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Posted

Can you post the rules and artini files here please? It's getting a little complicated judging from all the posts, and it would be simpler if I could just look at the files when I have the time.

Posted

Yes, you should copy and paste the attributes and then make the necessary modifications to the command lines, rather than typing them in manually from memory. Spelling errors are less likely to occur this way.

Posted

ok :)

[iMEthan]

AdvancedSardaukar = TRUE

MaxRange = 5  // Range infantry must be in for him to use his knife

House = Imperial

StormDamage=138 // 2*64 + 10

PrimaryBuilding = IMBarracks

UnitGroup = FromIMBarracks

UpgradedPrimaryRequired = TRUE

Terrain = Rock, Sand, NBRock, InfRock, Ramp

Cost = 1000

BuildTime = 1200

Size = 1

Speed = 8.0 //game coord per update

TurnRate = 0.2  //radians per update

TurretAttach = IMADVSardaukarGun, IMSardaukarGun

Armour = BPV, 50, InfRock

Health = 3600 //changed because has one tile attack 1000

Infantry = true

//SoundSelected = Selected

//SoundOrdered = Ordered

//SoundID = 49

ViewRange = 24

AiFoot = TRUE

TechLevel = 5

ChaosEffect = SmallChaosFX

HawkEffect = SmallHawkFX

TastyToWorms = True

WormAttraction = -20

Crushable = FALSE

CanMoveAnyDirection = TRUE

CrateGift = TRUE

GetsHeightAdvantage = TRUE

CanBeDeviated = FALSE

ExplosionType = CrushedInfantry

AIThreat = 70

CanBeRepaired = FALSE

// LEVEL 1 ----------------------------------

VeterancyLevel = 20  // Score required

ExtraDamage = 50 // 50% more damage - applied to all weapons

CanSelfRepair = 1

// LEVEL 2 ----------------------------------

VeterancyLevel = 40

ExtraArmour = 50 // Takes 50% less damage

// LEVEL 3 ----------------------------------

VeterancyLevel = 60

ExtraDamage = 50

ExtraArmour = 50

Posted

If you make a new unit too similar to the original it usually doesn't work

well im afraid that that is clearly false as if you were to copy a unit exactly but name it differently, declare it and add its information in the artini then it would function without fault. As this is the most similar a unit can be to another it means that a unit similar to another will work and that if it doesnt then it is something incorrct in the coding.

Posted

for the moment forget the strings entirely, they are unimportant at this stage.

to declare the unit (was it IMEthan?) in word pad search for the word "new". once youve found that goto the new unit declaration section just below and add undeneath the last unit name "IMEthan".

then save and play.

Posted

I think it should be like this:

//-----------------------------------------------------------------------------

//DECLARATION SECTION

//-----------------------------------------------------------------------------

[unitTypes]

//Subhouse Units

IXInfiltrator //IX house only

IXProjector //IX house only

TLContaminator //TL house only

TLLeech //TL house only

IMSardaukar //IM house only

IMADVSardaukar //IM house only

IMEthan <------------------------Insert here

IMDropShip //IM house only

FRFremen //FR house only

FRADVFremen //FR house only

StoryFRFremen //FR house only

StoryFRADVFremen //FR house only

WormRider

GUMaker //GU house only

GUNIABTank //GU house only

It's in the 'Declaration Section' near the top of the file, under the 'Units' and then 'Subhouse Units' section. Correct me if I'm wrong, but that's how I added new units in my Emperor mod.

like this?

Unit Tips

IMEthan {Imperial Ethan}

?

That's the E_Output_Text_Pickup.txt file. We're talking about the Rules.txt file now.

for the moment forget the strings entirely, they are unimportant at this stage.

Yes, we should fix the unit up first and make sure that it works. The ArtIni part is relatively easy, and you won't need to set it up until you need to actually test the unit itself.

Posted

actually no, Ixianmace, that can cause many problems.

You should really add it to the NEW declaration section which looks like this:

//*IMPORTANT*New stuff needs added below here so that save games are preserved

[buildingTypes]

BirdBuilding

[unitTypes]

StormUnit

ccshotgun

hivebarracks

flamehatchling

gashatchling

adbfgtank

beserkercalm

tempoverlord

[buildingTypes]

TLTurret

[bulletTypes]

TLTurret_B

pulse_b

grenade_b

BFG_B

etc etc

its quite large

btw the above is not the exact replica as it comes from the rules.txt belonging to my ITDG mod.

you would add IMEthan below the [unitTypes]

Posted

ok, i got it to work. it wont use the sardgun as a secondary weapon, but it has a weird effect of slicing buildings and tanks and inf, and using laer too. ??? so i tried to make it use the Pillbox gun but it did nothing to tanks. so i guess i need a tutorial making weapons or something.

Posted

lol all that trouble and it was just that the unit wasnt declared =)

well the secondary weapon of the sardelite will always have the sard use the slash animation unfortunately.

If you want to make the elite use its secondary weapon only against infantry go to the turretattach in question (say imadvknife) and add the line:

TurretDisableIfUnitUndeployed = TRUE

then go to the primary weapon of the unit (say imadvsardaukargun) and add the line:

TurretDisableIfUnitDeployed = TRUE

that should mean that if the target, being infantry, is within a certain range (Maxrange = * ) then the unit will always use his secondary weapon.

Posted

actually no, Ixianmace, that can cause many problems.

WTF?!?! ??? But it worked with my mod!! Can you explain how that can cause problems, and what they are? I just don't get it!! Maybe I've got this all wrong!! Arrgghhh!! >:( >:(

  • 3 weeks later...
Posted

lol all that trouble and it was just that the unit wasnt declared =)

well the secondary weapon of the sardelite will always have the sard use the slash animation unfortunately.

If you want to make the elite use its secondary weapon only against infantry go to the turretattach in question (say imadvknife) and add the line:

TurretDisableIfUnitUndeployed = TRUE

then go to the primary weapon of the unit (say imadvsardaukargun) and add the line:

TurretDisableIfUnitDeployed = TRUE

that should mean that if the target, being infantry, is within a certain range (Maxrange = * ) then the unit will always use his secondary weapon.

Can a unit with no knife anim (say, [ORAATROOPER]or [FRFREMEN]) be made to use a knife?

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