Modding Question/Help

can this be done and how?

Because this game seems to be very mod friendly i wanted to give it a shot and try modding on this myself.

Adding things that are similar to other units/items etc. for the game seems very easy but i wanted to try something unique.

I'll give you a hint of what i'm trying to make to give you a clearer picture.

Some of you will be familar with Zoids.

I'm trying to build these nice mech like animals but need to know following.

Can i define where weapons can be placed on a unit and how much a unit can have?

What program would work best for the models and what are the restrictions?

It's something i would like to learn. So i just want to start with 1 unit and see how i come along.

I want to make a unit model/animation and some weapon models/animations and define where i can put them on this unit.

I really would appreciate any help. I'm not trying to make a complete total conversion of the game but just trying to learn some stuff.

Any tutorial on what i need and how i can be done guiding me in the correct direction would be very much welcome

 

6,603 views 10 replies
Reply #1 Top

Yes, you can define where items will attach on a unit. The way slots work is, each slot is open by default. An item can be placed in a slot, and then it becomes closed. An item can also be placed in more than one slot, and both of those then become closed (say slot X and Y). Then, if you equip an item in slot Y and Z, X slot will open up.

Maya would by far be my recommendation.

Check out https://forums.elementalgame.com/401142

Reply #2 Top

Great and a big thanks. That really helps. First i thought using blender but maya is fine for me too ^_^

Reply #3 Top

I have a simpler problem.  I was planning on examining the .xml files in detail, but you guys might be able to save me some time.

I'd like to implement an item category that is 'new', i.e. doesn't apply to any 'in game' items, but that can only have one item in the slot at a time.  This item doesn't need any in-game modeling necessarily (and I can do the artwork for the inventory screen), but would need to be available in both the unit creation screen and the shop for purchase.  This would be similar to, say, a ring of protection +1 or +3 (you'd only be allowed one at a time).

Suggestions?

Reply #4 Top

Don't know

Reply #5 Top

Quoting tjashen, reply 3
I have a simpler problem.  I was planning on examining the .xml files in detail, but you guys might be able to save me some time.

I'd like to implement an item category that is 'new', i.e. doesn't apply to any 'in game' items, but that can only have one item in the slot at a time.  This item doesn't need any in-game modeling necessarily (and I can do the artwork for the inventory screen), but would need to be available in both the unit creation screen and the shop for purchase.  This would be similar to, say, a ring of protection +1 or +3 (you'd only be allowed one at a time).

Suggestions?
End of tjashen's quote

 

So basically an accessory?

<Type>Accessory</Type>

<CanBeEquipped>1</CanBeEquipped>

 

The system already stops you from using 2 of the same accessory.

 

Reply #6 Top

I can see where the system prevents multiple weapons, etc. but I'm not seeing a check for accessories, i.e. as long as the accessory doesn't have the EXACT same name, you can wear them, hence the multitude of rings for example.

This is why you can wear multiple packs (Ranger's Pack, Pioneer's Pack, etc.).

I thought of a workaround for my implementation.  It'll actually work OK, it'll just be a little more cluttered in the inventory.  Not necessarily a bad thing I guess...  Essentially instead of having a +3 supercede the +1, there will just be another item that adds +2 (for a total of +3).

 

In other news, I've figured out how to implement dual wield.  Essentially, you'd use the Updated Weapons mod special ability function.  Instead of purchasing the two weapons separately, you'd purchase a 'Longsword/Dagger Combo' in the shop, with the higher attack strength being the one that the regular attack uses.  Then you'd click on your 'dual wield' attack under combat options/actions to get two attacks, with say at a -1 strength to each for example.

As to how to show this on the game models, I'm not sure.  If you could replace the shield model with a dagger model, that might work ok.

This would also work for a Bow/Sword combo.  The Sword is the default weapon, but you'd have a special attack called 'Bow' which would attack like a regular bow.  Because you are fiddling with weapons, though, I'd suggest a penalty of some sort - a minus to speed, dodge, and/or accuracy perhaps?

The only downside to this is that these are 'spell abilities' under the game mechanics, and are treated as such (which is why Darklings are immune to Flurry, etc.).

Reply #7 Top

Well, if you wanted to make a dagger combo, change where it is attached.

 

<GameItemTypeModel>            <ModelFile>Gfx\HKB\Weapons\F_Sword_Dagger_Basic_01.hkb</ModelFile>            <Texture_All>Gfx\HKB\Weapons\F_Swords_Basic_Texture_01.png</Texture_All>            <Attachment>hand_right_Lcf</Attachment>        </GameItemTypeModel>

 

change the attachment to hand_left_Lcf and make a "left handed" dagger. what this will do however is stack the two attacks. so maybe lower the attack of the left one a bit? Im also pretty sure it wont show the animation properly.

 

If you wanted a longsword/whatever combo, you'd have to change the longsword to a onehanded weapon as opposed to the twohanded it is right now.

 

So I'd say just make all the left handed dual wieldables lower in attack value.

 

Reply #8 Top

The way I see implementing this for now would be that the combo shows up as a single 2h weapon, with a single attack value.

The '2h' weapon would be tagged with a few abilities to reflect having the second weapon (dual attack, attack/parry, and dual parries for example).  These would be similar to how 'crushing blow', etc. are implemented now, including taking 2 action points to do.

'Passive' abilities of the combo would be included in the stats - i.e. a bonus to dodge, accuracy, weapon speed, or defense for example.

As for the 'stacking' issue, that would need to be avoided.  I don't know if you could do the model call WITHOUT activating the dagger's attack points, so having the left hand 'empty' or a 'ATT 0 Dagger' for the left hand would be the two solutions I can think of for now.

 

I've put the bug in kenata's ear.  We'll see what he comes up with.

Reply #9 Top

Honestly, I don't like either way, but it's not like there's a better option. The only reason I suggested that way is because then the unit will actually be holding two weapons. *shrug* I'd like to know if anyone can come up with a better idea.

 

Reply #10 Top

So I have been playing with this idea of dual weapons a bit and came up with a moderately interesting work around. So just to prove a point, here is my super awesome dual wielding guy.

 

Now Ajay here looks like he is dual wielding swords, and as far as the player is concerned he is. The truth is that his off hand dagger is really a cleverly disguised shield. By doing it this way, he gets one attack and the animation is passable. Now, because this off hand weapon is basically a shield and still a GameItemType, you are free to do all sorts of fun little game modifiers. You can add attack bonus, special abilities, etc. However, since really most of you seem to just want some kind of "dual strike", you can just add a small attack bonus to give the effect of your offhand weapon adding to the main hand. My current test off hand weapon gives a 30% attack bonus and a 30% dodge bonus, but reduces armor by 30%. This way, the combination scales based on the main hand weapon and gives this little off hander the ability to be mixed and matched.

Edit: Damn you guys for putting me on this path ;)