Could someone explain to me how I might be able to make troop which looks like a horse, uses the same skeleton, and shares the same hitbox? I've been messing with the skins, but all I can get is a game crash upon entering any scene with that troop type.
Quote from: Grodsgenhaigen on November 21, 2007, 10:56:20 AMCould someone explain to me how I might be able to make troop which looks like a horse, uses the same skeleton, and shares the same hitbox? I've been messing with the skins, but all I can get is a game crash upon entering any scene with that troop type.You can't, unfortunately. It's impossible.
You can use the horse skeleton, which forces it to use to horse hit box, so why shouldn't you be able to?
Pardon the double post, but
Quote from: Winter on November 21, 2007, 10:58:43 AMQuote from: Grodsgenhaigen on November 21, 2007, 10:56:20 AMCould someone explain to me how I might be able to make troop which looks like a horse, uses the same skeleton, and shares the same hitbox? I've been messing with the skins, but all I can get is a game crash upon entering any scene with that troop type.You can't, unfortunately. It's impossible.You can use the horse skeleton, which forces it to use to horse hit box, so why shouldn't you be able to?
The problem is, that the horse has different animations and "actions". For example: There is no animation for firing a crossbow and stuff.
Is this catapult really better than a scene prop as a projectile?
Have you tried out, if agent position is moving together with the ragdol? I noticed that the game cam doesn't move on if your body falls down a wall or something. The other thing is, can you actually target this catapult, so it fires at a certain position (or at least near the position)?
Seriously, I'd consider restarting work on Storymod if you joined up.
I'll tell you what. Most of my modding consists of little gimmicky things like this. Once I've got this working right, I'll be coding a new ai for my ship combat that will allow ramming. Once I've done that, I'll make your men actually carry the ladders to the wall. Once that's done I'll be working on making explosions that actually explode. (those killed by it are blasted aside) After that I may try to make a mod which consists entirely of mission templates, where the player would never have to deal with a menu or the overland map. I've got an idea for a moving wedge formation for cavalry. All of these codes will be released to the public. If you have some gimmicky codes in mind for storymod, tell me, and I'll see if I can't figure out a way to make them work. I'll gladly join up with the storymod dev team, but I'm way to ADD to work on things like making 9856132 different siege scenes. Things like making assassination mission templates and catapults and ship combat I can do, though. Just let me know if you need something along those lines done.
assassinations
As for your moving wedge formation, I've already got code to calculate a wedge for any kind of agent you like, as well as square, line and circle. The code may be a little outdated and contain some mistakes (I'm not good at maths) but could probably come in handy. Be happy to send it to you. Perhaps you could turn it into a full formation system for me.
You've probably already tried this: maybe you could spawn the troop (mounted), kill the troop, and leave the horse?
The horses tend to get their legs caught in the catapult rather than being properly launched.