However - it does not walk, it glides (no walk animation). The hooked one does, no problem; it is bigger and splashes on death like it should and walks and overall works like a charm . The custom made one, however...does not.
I followed this guide to the letter to test what I was doing wrong, but no help. (chapter 4)
https://rogercpress.wordpress.com/2012/ ... -tutorial/
I tried it with several other units to no avail, walking animation would always lack.
What I do is take the unit folder, copy it in my mod under units, rename the folder and all files inside it accordingly, rename the 2 values in the scrpit.lua and those in the .bp files, YES I know it needs to have the full path to my mod and not just 'units/xyunit/ for all animations (wish it were that simple... ;(
What the hell am I doing wrong??? Why does it not walkkkk? I am clearly missing something.
Much obliged.
- Code: Select all
UnitBlueprint {
Audio = {
AmbientMove = Sound {
Bank = 'XRL',
Cue = 'XRL0302_Move_Loop',
LodCutoff = 'UnitMove_LodCutoff',
},
Destroyed = Sound {
Bank = 'TM_EXPLOSIONS', -- custom explosion sound when killed, or suicided
Cue = 'TMBIGROBOTDEATHFX',
LodCutoff = 'UnitMove_LodCutoff',
},
Killed = Sound {
Bank = 'TM_EXPLOSIONS',
Cue = 'TMBIGROBOTDEATHFX',
LodCutoff = 'UnitMove_LodCutoff',
},
HoverKilledOnWater = Sound {
Bank = 'Explosions',
Cue = 'Expl_Water_Lrg_01',
LodCutoff = 'UnitMove_LodCutoff',
},
StartMove = Sound {
Bank = 'XRL',
Cue = 'XRL0302_Move_Start',
LodCutoff = 'UnitMove_LodCutoff',
},
StopMove = Sound {
Bank = 'XRL',
Cue = 'XRL0302_Move_Stop',
LodCutoff = 'UnitMove_LodCutoff',
},
UISelection = Sound {
Bank = 'Interface',
Cue = 'Cybran_Select_Vehicle',
LodCutoff = 'UnitMove_LodCutoff',
},
},
Buffs = {
Regen = {
Level1 = 10,
Level2 = 20,
Level3 = 30,
Level4 = 40,
Level5 = 50,
},
},
BuildIconSortPriority = 80,
Categories = {
'PRODUCTFA',
'SELECTABLE',
'BUILTBYTIER3ENGINEER',
'BUILTBYTIER3COMMANDER',
'CYBRAN',
'MOBILE',
'LAND',
'TECH3',
'EXPERIMENTAL',
'DIRECTFIRE',
'VISIBLETORECON',
'RECLAIMABLE',
'SHOWATTACKRETICLE',
'NEEDMOBILEBUILD',
'DRAGBUILD',
},
CollisionOffsetY = -0.025,
CollisionOffsetZ = 0.05,
Defense = {
AirThreatLevel = 5,
ArmorType = 'Normal',
EconomyThreatLevel = 0,
Health = 50750,
MaxHealth = 50750,
RegenRate = 100,
SubThreatLevel = 20,
SurfaceThreatLevel = 20,
},
Description = '<LOC SXRL0302_desc>Mobile Bomb MK2',
Display = {
Abilities = {
'<LOC ability_suicideweapon>Suicide Weapon',
'<LOC ability_deathaoe>Volatile',
'<LOC ability_amphibious>Amphibious',
},
AnimationWalk = '/mods/Survival Mayhem&BO balance/units/SXRL0302/SXRL0302_Awalk.sca', -- full mod path
AnimationWalkRate = 11.5,
Mesh = {
IconFadeInZoom = 130,
LODs = {
{
LODCutoff = 100,
ShaderName = 'Insect',
},
{
AlbedoName = 'SXRL0302_lod1_albedo.dds',
LODCutoff = 215,
ShaderName = 'Insect',
SpecularName = 'SXRL0302_lod1_specteam.dds',
},
},
},
MovementEffects = {
Land = {
Effects = {
{
Bones = {
'SXRL0302', -- i tried it without the S as well, nope.
},
Type = 'GroundKickup01',
},
},
},
},
PlaceholderMeshName = 'UXL0011',
SpawnRandomRotation = true,
TransportAnimation = {
{
Animation = '/mods/Survival Mayhem&BO balance/units/SXRL0302/SXRL0302_Afold01.sca',
Weight = 100,
},
},
UniformScale = 0.354, -- yup it's huge, original is 0.054
},
Economy = {
BuildCostEnergy = 180000,
BuildCostMass = 10000,
BuildTime = 12000,
TeleportEnergyMod = 0.15,
TeleportMassMod = 1,
TeleportTimeMod = 0.01,
},
General = {
Category = 'Utility',
Classification = 'RULEUC_MilitaryVehicle',
CommandCaps = {
RULEUCC_Attack = true,
RULEUCC_CallTransport = true,
RULEUCC_Capture = false,
RULEUCC_Guard = true,
RULEUCC_Move = true,
RULEUCC_Patrol = true,
RULEUCC_Reclaim = false,
RULEUCC_Repair = false,
RULEUCC_RetaliateToggle = true,
RULEUCC_Stop = true,
RULEUCC_Transport = false,
},
FactionName = 'Cybran',
Icon = 'land',
TechLevel = 'RULEUTL_Basic',
UnitName = '<LOC SXRL0302_name>DOOM beetle',
UnitWeight = 1,
},
Intel = {
VisionRadius = 24,
},
Interface = {
HelpText = '<LOC SXRL0302_help>Mobile Bomb MK2',
},
LifeBarHeight = 0.075,
LifeBarOffset = 0.25,
LifeBarSize = 3.3,
Physics = {
BankingSlope = 0.5,
BuildOnLayerCaps = {
LAYER_Air = false,
LAYER_Land = true,
LAYER_Orbit = false,
LAYER_Seabed = false,
LAYER_Sub = false,
LAYER_Water = false,
},
DragCoefficient = 0.2,
Elevation = 0.25,
MaxAcceleration = 1,
MaxBrake = 5,
MaxSpeed = 6,
MaxSpeedReverse = 5,
MaxSteerForce = 50,
MeshExtentsX = 0.55,
MeshExtentsY = 0.25,
MeshExtentsZ = 0.65,
MinSpeedPercent = 0,
MotionType = 'RULEUMT_Amphibious',
TurnRadius = 3,
TurnRate = 80,
WaterSpeedMultiplier = 0.85,
},
SelectionSizeX = 1.35,
SelectionSizeZ = 1.45,
SelectionThickness = 0.83,
SizeX = 1.4,
SizeY = 1.35,
SizeZ = 1.55,
StrategicIconName = 'icon_land2_bomb',
StrategicIconSortPriority = 135,
Transport = {
CanFireFromTransport = false,
},
Weapon = {
{
AboveWaterTargetsOnly = true,
CollideFriendly = false,
Damage = 52000,
DamageFriendly = true,
DamageRadius = 20,
DamageType = 'Normal',
DisplayName = 'Suicide',
FireTargetLayerCapsTable = {
Air = 'Land|Water|Seabed',
Land = 'Land|Water|Seabed',
Water = 'Land|Water|Seabed',
},
FiringTolerance = 2,
Label = 'Suicide',
MaxRadius = 3,
TargetCheckInterval = 999999,
TargetPriorities = {
'SPECIALHIGHPRI',
'MOBILE',
'STRUCTURE DEFENSE',
'SPECIALLOWPRI',
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
Turreted = false,
WeaponCategory = 'Kamikaze',
},
{
CollideFriendly = false, -- new death weapon, works, added in the script too
Damage = 45000,
DamageFriendly = true,
DamageRadius = 18,
DamageType = 'Normal',
DisplayName = 'Death Nuke',
FireOnDeath = false,
FiringTolerance = 3,
Label = 'DeathWeapon',
MaxRadius = 3,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 1,
MuzzleVelocity = 0,
ProjectileId = '/effects/Entities/SCUDeath01/SCUDeath01_proj.bp',
RackBones = {
{
MuzzleBones = {
0,
},
RackBone = 0,
},
},
RackRecoilDistance = 0,
RateOfFire = 1,
TargetCheckInterval = 9999999,
TargetRestrictDisallow = 'UNTARGETABLE',
Turreted = false,
WeaponCategory = 'Death',
CannotAttackGround = false,
},
},
Wreckage = {
Blueprint = '/props/DefaultWreckage/DefaultWreckage_prop.bp',
EnergyMult = 0,
HealthMult = 0.9,
MassMult = 0.9,
ReclaimTimeMultiplier = 1,
WreckageLayers = {
Air = false,
Land = true,
Seabed = false,
Sub = false,
Water = false,
},
},
}