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Thread: [Guide] Adding Teleport ability to creature | |
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VokialBG
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posted December 29, 2007 06:29 PM |
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Edited by VokialBG at 18:41, 29 Dec 2007.
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[Guide] Adding Teleport ability to creature
How to create a teleport for your creature? Its possible to give teleporting ability to every single creature in your Heroes 5. Just you need to know how . This guide is created for everyone who dont know.
In this guide will use the Wraith as experimental mouse.
Step 1
Furst you have to do some changes in the creature ".xdb"
Open GameMechanics/Creature/Creatures/*Choose race*/*Choose creature ".xdb"*
in our case will open GameMechanics/Creature/Creatures/Necropolis/Wraith.xdb
See line number 10 first <Flying>false</Flying>, this is the first thing you have to change. "false" have to be changed to "true", see it here:
Using existing animation as effect
Step 2
After doing this you have go add effect for teleporting.
So go to GameMechanics/CreatureVisual/Creatures/*Choose race*/*Choose creature ".xdb"*
In this guide we will open GameMechanics/CreatureVisual/Creatures/Necropolis/Wraith.xdb
You have to give starting and finishing animation to your new teleporting creature.
When you open the ".xdb" you'll see this:
The changes you have to make are simple. First "<Use>false</Use>" (line 16) must be "<Use>true</Use>". Second line 17 and line 18 are "<StartEffect/>" and "<FinishEffect/>", as it's written the lines are for the animation. You can choose every animation you want. You can place different anim for start and finish (the starting animation is the animation which is shown when the ability begin, on the creatures normal locaton, the finishing anim is shown on the creatures new location, after it get teleported).
You just have to write the animation address (you can use effects of spells, other creatures abilities, etc...) in this case lets use the anim of Harm touch ability, this mean we have to add this text:
href="/Effects/_(Effect)/Characters/Creatures/Necropolis/Wraith/specability_hit.(Effect).xdb#xpointer(/Effect)"/>
(the abilities address) see here:
For example you can give your creature Devils effect with writing this for starting and finishing:
href="/Effects/_(Effect)/Characters/Creatures/Inferno/Devil/Teleport.xdb#xpointer(/Effect)"/>
After this steps you dont have more work, save all changes in map format and try it
Creating own animation as effect
Step 3
Go to Effects/_(Effect)/Characters/Creatures/*Choose race*/*Choose creature folder*
In this case "Effects/_(Effect)/Characters/Creatures/Necropolis/Wraith"
Here you have to add new ".xdb", the basic of it's script you can take form:
Effects/_(Effect)/Characters/Creatures/Inferno/Devil/Teleport.xdb
First change "<PerParticleFog>false</PerParticleFog>" to "<PerParticleFog>true</PerParticleFog>" (line 17)
Next go on line 41-75 (<Textures>:
As you see here are the textures. But here they are fire textures, rocks and etc...
You can create your own animation by changing the existing textures addresses. Or if you remove part of them.
So I leaved:
<Item href="/Textures/Effects/_Various/Smoke02.xdb#xpointer(/Texture)"/>
<Item href="/Textures/Effects/_Various/Smoke03.xdb#xpointer(/Texture)"/>
<Item href="/Textures/Effects/_Various/Glow05.xdb#xpointer(/Texture)"/>
Copy the fail in Effects/_(Effect)/Characters/Creatures/*Necropolis*/*Wraith*
Then do again Step 2 but this time use
href="/Effects/_(Effect)/Characters/Creatures/Necropolis/Wraith/Teleport.xdb#xpointer(/Effect)"/>
as address:
Save all changes and try
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Will be added in Moding Wiki soon
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bigjocker
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posted December 29, 2007 06:37 PM |
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Thanx a lot man. It seems that everyone got more helpful after Christmas.
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radar
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posted December 29, 2007 06:57 PM |
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Edited by sfidanza at 23:25, 29 Dec 2007.
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Sorry, I must complete this. You didn't mention creature animation while teleporting. Without it, Wrath would just straigten himself...
There're two values which take part in it:
moveStart and moveEnd
Taking Wraith as mouse or bunny, whatever, we must use his arena animation file, which is:
_(AnimSet)/Creatures/Necropolis/Wraith-arena.(AnimSet).xdb
Inside it, we can find several animation tags, like
Quote:
<Item>
<Kind>attack00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/Wraith/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>death</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/Wraith/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>hit</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/Wraith/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>move</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/Wraith/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/Wraith/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>specability</Kind>
<Anim href="Wraith-arena-specability.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>happy</Kind>
<Anim href="Wraith-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
As we can see, there are no moveStart or moveEnd tags here. I encourage you to copy, in example attack animation, and make it appear when Wraith starts to teleport and idle00 when ends. So, it goes like:
Quote:
<Item>
<Kind>happy</Kind>
<Anim href="Wraith-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>moveStart</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/Wraith/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>moveEnd</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/Wraith/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
This should clear things up.
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VokialBG
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posted December 29, 2007 07:04 PM |
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Edited by VokialBG at 19:11, 29 Dec 2007.
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Quote: Without it, Wrath would just straigten himself...
nope it doesnt happen
moveStart and moveEnd are not needed, you can create anim without to edit them.
When you have different or only some of the textures in Teleport, the anim is new.
As for moveStart and moveEnd they will be needed only if you want to create different starting and finishing animation, but also you can go it by creating Teleport.xdb and Teleport_1.xdb (or another name) and use them in the script as address.
So it just unnecessary to do it (doesnt mean that its dangerousy but its waste of time).
Also generally is using one alike anim for star and finish. I recommend to use existing animation.
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radar
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posted December 29, 2007 07:17 PM |
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Of course moveStart and moveEnd may have specified the same BasicSkelAnimation, the case is withuot such tags Wrath wouldn't animate at all, just effect would be played.
People will do as they want, but without my step creature will just look like a teleportng broom with some fireworks around.
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VokialBG
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posted December 29, 2007 07:24 PM |
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Edited by VokialBG at 19:25, 29 Dec 2007.
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The animation work perfectly and the teleport as ability too. Without other move- Start and End.
Any way everyone can do it in one of the 3 ways if he have time.
I guarantee that my way work perfectly.
Try test mod with existing animation
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radar
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posted December 29, 2007 07:35 PM |
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Edited by radar at 19:47, 29 Dec 2007.
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Well, as I wrote... he doesn't animate, just this green effect covers him ... wait... did I meantion something about teleporting broom?
Oh well...
What is Squire doing?... wanna be Jesus or something?
That's why you NEED TO specify it
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VokialBG
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posted December 29, 2007 07:54 PM |
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Edited by VokialBG at 20:31, 29 Dec 2007.
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Well this is the model thing not the teleportation itself. The teleportation mechanics is in the first post.
--------
Added in Wiki
@Radar: If you have time add your 3th post in the wiki article too.
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bigjocker
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posted December 29, 2007 09:55 PM |
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Radar..even if it does not move it still looks cool
EDIT: None of your variants work for me for "begin teleportation" only for finishing it. I was trying to make druids teleport
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HoMM3Lite
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VokialBG
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posted December 30, 2007 06:56 PM |
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Hmm I just tried do make the druids and it works fine, check the starting anims address.
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bigjocker
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posted December 30, 2007 07:06 PM |
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Quote: Hmm I just tried do make the druids and it works fine, check the starting anims address.
This is what I added to animset:
</Item>
<Kind>moveStart</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Preserve/Druid/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
and this is what I added to creature visual:
<TeleportingMove>
<Use>true</Use>
<StartEffect href="/Effects/_(Effect)/Characters/Creatures/Necropolis/VampireLord/moveStart.xdb#xpointer(/Effect)"/>
<FinishEffect href="/Effects/_(Effect)/Characters/Creatures/Inferno/Devil/Teleport.xdb#xpointer(/Effect)"/>
</TeleportingMove>
But there's no starting animation somehow.(It's for a druid)
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HoMM3Lite
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radar
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posted December 30, 2007 07:38 PM |
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In Visual you don't link animation but an effect (sparks, fire, smoke etc)! You can put Devil's tele there also.
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bigjocker
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posted December 30, 2007 07:44 PM |
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Quote: In Visual you don't link animation but an effect (sparks, fire, smoke etc)! You can put Devil's tele there also.
When I put both devils teleportations the game crashes. AND I want it to use his shooting animation before teleporting
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HoMM3Lite
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radar
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posted December 30, 2007 07:52 PM |
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I mean
<TeleportingMove>
<Use>true</Use>
<StartEffect href="/Effects/_(Effect)/Characters/Creatures/Necropolis/VampireLord/moveStart.xdb#xpointer(/Effect)"/>
<FinishEffect href="/Effects/_(Effect)/Characters/Creatures/Inferno/Devil/Teleport.xdb#xpointer(/Effect)"/>
</TeleportingMove>
You can use the same effect here but not an animation.
<TeleportingMove>
<Use>true</Use>
<StartEffect href="/Effects/_(Effect)/Characters/Creatures/Inferno/Devil/Teleport.xdb#xpointer(/Effect)"/>
<FinishEffect href="/Effects/_(Effect)/Characters/Creatures/Inferno/Devil/Teleport.xdb#xpointer(/Effect)"/>
</TeleportingMove>
with moveStart you did it well, I guess druid animates and moves himself when starts to tele?
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bigjocker
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posted December 30, 2007 07:56 PM |
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Quote: I mean
<TeleportingMove>
<Use>true</Use>
<StartEffect href="/Effects/_(Effect)/Characters/Creatures/Necropolis/VampireLord/moveStart.xdb#xpointer(/Effect)"/>
<FinishEffect href="/Effects/_(Effect)/Characters/Creatures/Inferno/Devil/Teleport.xdb#xpointer(/Effect)"/>
</TeleportingMove>
You can use the same effect here but not an animation.
<TeleportingMove>
<Use>true</Use>
<StartEffect href="/Effects/_(Effect)/Characters/Creatures/Inferno/Devil/Teleport.xdb#xpointer(/Effect)"/>
<FinishEffect href="/Effects/_(Effect)/Characters/Creatures/Inferno/Devil/Teleport.xdb#xpointer(/Effect)"/>
</TeleportingMove>
with moveStart you did it well, I guess druid animates and moves himself when starts to tele?
As I wrote (edited post) when I put both (begin and end) Devil's Teleport the game crashes when I try to play. And about moveStart druid does not animate himself (he's like your crusader)
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HoMM3Lite
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radar
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posted December 30, 2007 07:59 PM |
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Ehh... could you upload it?
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bigjocker
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posted December 30, 2007 08:39 PM |
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EDIT: Okey everything works except for High Druid
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HoMM3Lite
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Sunjah
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posted January 03, 2008 08:36 PM |
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Edited by Sunjah at 20:37, 03 Jan 2008.
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where are the files to link to for the third upgrade, like banshee or nosferatu??? I copied what someone else did and it worked fine, but there are no 3rd unit files in game mechanics I can find. This folder is where I found the other 2 to edit "data\_(AnimSet)\Creatures\Necropolis," but can't find the third.
HEEELLLLPPPP........, please?!?
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VokialBG
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posted January 03, 2008 09:04 PM |
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Edited by VokialBG at 21:28, 03 Jan 2008.
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They are in:
\Characters\Creatures\*Necropolis*\*AlternativeUpgrade*
EDIT_NOTE:
Look for "-arena" suffix in the ".xdb" name.
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radar
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posted January 03, 2008 09:06 PM |
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You can find them in
Characters/Creatures/[Faction]/AlternativeUpgrade folder,
but the last one is tricky. It can be AlternativeUpgrade, Alternative_Upgrade, AlternativeUpgrades etc.
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