Unit requests thread

Any ideas how to fix it?

yes, simple, yet tedious

I did not know what was causing this problem, or more importantly how to fix it, for the longest time. It appears that it is being caused by a massive "Bounding Sphere" which, I assume, controls the meshes 'collision box'(or whatever you would call being clicked on box) Most normal units/leaderheads have a value somewhere between 5 and 20. While the problem unit has a value between 600 and over 1000! Fixing it is simple yet tedious.

1.) Click on the units mesh.
2.) Expand its NiSkinInstance tree and click NiSkinData
3.) In the bottom menu expand the Bone List. You'll see a couple more Bone Lists
4.) Expand each individual Bone List and change the Value of Bounding Sphere, the float not Vector3, to a smaller number I picked 10.
Spoiler :
1s_zpsc37ebce3.png


To make a unit in general brighter change the emmisive color in the unit's NiMaterialProperty.
Spoiler :
2s_zps2539348e.png
 
Does anyone know if there is a suitable button specifically for the Spearman graphics from the Charlemagne mod? The mod itself simply uses the vanilla Spearman button which is already used in DoC.

For context, I'm trying to add an early medieval Heavy Spearman unit between Spearman and Pikeman. The Charlemagne Spearman art looks suitable at least for the European art style, but I lack the fitting button.
 
hmm I think it did had its own icon, at least I found it.

try these:

light spearman
<Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,5,1</Button>

heavy spearman
<Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,6,1</Button>

also for Charlemagne heavy infantry

But I also made my own button some others.
I could upload my unit buttons collection but this make take some time
 
Huh, you're right, thanks for the tip. I wonder why those aren't used in the mod itself ...
 
Add a Emitter_SAM_Rocket node to your tiger.nif I'd suggest copying the one from the SAMInfantry.nif for the sake of scaling.

Your attack animation tiger_md_rangedstrike.kf is attempting to have the effect EFFECT_SAM_ANTI_AIR_MISSLE come from the Emitter_SAM_Rocket node, which does not appear to be in the nif.
 
Add a Emitter_SAM_Rocket node to your tiger.nif I'd suggest copying the one from the SAMInfantry.nif for the sake of scaling.

Your attack animation tiger_md_rangedstrike.kf is attempting to have the effect EFFECT_SAM_ANTI_AIR_MISSLE come from the Emitter_SAM_Rocket node, which does not appear to be in the nif.



could you tell me where exactly is the node needs to be inserted?
 
To the best of my knowledge as long as the an emitter node is a descendant of MD NonAccum it should work. In this case though the emitter should be inserted as a child of the Damage_BodyGeometry node, so that the emitter will move with the gunship.

Enclosed Instruction Book
Spoiler :

1) open up the SamInfantry.nif and Tiger.nif in nifskope
2) copy the Emitter_SAM_Rocket node from the SamInfantry.nif
a756f2297bf549d7a37f703686ab4fec.jpg


3) paste the Emitter_SAM_Rocket node into the Damage_BodyGeometry node, so that the emitter will move with the gunship
af6f567f0df4492497aae337711529fa.jpg

 
Thank You very much for your reply Clanky4!

I got it working, i also mess it up a little and inserted it into EFFECT_Gunship_FireRight and EFFECT_Gunship_FireLight, however what I got as result is Gunship firing 6 missiles at once instead of 1, which is AMAZING, and I like it =)

I am now trying to get Russian Katyusha to get same effect of firing 3-4 missiles instead of 1, but can't seem to figure out how to do that.
Could you please give me a hand?
Much appreciate it!
 

Attachments

The reason the gunship fired a 3-4 missiles was because its rangedstrike animation used the EFFECT_SAM_ANTI_AIR_MISSLE multiple times. To get the same effect on the Mobile Sam unit all you would need to do is add additional "text keys" to the end of the kf and copy the desired effect and time into these new text keys.

Enclosed Instruction Book
Spoiler :

1) Open the rangedstrike file: tiger_md_rangedstrike.kf, scroll down to the last node, in this case node 47
2) select the last node and change the value of Num Text Keys to 11, since we want to add 3 additional missile effects
3) double click the green recycling(?) icon
6def06771cee43d294353ab87db3e8f7.jpg


4) scroll through the text keys tree until you find the Text Key which has the value: Effect:Emitter_SAM_Rocket:EFFECT_SAM_ANTI_AIR_MISSLE. Copy the nodes time and value.
8f25a39293bd40569e88ce8135766260.jpg


5) scroll through the text tree until you find the text keys which have 0.000 time and a blank value, these are the new text keys we added. Replace the three new keys time/value with the time/value of the text key found in step 4
8f7aac5569814901902e862d8d3a1017.jpg


6) you can also give the last missile effect a bit of an offset, so it'll fire 0.04 seconds after the others if you want
2c27115d30f1432bad972bc5aadf483a.jpg

 
Its working!
Its absolutely AWESOME and mad chaos and fun! =)

thank you very much! =)

PS. next question if you don't mind =)

I gave missiles to this custom unit too. All works fine, expect one weird thing - when you add this unit via World Builder, or when you have more than 1 of then and select between them, they suddenly perform attack animation.
What could be causing that?

Thank You!
 

Attachments

the file you sent only contained the animation file for the attack animation. You need the other animations in the folder too.
 
BUMMER! that fixed it =)
thanks again!

Why more question - why do its missiles fly SIDEWAYS, rather than straight? (the have liek 60 degrees inclination upwards)
I realize i need to adjust missile rotation somewhere, and i try few things but it doesn't seem to have an effect. How could i rotate the missile?

Thank You!
 
I'm afraid I'm not sure how to fix that issue. I've had similar problems with edited horse archer animations.
 
I'm afraid I'm sure how to fix that issue. I've had similar problems with edited horse archer animations.

alright, its not a big deal ;)
perhaps eventually someone will figure this out ;)

Anyway, thank you for all your help!

Why doesn't basic Civ4 SAM Infantry never shoots its rocket launcher?
I tried everything to get it to shot missile - attacked it with planes, gunship, etc - they always use their UZIs.
 
It is only supposed to fire its rocket when it intercepts an aircraft. Not necessarily when it is attacked by an aircraft, it'll just default to its rangedstrike/rangedhurt kfs, but when it intercepts ones. I have literally never seen this happen in game though. Probably because I never use SAM infantry due to them being weaker than base infantry which come earlier.

At any rate if you wanted the Sam Infantry to only use its SAM in combat you could just copy all of the anti-air kfs and rename them to ranged.

For instance saminfantry_md_anti-air_idle would become saminfantry_md_ranged_idle
saminfantry_md_anti-airfortify would become saminfantry_md_rangedfortify and so on and so forth.
 
Another question, what determines when unit is selected if it speaks back or make machine sounds? I looked at various files, but I can't seem to tell what makes warrior speak and makes tank do "zvvvzzmm" =)
In CIV4ArtDefines_Unit.xml, at the bottom of an entry there are two optional tags for <SelectionSound> and <ActionSound>. When these are excluded altogether (i.e. most land units) they default to the civ's speech as defined in CIV4CivilizationInfos.xml. Firaxis uses existing incidental sounds for vehicles, but it's entirely possible to swap these with custom sets&#8212;I've made mods giving individual units their own unique VOs, like in several RTS titles. :p
 
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