War Wagon Unit ready to go!!!

BFD8656

Chieftain
Joined
Jan 29, 2006
Messages
87
I just finished my first unit. . . . The War Wagon

I ripped most of it from the APC mod by Rabbit, White but am damn proud of the results. I used the Charriot as a base for graphics and anamations.

There are some things that need to be cleaned up, like the name showing up WAR_WAGON. Overall I am just happy that I got a working unit!!!

If you do try it out and find some things wrong PLEASE let me know. I am just learning and any advice and info would be great!


EDIT: I have added the Gipsy Wagon art to make the War Wagon more unique! Thanks to all who have had patients with me and helped me begin my Modding experience!
 

Attachments

How about a screenshot too?
 
It can only defend, has a combat power of 4.

It has the same look as the Chariot. 2 movement and carries 3 units that are non mounted and non gunpowder (actually the musketman is the last unit). I am sorry I don't have my ducks in a row but this is my first. I just cleaned it up and will attach the finished product here!

I guess i forgot to attach ti the first time which is good because I fixed a few things.
 
Thanks, I was just trying to get it done. But if there is something better I can try to get it re-done! I feel like I have a bit of an idea of what I am doing now!
 
<UnitArtInfo>
<Type>ART_DEF_UNIT_WAR_WAGON</Type>
<fScale>0.35</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<NIF>Art/Units/WarWagon/warwagon.nif</NIF>
<KFM>Art/Units/Chariot/Chariot.kfm</KFM>
<SHADERNIF>Art/Units/WarWagon/warwagon_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/ChariotShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<TrailDefinition>
<Texture>Art/Shared/wheeltread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.20</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>360.0</fAngleInterpRate>
<fExchangeAngle>-30.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_WHEELS</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_WHEELS</AudioRunTypeEnd>
</AudioRunSounds>
</UnitArtInfo>[/SIZE][/SIZE][/SIZE]


Why am I getting unending "wheel sound" when ever this player has any movement points left. Even if it is not selected it still makes all the wheel sounds.

This is even more annoying then you might think!
 
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