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

Posted: 20 Nov 2020, 22:52
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
	}
}

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

Posted: 20 Nov 2020, 22:55
by Dr.MonaLisa
What do you mean by "failed"? What is happening?

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

Posted: 21 Nov 2020, 02:38
by Gonzalo
These units don'r appear in the stable of epoch 10.

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

Posted: 21 Nov 2020, 02:40
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...

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

Posted: 21 Nov 2020, 08:50
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...

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

Posted: 21 Nov 2020, 17:06
by Dr.MonaLisa
And they're defined as upgrades in upgradeunittypes?

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

Posted: 21 Nov 2020, 21:17
by Gonzalo
No, they aren't. Is it compulsory?

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

Posted: 21 Nov 2020, 21:56
by Dr.MonaLisa
How else previous unit type gets upgraded to the new one in next epoch?

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

Posted: 21 Nov 2020, 22:14
by Gonzalo
There are no upgrades...just different unittypes for different epochs...hard task but easier.

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

Posted: 21 Nov 2020, 22:30
by Dr.MonaLisa
Then techtreenode file, but make sure the slot is unused, or they won't display.