Grenadier and Regular for non-western non-middle eastern civs

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Gonzalo
Posts: 240
Joined: 24 Aug 2018, 08:56

Grenadier and Regular for non-western non-middle eastern civs

Post by Gonzalo »

Hi, I am adapting original units from normal EE2 AoS into EE4 for Fareast, Meesoamerican and African civilizations. But I failed to adapt units for epoch 10 (dragoon and imperial lancer)Here is my code:

Code: Select all

//------------------------------------------------------------------------------------------------
//	DRAGOON ( FAR EAST )
//------------------------------------------------------------------------------------------------
UnitType Fedragoon
{
	parent = Mounted
	properties {
		rps = LightMounted
		SizeX = 0.4
		SizeY = 0.2
		mass = 1
		popCount = 1
		hitpoints = 270
		stance = Defensive
displayName = tx_utn_Fedragoon_name
verboseTooltip = vtt_unit_Dragoon
	}
	sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
	abilities = [
		Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
		LOS { range = 10 }
		Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_Dragoon
}



UnitModel Fedragoon
{
	Parent		= BaseLightMonted
        DefaultModel 	= llm10_dragoon.nif
	ChildNames 	= [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
	States 		= [
		{	StateName = Idle	AnimName = sh_dragoon_idle01.KF	}
		{ 	StateName = Walk	AnimName = sh_dragoon_walk01.KF  }
		{ 	StateName = Run	AnimName = sh_dragoon_run01.KF  }
		{ 	StateName = Attack1	AnimName = sh_dragoon_attack01.KF
                        TextKeys = [
					{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
					] }	
		{ 	StateName = Death	AnimName = sh_dragoon_death01.KF	}
		{	StateName = Flinch	AnimName = sh_dragoon_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_dragoon_flying01.KF
			AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_dragoon_ground_death01.KF	}
			]
}

//------------------------------------------------------------------------------------------------
//	DRAGOON ( AZTEC )
//------------------------------------------------------------------------------------------------
UnitType Azdragoon
{
	parent = Mounted
	properties {
		rps = LightMounted
		SizeX = 0.4
		SizeY = 0.2
		mass = 1
		popCount = 1
		hitpoints = 270
		stance = Defensive
displayName = tx_utn_Azdragoon_name
verboseTooltip = vtt_unit_Dragoon
	}
	sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
	abilities = [
		Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
		LOS { range = 10 }
		Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_Dragoon
}



UnitModel Azdragoon
{
	Parent		= BaseLightMonted
        DefaultModel 	= llm10_dragoon.nif
	ChildNames 	= [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
	States 		= [
		{	StateName = Idle	AnimName = sh_dragoon_idle01.KF	}
		{ 	StateName = Walk	AnimName = sh_dragoon_walk01.KF  }
		{ 	StateName = Run	AnimName = sh_dragoon_run01.KF  }
		{ 	StateName = Attack1	AnimName = sh_dragoon_attack01.KF
                        TextKeys = [
					{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
					] }	
		{ 	StateName = Death	AnimName = sh_dragoon_death01.KF	}
		{	StateName = Flinch	AnimName = sh_dragoon_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_dragoon_flying01.KF
			AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_dragoon_ground_death01.KF	}
			]
}

//------------------------------------------------------------------------------------------------
//	DRAGOON ( MAYAN )
//------------------------------------------------------------------------------------------------

UnitType Mydragoon
{
	parent = Mounted
	properties {
		rps = LightMounted
		SizeX = 0.4
		SizeY = 0.2
		mass = 1
		popCount = 1
		hitpoints = 270
		stance = Defensive
displayName = tx_utn_Mydragoon_name
verboseTooltip = vtt_unit_Dragoon
	}
	sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
	abilities = [
		Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
		LOS { range = 10 }
		Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_Dragoon
}



UnitModel Mydragoon
{
	Parent		= BaseLightMonted
        DefaultModel 	= llm10_dragoon.nif
	ChildNames 	= [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
	States 		= [
		{	StateName = Idle	AnimName = sh_dragoon_idle01.KF	}
		{ 	StateName = Walk	AnimName = sh_dragoon_walk01.KF  }
		{ 	StateName = Run	AnimName = sh_dragoon_run01.KF  }
		{ 	StateName = Attack1	AnimName = sh_dragoon_attack01.KF
                        TextKeys = [
					{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
					] }	
		{ 	StateName = Death	AnimName = sh_dragoon_death01.KF	}
		{	StateName = Flinch	AnimName = sh_dragoon_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_dragoon_flying01.KF
			AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_dragoon_ground_death01.KF	}
			]
}

//------------------------------------------------------------------------------------------------
//	DRAGOON ( INCA )
//------------------------------------------------------------------------------------------------
UnitType Indragoon
{
	parent = Mounted
	properties {
		rps = LightMounted
		SizeX = 0.4
		SizeY = 0.2
		mass = 1
		popCount = 1
		hitpoints = 270
		stance = Defensive
displayName = tx_utn_Indragoon_name
verboseTooltip = vtt_unit_Dragoon
	}
	sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
	abilities = [
		Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
		LOS { range = 10 }
		Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_Dragoon
}



UnitModel Indragoon
{
	Parent		= BaseLightMonted
        DefaultModel 	= llm10_dragoon.nif
	ChildNames 	= [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
	States 		= [
		{	StateName = Idle	AnimName = sh_dragoon_idle01.KF	}
		{ 	StateName = Walk	AnimName = sh_dragoon_walk01.KF  }
		{ 	StateName = Run	AnimName = sh_dragoon_run01.KF  }
		{ 	StateName = Attack1	AnimName = sh_dragoon_attack01.KF
                        TextKeys = [
					{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
					] }	
		{ 	StateName = Death	AnimName = sh_dragoon_death01.KF	}
		{	StateName = Flinch	AnimName = sh_dragoon_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_dragoon_flying01.KF
			AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_dragoon_ground_death01.KF	}
			]
}

//------------------------------------------------------------------------------------------------
//	DRAGOON ( ZULU )
//------------------------------------------------------------------------------------------------
UnitType Zudragoon
{
	parent = Mounted
	properties {
		rps = LightMounted
		SizeX = 0.4
		SizeY = 0.2
		mass = 1
		popCount = 1
		hitpoints = 270
		stance = Defensive
displayName = tx_utn_Zudragoon_name
verboseTooltip = vtt_unit_Dragoon
	}
	sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
	abilities = [
		Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
		LOS { range = 10 }
		Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_Dragoon
}



UnitModel Zudragoon
{
	Parent		= BaseLightMonted
        DefaultModel 	= llm10_dragoon.nif
	ChildNames 	= [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
	States 		= [
		{	StateName = Idle	AnimName = sh_dragoon_idle01.KF	}
		{ 	StateName = Walk	AnimName = sh_dragoon_walk01.KF  }
		{ 	StateName = Run	AnimName = sh_dragoon_run01.KF  }
		{ 	StateName = Attack1	AnimName = sh_dragoon_attack01.KF
                        TextKeys = [
					{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
					] }	
		{ 	StateName = Death	AnimName = sh_dragoon_death01.KF	}
		{	StateName = Flinch	AnimName = sh_dragoon_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_dragoon_flying01.KF
			AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_dragoon_ground_death01.KF	}
			]
}

//------------------------------------------------------------------------------------------------
//	DRAGOON ( MAASAI )
//------------------------------------------------------------------------------------------------
UnitType Madragoon
{
	parent = Mounted
	properties {
		rps = LightMounted
		SizeX = 0.4
		SizeY = 0.2
		mass = 1
		popCount = 1
		hitpoints = 270
		stance = Defensive
displayName = tx_utn_Madragoon_name
verboseTooltip = vtt_unit_Dragoon
	}
	sounds = {
sndSelection = [ "v_LightMounted1_10_sel01" ] sndCmdMove = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01" ] sndCmdAttack = [ "v_LightMounted1_10_com01" "v_LightMounted1_10_com02" "v_LightMounted1_10_spe01"]
}
	abilities = [
		Attack { damage = 12; range = 10; reloadTime = 3; applyDamageTime = 0.6; missileName = "Grenade" }
		LOS { range = 10 }
		Move {speed = 3.0; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_Dragoon
}



UnitModel Madragoon
{
	Parent		= BaseLightMonted
        DefaultModel 	= llm10_dragoon.nif
	ChildNames 	= [ Muzzle_Musketeer UnitShadow SinkCorpse ExplSelectorMounted01]
	States 		= [
		{	StateName = Idle	AnimName = sh_dragoon_idle01.KF	}
		{ 	StateName = Walk	AnimName = sh_dragoon_walk01.KF  }
		{ 	StateName = Run	AnimName = sh_dragoon_run01.KF  }
		{ 	StateName = Attack1	AnimName = sh_dragoon_attack01.KF
                        TextKeys = [
					{ Name = PLAY_SOUND Data = fx_musket_fire KeyTime = 0.5 }
					] }	
		{ 	StateName = Death	AnimName = sh_dragoon_death01.KF	}
		{	StateName = Flinch	AnimName = sh_dragoon_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_dragoon_flying01.KF
			AnimVariants = [ sh_dragoon_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_dragoon_ground_death01.KF	}
			]
}

Code: Select all

//------------------------------------------------------------------------------------------------
//	IMPERIAL LANCER ( FAR EAST )
//------------------------------------------------------------------------------------------------
UnitType Feimperiallancer
{
	parent = Human
	properties {
		SizeX = 0.4
		SizeY = 0.2
		mass = 2
		hitpoints = 250
		popCount = 1
rps = Citizen
		moveType = Mounted
displayName = tx_utn_Feimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
	}
	sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]

}
	abilities = [
		Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
		LOS { range = 8 }
		Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_ImperialLancer
}



UnitModel Feimperiallancer
{
	Parent		= BaseHuman
	DefaultModel 	= LHM10_imperiallancer.NIF
	ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
	States 		= [
		{	StateName = Idle	AnimName = sh_imperiallancer_idle01.kf	
                              AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
                              AnimVariantsWeights = [ 0.2 0.3 ]
                              

                 }
		{ 	StateName = Walk	AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
		{	StateName = Run		AnimName = sh_imperiallancer_run01.kf 	
			
			}
		{ 	StateName = Attack1	AnimName = sh_imperiallancer_attack01.kf
                              AnimVariants = [ sh_imperiallancer_attack02.kf ]
                              AnimVariantsWeights = [ 0.2 ]
			TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
                 }
       		{ 	StateName = Death	AnimName = sh_imperiallancer_death01.kf	
			TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
		{	StateName = Flinch	AnimName = sh_imperiallancer_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_imperiallancer_flying01.KF
			AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_imperiallancer_ground_death01.KF	}
			]
	UIRenderingParams {
		xOffset = -5.26
		yOffset = 1.38
		zOffset = -0.45
		scale = 1.15
		angle = 47.37
	}
}






//------------------------------------------------------------------------------------------------
//	IMPERIAL LANCER ( AZTEC )
//------------------------------------------------------------------------------------------------
UnitType Azimperiallancer
{
	parent = Human
	properties {
		SizeX = 0.4
		SizeY = 0.2
		mass = 2
		hitpoints = 250
		popCount = 1
rps = Citizen
		moveType = Mounted
displayName = tx_utn_Azimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
	}
	sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]

}
	abilities = [
		Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
		LOS { range = 8 }
		Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_ImperialLancer
}



UnitModel Azimperiallancer
{
	Parent		= BaseHuman
	DefaultModel 	= LHM10_imperiallancer.NIF
	ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
	States 		= [
		{	StateName = Idle	AnimName = sh_imperiallancer_idle01.kf	
                              AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
                              AnimVariantsWeights = [ 0.2 0.3 ]
                              

                 }
		{ 	StateName = Walk	AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
		{	StateName = Run		AnimName = sh_imperiallancer_run01.kf 	
			
			}
		{ 	StateName = Attack1	AnimName = sh_imperiallancer_attack01.kf
                              AnimVariants = [ sh_imperiallancer_attack02.kf ]
                              AnimVariantsWeights = [ 0.2 ]
			TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
                 }
       		{ 	StateName = Death	AnimName = sh_imperiallancer_death01.kf	
			TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
		{	StateName = Flinch	AnimName = sh_imperiallancer_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_imperiallancer_flying01.KF
			AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_imperiallancer_ground_death01.KF	}
			]
	UIRenderingParams {
		xOffset = -5.26
		yOffset = 1.38
		zOffset = -0.45
		scale = 1.15
		angle = 47.37
	}
}






//------------------------------------------------------------------------------------------------
//	IMPERIAL LANCER ( MAYAN )
//------------------------------------------------------------------------------------------------
UnitType Myimperiallancer
{
	parent = Human
	properties {
		SizeX = 0.4
		SizeY = 0.2
		mass = 2
		hitpoints = 250
		popCount = 1
rps = Citizen
		moveType = Mounted
displayName = tx_utn_Myimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
	}
	sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]

}
	abilities = [
		Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
		LOS { range = 8 }
		Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_ImperialLancer
}



UnitModel Myimperiallancer
{
	Parent		= BaseHuman
	DefaultModel 	= LHM10_imperiallancer.NIF
	ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
	States 		= [
		{	StateName = Idle	AnimName = sh_imperiallancer_idle01.kf	
                              AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
                              AnimVariantsWeights = [ 0.2 0.3 ]
                              

                 }
		{ 	StateName = Walk	AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
		{	StateName = Run		AnimName = sh_imperiallancer_run01.kf 	
			
			}
		{ 	StateName = Attack1	AnimName = sh_imperiallancer_attack01.kf
                              AnimVariants = [ sh_imperiallancer_attack02.kf ]
                              AnimVariantsWeights = [ 0.2 ]
			TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
                 }
       		{ 	StateName = Death	AnimName = sh_imperiallancer_death01.kf	
			TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
		{	StateName = Flinch	AnimName = sh_imperiallancer_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_imperiallancer_flying01.KF
			AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_imperiallancer_ground_death01.KF	}
			]
	UIRenderingParams {
		xOffset = -5.26
		yOffset = 1.38
		zOffset = -0.45
		scale = 1.15
		angle = 47.37
	}
}






//------------------------------------------------------------------------------------------------
//	IMPERIAL LANCER ( INCA )
//------------------------------------------------------------------------------------------------
UnitType Inimperiallancer
{
	parent = Human
	properties {
		SizeX = 0.4
		SizeY = 0.2
		mass = 2
		hitpoints = 250
		popCount = 1
rps = Citizen
		moveType = Mounted
displayName = tx_utn_Inimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
	}
	sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]

}
	abilities = [
		Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
		LOS { range = 8 }
		Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_ImperialLancer
}



UnitModel Inimperiallancer
{
	Parent		= BaseHuman
	DefaultModel 	= LHM10_imperiallancer.NIF
	ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
	States 		= [
		{	StateName = Idle	AnimName = sh_imperiallancer_idle01.kf	
                              AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
                              AnimVariantsWeights = [ 0.2 0.3 ]
                              

                 }
		{ 	StateName = Walk	AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
		{	StateName = Run		AnimName = sh_imperiallancer_run01.kf 	
			
			}
		{ 	StateName = Attack1	AnimName = sh_imperiallancer_attack01.kf
                              AnimVariants = [ sh_imperiallancer_attack02.kf ]
                              AnimVariantsWeights = [ 0.2 ]
			TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
                 }
       		{ 	StateName = Death	AnimName = sh_imperiallancer_death01.kf	
			TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
		{	StateName = Flinch	AnimName = sh_imperiallancer_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_imperiallancer_flying01.KF
			AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_imperiallancer_ground_death01.KF	}
			]
	UIRenderingParams {
		xOffset = -5.26
		yOffset = 1.38
		zOffset = -0.45
		scale = 1.15
		angle = 47.37
	}
}







//------------------------------------------------------------------------------------------------
//	IMPERIAL LANCER ( ZULU )
//------------------------------------------------------------------------------------------------
UnitType Zuimperiallancer
{
	parent = Human
	properties {
		SizeX = 0.4
		SizeY = 0.2
		mass = 2
		hitpoints = 250
		popCount = 1
rps = Citizen
		moveType = Mounted
displayName = tx_utn_Zuimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
	}
	sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]

}
	abilities = [
		Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
		LOS { range = 8 }
		Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_ImperialLancer
}



UnitModel Zuimperiallancer
{
	Parent		= BaseHuman
	DefaultModel 	= LHM10_imperiallancer.NIF
	ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
	States 		= [
		{	StateName = Idle	AnimName = sh_imperiallancer_idle01.kf	
                              AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
                              AnimVariantsWeights = [ 0.2 0.3 ]
                              

                 }
		{ 	StateName = Walk	AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
		{	StateName = Run		AnimName = sh_imperiallancer_run01.kf 	
			
			}
		{ 	StateName = Attack1	AnimName = sh_imperiallancer_attack01.kf
                              AnimVariants = [ sh_imperiallancer_attack02.kf ]
                              AnimVariantsWeights = [ 0.2 ]
			TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
                 }
       		{ 	StateName = Death	AnimName = sh_imperiallancer_death01.kf	
			TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
		{	StateName = Flinch	AnimName = sh_imperiallancer_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_imperiallancer_flying01.KF
			AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_imperiallancer_ground_death01.KF	}
			]
	UIRenderingParams {
		xOffset = -5.26
		yOffset = 1.38
		zOffset = -0.45
		scale = 1.15
		angle = 47.37
	}
}




//------------------------------------------------------------------------------------------------
//	IMPERIAL LANCER ( MAASAI )
//------------------------------------------------------------------------------------------------
UnitType Maimperiallancer
{
	parent = Human
	properties {
		SizeX = 0.4
		SizeY = 0.2
		mass = 2
		hitpoints = 250
		popCount = 1
rps = Citizen
		moveType = Mounted
displayName = tx_utn_Maimperiallancer_name
verboseTooltip = vtt_unit_ImperialLancer
	}
	sounds = {
sndSelection = [ "v_HeavyMounted1_10_sel01" ] sndCmdMove = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01" ] sndCmdAttack = [ "v_HeavyMounted1_10_com01" "v_HeavyMounted1_10_com02" "v_HeavyMounted1_10_spe01"]

}
	abilities = [
		Attack { range = 1.0; reloadTime = 1; applyDamageTime = 0.5; damage = 20 }
		LOS { range = 8 }
		Move {speed = 3.45; angSpeed = 180}
Garrisonable { garrisonTypes = [ Fortress NavalTransport ] }
	]
icon = icon_unit_ImperialLancer
}



UnitModel Maimperiallancer
{
	Parent		= BaseHuman
	DefaultModel 	= LHM10_imperiallancer.NIF
	ChildNames = [ SinkCorpse ExplSelectorMounted01 ]
	States 		= [
		{	StateName = Idle	AnimName = sh_imperiallancer_idle01.kf	
                              AnimVariants = [ sh_imperiallancer_idle02.kf sh_imperiallancer_idle03.kf ]
                              AnimVariantsWeights = [ 0.2 0.3 ]
                              

                 }
		{ 	StateName = Walk	AnimName = sh_imperiallancer_walk01.kf AnimSpeedScale = 2.25 }
		{	StateName = Run		AnimName = sh_imperiallancer_run01.kf 	
			
			}
		{ 	StateName = Attack1	AnimName = sh_imperiallancer_attack01.kf
                              AnimVariants = [ sh_imperiallancer_attack02.kf ]
                              AnimVariantsWeights = [ 0.2 ]
			TextKeys = [{ Name = PLAY_SOUND Data = fx_spear_thrust KeyTime = 0.40 }]
                 }
       		{ 	StateName = Death	AnimName = sh_imperiallancer_death01.kf	
			TextKeys = [{ Name = PLAY_ANIM Data = fx_blood_spurt01 }]
}
		{	StateName = Flinch	AnimName = sh_imperiallancer_protect01.KF	}
		{	StateName = BeingThrown	AnimName = sh_imperiallancer_flying01.KF
			AnimVariants = [ sh_imperiallancer_flying02.KF ] AnimVariantsWeights = [ 0.5 ]	}
		{	StateName = ThrownDeath	AnimName = sh_imperiallancer_ground_death01.KF	}
			]
	UIRenderingParams {
		xOffset = -5.26
		yOffset = 1.38
		zOffset = -0.45
		scale = 1.15
		angle = 47.37
	}
}

User avatar
Dr.MonaLisa
High Representative
Posts: 7916
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Grenadier and Regular for non-western non-middle eastern civs

Post by Dr.MonaLisa »

What do you mean by "failed"? What is happening?
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
User avatar
Gonzalo
Posts: 240
Joined: 24 Aug 2018, 08:56

Re: Grenadier and Regular for non-western non-middle eastern civs

Post by Gonzalo »

These units don'r appear in the stable of epoch 10.
User avatar
Dr.MonaLisa
High Representative
Posts: 7916
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Grenadier and Regular for non-western non-middle eastern civs

Post by Dr.MonaLisa »

But units and their slots are defined in different files? dbtechtreenode.csv it was? and upgradeunittypes.csv or something like this. You have done it multiple times before...
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
User avatar
Gonzalo
Posts: 240
Joined: 24 Aug 2018, 08:56

Re: Grenadier and Regular for non-western non-middle eastern civs

Post by Gonzalo »

All my new units for far east african and mesoamerican epochs 1-9 work ok, I just have problem with epoch 10 units...
User avatar
Dr.MonaLisa
High Representative
Posts: 7916
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Grenadier and Regular for non-western non-middle eastern civs

Post by Dr.MonaLisa »

And they're defined as upgrades in upgradeunittypes?
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
User avatar
Gonzalo
Posts: 240
Joined: 24 Aug 2018, 08:56

Re: Grenadier and Regular for non-western non-middle eastern civs

Post by Gonzalo »

No, they aren't. Is it compulsory?
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Dr.MonaLisa
High Representative
Posts: 7916
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Grenadier and Regular for non-western non-middle eastern civs

Post by Dr.MonaLisa »

How else previous unit type gets upgraded to the new one in next epoch?
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
User avatar
Gonzalo
Posts: 240
Joined: 24 Aug 2018, 08:56

Re: Grenadier and Regular for non-western non-middle eastern civs

Post by Gonzalo »

There are no upgrades...just different unittypes for different epochs...hard task but easier.
User avatar
Dr.MonaLisa
High Representative
Posts: 7916
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Grenadier and Regular for non-western non-middle eastern civs

Post by Dr.MonaLisa »

Then techtreenode file, but make sure the slot is unused, or they won't display.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
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