NumMembers>1</NumMembers>
</Row>
</ArtDefine_UnitInfoMemberInfos>

<ArtDefine_UnitMemberInfos>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M1</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M1.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M2</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M2.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M2a</Type>
<Scale>0.25</Scale>
<!--NAIN-->
<!--0.140000000596046/-->
<Model>Wizard_M2a.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M3</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M3.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M4</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M4.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
<Row>
<Type>ART_DEF_UNIT_MEMBER_WIZARD_M4a</Type>
<Scale>0.25</Scale>
<!--0.140000000596046/-->
<Model>Wizard_M4a.fxsxml</Model>
<MaterialTypeTag>CLOTH</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
</Row>
</ArtDefine_UnitMemberInfos>

<ArtDefine_UnitMemberCombats>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M1</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2a</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M3</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4a</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>
</ArtDefine_UnitMemberCombats>

<ArtDefine_UnitMemberCombatWeapons>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M1</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2a</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M3</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4a</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>

<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M1</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M2a</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M3</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_WIZARD_M4a</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>BLUNT</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
</ArtDefine_UnitMemberCombatWeapons>
</GameData>


There are other units in between. The models show properly and move normaly, only the attacks never trigger.
Originaly, I copy-pasted identical XML from the test mod. But then I tried addind index1 in ArtDefine_UnitMemberCombatWeapons and <HasShortRangedAttack>1</HasShortRangedAttack>
<HasLongRangedAttack>1</HasLongRangedAttack>
to solve the problem, to no avail.

Thank you for your help :D

You seem to have a space in:

<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_WIZARD_M 1</UnitMemberInfoType>

(at least that is how it appears to me)

The other entries are the same. Correct those lines in your code to match the remainder of the code and see if that fixes the problem.
 
Sadly, there was no space :(
I have a CTD issue to solve before I can further investigate this anyway T-T
Thanks for your help !
 
Sadly, there was no space :(

FYI, the forum automatically adds a space after 50 characters without one to ensure line wrapping. Besides maintaining indents, this is another reason to wrap your code in [ C O D E ] [ / C O D E ] blocks when you post it here.
 
FYI, the forum automatically adds a space after 50 characters without one to ensure line wrapping. Besides maintaining indents, this is another reason to wrap your code in [ C O D E ] [ / C O D E ] blocks when you post it here.

Thanks for the information !
 
Druid Civ IV unit conversion added from the Druid by Warkirby; basically, since it is a model that uses the CiV scout animations it can use effects identical to the wizard. Edit the .fxsxml and .ftsxml files to get the desired effects. Default effects use Dromon fire.

Spoiler :


Please feel free to reskin/tweak this unit and post your content in this thread.

Download here.
 
Last edited:
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