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CobrasShadows

Member Since 22 Oct 2014
Offline Last Active Feb 14 2018 08:34 PM

Topics I've Started

Need help modelling and importing new models

16 March 2016 - 09:06 PM

Hey ! Thanks for stopping by !

 

Okay so I have 3ds max 8 and want to import new models into the game.

 

First, I have downloaded multiple W3D importers on 3ds max, but none of them seems to really work, as the models from the original game appear pretty messed up.

 

Second, I tried first replacing the .w3d model of the warg lair with another .w3d file, but the model I want to appear doesn't show...

 

So I'm having some issues as you can see, because I was quite excited to model my mod, but it doesn't work, and I have desperately searched The 3rd Age in quest of some tutorials, but didn't found anything interesting either...

 

Anyway, I would really appreciate if you could help me :3

 

P.S.: Sorry for my English being bad, but it's quite late in France, and I haven't slept a lot lately ^x^


Different camera angles

01 March 2016 - 09:12 PM

Hey ! Thanks for stopping by !

 

So I've played quite a lot with the S.E.E. and the Rj-RotWK mods, and I've always been impressed by the different camera angles system...

 

So, I decided to look a bit into the code and stuff, to understand how they did, but I don't really understand... I can't find camera parameters and how they did to be able to change the angle. I think I'm missing something.

Plus, I tried touching all the camera options in gamedata, and none of them seems to change anything...

 

Do you have an idea ? I would be so grateful to be able to code my own camera system, and avoid copying code that is not mine, and that I can't understand...

 

I tried searching on the 3rd age, but didn't found anything interesting... Maybe you guys have a tutorial ? Or can advice me on how to do it ? That would be really appreciated !

 

Thanks a lot for your help !


Kill the Bunnies

23 February 2016 - 08:29 PM

Hello there !

 

I'm having a problem coding a kindof hunting system. Here's the scenario.

 

I'm using monster lairs replaced with animals, so the player can kill the animals (here rabbits). But the problem is I tried changing my code and searching indefinitely for it, I did not find what was making a unit attackable or not. So you can't kill the bunnies and that's my problem.

 

If you could help me, it would be awesome.

 

Here's the code:

Object Rabbit

  Draw = W3DScriptedModelDraw ModuleTag_01
    DefaultModelConditionState
		Model               = CURabbit1_SKN
    End
    
   	IdleAnimationState
		StateName					=   STATE_Idle
		Animation = IdleB
			AnimationName       = CURabbit1_SKL.CURabbit1_IDLA
			AnimationPriority	= 10
			AnimationMode       = ONCE
		End
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev == "STATE_Alert" then CurDrawableSetTransitionAnimState("TRANS_AlertToIdle") end
		EndScript
    End

	AnimationState				= MOVING WANDER
		Animation				= WLKA
			AnimationName		= CURabbit1_SKL.CURabbit1_WLKA
			AnimationBlendTime	=	20
			AnimationMustCompleteBlend = yes
		End
	End

	AnimationState				= MOVING PANICKING
		Animation				= RUNA
			AnimationName		= CURabbit1_SKL.CURabbit1_RUNA
			AnimationMode		= LOOP
		End
		Flags					= RANDOMSTART
	End    
	    	
	AnimationState			=	MOVING
		StateName			=	STATE_moving
		Animation			=	Moving
			AnimationMode	= LOOP
			AnimationName	=	CURabbit1_SKL.CURabbit1_WLKA
		End
		Flags					= RANDOMSTART
	End
	
	TransitionState					=	TRANS_AlertToIdle
		Animation					=   CURabbit1_IDLD
			AnimationName			=	CURabbit1_SKL.CURabbit1_IDLD
			AnimationMode			=	ONCE
		End
	End	
	
	TransitionState					=	TRANS_IdleToAlert
		Animation					=   ATNA
			AnimationName			=	CURabbit1_SKL.CURabbit1_IDLC
			AnimationMode			=	ONCE
		End
	End		

	AnimationState        = EMOTION_ALERT
		StateName			=   STATE_Alert
		Animation           = ALERT_1
			AnimationName     = CURabbit1_SKL.CURabbit1_IDLB
			AnimationMode     = ONCE
		End
		BeginScript
			Prev = CurDrawablePrevAnimationState()
			if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToAlert") end
		EndScript
		Flags               = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
	End

	AnimationState          = DYING DEATH_1
		Animation
			AnimationName   = CURabbit1_SKL.CURabbit1_IDLA
			AnimationMode   = LOOP
		End
	End
	
	AnimationState        = DYING
		Animation           = CURabbit1_DIEA
  			AnimationName     = CURabbit1_SKL.CURabbit1_DIEA
			AnimationMode     = ONCE
		End
	End

 End
 
; ***DESIGN parameters ***
  EditorSorting =     UNIT
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = NoArmor
    DamageFX        = None
  End
  VisionRange = 121
  DisplayName = OBJECT:Prop
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 
;  *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = PRELOAD SELECTABLE PATH_THROUGH_EACH_OTHER PATH_THROUGH_INFANTRY GRAB_AND_DROP HAS_HEALTH_BAR CREEP
 
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 1.0                  
  End
 
 	Behavior = AnimalAIUpdate ModuleTagWanderAround
		FleeRange = 200			; how close enemies have to be before we panic
		FleeDistance = 800      ; how far the animal will run once spooked
		WanderPercentage = 10	;percentage of the time we should move
		MaxWanderDistance = 50  ;maximum distance to move at once
		MaxWanderRadius = 1000  ; how far to wander on our own
		UpdateTimer = 10000		; temp disable		9     ; how often do we want to check for enemies
	End

  LocomotorSet
	Locomotor = HumanLocomotor
	Condition = SET_NORMAL
	Speed     = 9
  End

  LocomotorSet
	Locomotor = HumanLocomotor
	Condition = SET_PANIC
	Speed     = 33
  End

  Behavior = PhysicsBehavior ModuleTag_04
  End
 
	Behavior = SlowDeathBehavior ModuleTag_FadeoutDeath
		DeathTypes			= NONE +FADED
		DeathFlags			= DEATH_1
		FadeDelay			= 0
		FadeTime			= 3500
		DestructionDelay	= 4000
	End

	Behavior = SlowDeathBehavior ModuleTag_05
		DeathTypes = ALL -FADED
		SinkDelay = 600000
		SinkRate = 0.40     ; in Dist/Sec
		DestructionDelay = 700000
	End
 
  Behavior = SquishCollide ModuleTag_06
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 0.8
  GeometryHeight = 0.8
  GeometryIsSmall = No
  Shadow = SHADOW_DECAL

End

Thanks a lot for your attention and your help ! ^^


Reducing Projectile Size

28 October 2015 - 05:22 PM

Hey ! Thanks for taking the time to know my problem !

 

So I was coding smaller units for my Mod (you know all the stuff with Scale = 0.2) and it was working perfectly. However, I just forgot about one small detail... My tiny archers are throwing 5 times bigger arrows than they should so I tried to fix it... I visited the particlesystem and fxlist but did not find anything concerning the arrows.

 

So if you know how I could re-scale the arrows, thanks for telling me ! ^^

 

Again, thanks for taking the time to help me !


Not kill carrier when Explosive Mine is dropped

29 April 2015 - 06:38 PM

Hey ! Thanks for your attention !

 

My problem here is that I wanted to know how to not kill the mine carrier when he drops his explosive present.

 

I looked in the weapon.ini but didn't find anything :/ Only the way to change the spawned object.

 

Any help ?