QUESTION: how to add unit effects?

here is the tutorial covering this - http://forums.civfanatics.com/showthread.php?t=312613

for the legionary itself you should check the kfm - if there are still the entries for the build sequence - and if yes - add the one from the real legionary download (if you use the ones from worker - you have to add the visibility controller for the weapons in the kf)
 
Unfortunatly
1. The legion has got 3 worker options attached: Dig, Build and UnusedBuild, The build is the same as dig and the unused build is what I need. When I swaped the files names it seemed to work fine until I tried to contruct the catapult, when that happened the game froze...

2. I also attached ALL of the other Advanced Swordsmen and I was wondering if you could do these (or write EVERYTHING (including kfm etc) in depth for me to look at)

So can you check the legion and fix him and see what you can do about the other 4 swordsmen

Thanks!
 

Attachments

If you use the original files, does the unit work so far when you try to build a catapult (with the wrong type of animation of course)? The problem here is that the code for the custom "Build Catapult" function has to call for some kind of animation, and without this information the kfm file can't be setup correctly.

For the other units you'll have to add the necessary tools like for example the hammer to the unit following the tutorial The_Coyote posted. Then you should check if the unit looks alright with the build animation you want to use. After that, the visibility of those additions will need to be set in the kf file like you did before with the additional swords for the warlords. If this all is finished, the kfm file have to be altered accordingly and the unit should (hopefully) work. ;)
 
at the mometn they just stand there and the legion digs...

I tried using the built-in build animations in the legion and they crashed the game when used...

I will be using the workers animation
 
It seems like the unusedlegionary_md_buildbegin.kf file has some error within that I can't find at the moment. But you can use the original legionary_md_buildbegin.kf instead. So, if you only rename the unusedlegionary_md_build.kf and the unusedlegionary_md_buildrest.kf the unit works. There is only a small glitch when it starts building, the shovel will be seen for the blink of an eye. Even this can be corrected if you change the visibilities accordingly in the legionary_md_buildbegin.kf file.

Maybe the unusedlegionary_md_buildrest.kf has the same error, I didn't tested it. If it has, I'd advise you to use the original file for that one, too.
 
the buildbegin which shows the shovel works fine it was just the hammer ones, I will sort out tommorrow and try my hand with the other units... can you see any special needs with these other units?

Can you work on fixing the error?
 
Just exchange the visibility of the shovel and the hammer in the working animation and you should be good to go. I tested the usual possibilities for errors in the not-working one with no success, so I'd say that one is more trouble than it's worth.

I haven't looked at the other units so far. I'd say, the first thing you should try is to test the worker animation with them. If they look okay, you'll have to add the working tools to them and make the weapons invisibile in the worker animation. If they look wierd, you'll have to work on that first, which might turn out to be a lot of work.
 
did you find that error with the build for the legion?

also did you do anything with the carthagian Warlord I posted ages ago?
 
did you find that error with the build for the legion?

also did you do anything with the carthagian Warlord I posted ages ago?
No to both. For the legion, because of this:
Just exchange the visibility of the shovel and the hammer in the working animation and you should be good to go. I tested the usual possibilities for errors in the not-working one with no success, so I'd say that one is more trouble than it's worth.
And for the Warlord, I waited for you to add the swords as children to the NiMultiTargetTransformController, because it might work then.
 
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