hangman
almost-scientist
I'm gonna go ahead and release my unit, but if you figure out how to get the scaling to work, let me know.
I'm gonna go ahead and release my unit, but if you figure out how to get the scaling to work, let me know.
If you're replacing a base file, it's VFS=true, not UpdateDatabase. SQL won't help, because XML and SQL accomplish the same thing, i.e., updating the SQLite database (XML has to be parsed and converted into SQL by the game).
Depending on when the file is loaded, it may not be possible without a Reload Effects checkbox that Firaxis didn't provide. (And before you ask, the one DLL we have access to isn't the right one to fix this.)
If that's the case, overwriting an existing file or making a fake DLC is necessary, both requiring the user to copy files by hand (or at least to run a batch file or something).
Right, I was starting to suspect that we would need a 'Reload Effects' checkbox or a fake DLC as well...
I'm gonna go ahead and release my unit, but if you figure out how to get the scaling to work, let me know.
I'm using 'ART_DEF_VEFFECT_CAESAR_BRAZIER_01' here. 'ART_DEF_VEFFECT_ASKIA_CITYFIRE_LOW_02' also looked decent, but it's a real pain to get the effect bone in the right position.
Very nice! Much more realistic.
One question: since this effect persists through all animations I am assuming you had to apply this effect to every event code? Just trying to verify this is the case.
I am very impressed with the versatility of using not only existing unit effects but also effects from "static" items as well (buildings/wonders and leaderscenes). I am still looking for a good application for Nebuchadnezzar's braziers....![]()
Yeah, I might rig my general to cause a nuclear explosion when activated just for fun
EDIT: KABOOM! heheSpoiler :![]()
You weren't a Marine Combat Engineer at some point in your life, were you?!?![]()
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I don't know if you guys already knew this, but to add an effect to every animation (to have it be there ALL the time), you can put an empty event code, i.e. ec="".
Tip of the day.
INSERT INTO Audio_Sounds (SoundID, Filename)
SELECT 'SND_MISSIONARY_BUDDHIST', 'Missionary_Buddhist';
INSERT INTO Audio_3DSounds (ScriptID, SoundID, SoundType, MaxVolume, MinVolume, IsMusic)
SELECT 'AS3D_MISSIONARY_BUDDHIST', 'SND_MISSIONARY_BUDDHIST', 'GAME_SFX', 70, 70, 0;
So I finally figured out how to add sound effects, and it's actually very straightforward. You add/delete sound effects in the .ftsxml the same way as for other effects. The sound should be imported the same way as for other sounds, i.e., with VFS = True and Reload Audio System checked. The only tricky part might be the SQL, which should use the 3D system and look something like this:
Code:INSERT INTO Audio_Sounds (SoundID, Filename) SELECT 'SND_MISSIONARY_BUDDHIST', 'Missionary_Buddhist'; INSERT INTO Audio_3DSounds (ScriptID, SoundID, SoundType, MaxVolume, MinVolume, IsMusic) SELECT 'AS3D_MISSIONARY_BUDDHIST', 'SND_MISSIONARY_BUDDHIST', 'GAME_SFX', 70, 70, 0;
It's been quite a while since you originally posted this tutorial, but I finally got a chance to give it a try!
Spoiler :![]()
Paratroopers with Plasma Rifles!Take that you stinky barbarians...
Nomad, would it be possible to get some instructions on how to add a new bone to a model like you describe? My Robot Infantry model has two gun-arms, but since I don't know how to modify the bones on the tank armature yet its firing the laser from the torso (I.e. the current tank gun bone). It's workable for the time being, but would be nicer if I knew how to make bones for the arms to use...