Unit creation

BeBro

King of the Krauts
Joined
Nov 2, 2000
Messages
1,924
Location
Germany
Ok, maybe this was asked before, but how exactly create (or rather implement) a new unit?

Here´s what I tried:

- used Flicster to create four different flc anims for a new unit (an M60 tank), the anims are:
m60attack.flc
m60default.flc
m60run.flc
m60death.flc
- then I created an m60 subfolder in civ3/art/units
- copied the panzer sounds and his .ini and .AMB files to the m60 folder
- edited the panzer.ini file (under "animations) to implement the m60 anims instead of the panzer anims, but I did not change other values, e.g. the "time" or "speed" settings
- renamed panzer.ini to m60.ini
- renamed the file Panzer.AMB to m60.AMB (but I have no idea what this file is used for)

- then I opened the hacked editor created a little test scn (small map, two players) and added a new unit with the "add" button.
- made the unit (of course called M60) available without any resources and for all civs (for test purposes-to make it available from the scn start on)

Result: when I start the test scn, it A) crashes or B) loads fine, but the new unit doesn´t show up in the build menu

Where is the mistake?
 
Pre-test the animations, to make sure the problem isn't there. What I usually do is rename the appropriate Warrior animations to back them up, then drop in the new animations named as WarriorDefault, WarriorRun, etc. Now, just start a standard game, drop a city, and build a warrior. For that matter, you can do the same with scout and start a games as an expansionist.

Did you use FXM format (pcx files) to create your unit? I just discovered a bug last nite that can cause such units to crash. I'm planning a patch for sometime this weekend, but in the interim, here's the info I posted last nite on how to check for the bug and a workaround that should fix a broken unit:

After creating a Civ3Unit FLC from your pcx file(s), open the newly created FLC (becomes first item on MRU file list after exporting) with FLICster, and look for "Animation Time" on the info tab. If the value is 0 ( or not equal to the value of "frames per direction" x the value of "speed") then fix it like this:
* export to Multi-flc format
* open the INI file (the one in ...\art\units\unitname\FLICster)
* edit the anim_time=0 line, enter the correct value (the value of "frames per direction" x the value of "speed")
* now open the ini file with FLICster and export to Civ3Unit Flc again.

Sorry for the inconvenience. As I said, I'll try to get a patch release posthaste.
 
Thanks for the answer :)

The anims I created have indeed the problem you described (Animation Time=0). I´ll try to fix this on the weekend with the method you suggested...;)
 
Well, I couln't wait. :) I published the patch late last nite. Save yourself some time and download the patch here:

http://forums.civfanatics.com/showthread.php?s=&postid=164601#post164601

Once you install the patch (replace the old EXE with the new one), just open your completed Civ3Flcs with the new version. It will automatically check for the anim_time bug and offer to automatically fix it. Just click 'yes' when asked and your work is done :)
 
Originally posted by Moeniir
Well, I couln't wait. :) I published the patch late last nite. Save yourself some time and download the patch here:

http://forums.civfanatics.com/showthread.php?s=&postid=164601#post164601

Once you install the patch (replace the old EXE with the new one), just open your completed Civ3Flcs with the new version. It will automatically check for the anim_time bug and offer to automatically fix it. Just click 'yes' when asked and your work is done :)

Thanks a lot, downloaded the patch, and now it works great! :goodjob:
 
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