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Rise of Nations Heaven » Forums » Game Modifications » Custom Unit: Airships
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Topic Subject:Custom Unit: Airships
cghopk
Member
posted 12-20-17 11:01 PM EDT (US)         
Im trying to create a steampunk airship unit for mod using two models as one unit (2 crews), is there any way to change the height of one of the models?

As of now im using the zeppelin model and the ironclad which i want to sit a little below that blimp. as of now they sit together at the same height.

here's my unit_graphics entry:

<UNIT name="BRIG-DEFAULT-AGE0-CREW1" model=".\art\ironclad.bh3" texture=".\mods\Brave New World\art\units\ironclad.tga" cache="0" scale="1.5" trackdist="-1" tracktype="" shadowtype="Helicopter Shadow" shadowwidth="100" shadowheight="100" tex_id="TEX_UNITS_2" tex_col="7" tex_row="9" tex_x="-1" tex_y="-1" tex_clip="-0">
<ANIM name="CHAR_DEFAULT" file="Bomber Move"/>
<ANIM name="CHAR_SLOG" file="Bomber Move"/>
<ANIM name="CHAR_WALK" file="Bomber Move"/>
<ANIM name="CHAR_ATTACK2" file="Bomber Attack1"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="0" rad="150"/>
</BOUNDINGVOLUMES>
<RELEASEEVENT starttime="0" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="360" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="720" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="1080" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="1440" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="180" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<RELEASEEVENT starttime="540" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<RELEASEEVENT starttime="900" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<RELEASEEVENT starttime="1260" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<RELEASEEVENT starttime="1620" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<SOUNDEVENT starttime="0" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="0" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="0" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>
<UNIT name="BRIG-DEFAULT-AGE0" model=".\art\bomber.bh3" texture=".\mods\Brave New World\art\units\Zeppelin.tga" cache="0" scale="1.5" trackdist="-1" tracktype="" shadowtype="Helicopter Shadow" shadowwidth="100" shadowheight="100" tex_id="TEX_UNITS_2" tex_col="7" tex_row="9" tex_x="-1" tex_y="-1" tex_clip="-0">
<ANIM name="CHAR_DEFAULT" file="Bomber Move"/>
<ANIM name="CHAR_SLOG" file="Bomber Move"/>
<ANIM name="CHAR_WALK" file="Bomber Move"/>
<ANIM name="CHAR_ATTACK2" file="Bomber Attack1"/>
<BOUNDINGVOLUMES>
<SPHERE x="0" y="0" z="0" rad="150"/>
</BOUNDINGVOLUMES>
<RELEASEEVENT starttime="0" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="360" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="720" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="1080" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="1440" anim="CHAR_ATTACK2" type="BomberBomb" node="0"/>
<RELEASEEVENT starttime="180" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<RELEASEEVENT starttime="540" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<RELEASEEVENT starttime="900" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<RELEASEEVENT starttime="1260" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<RELEASEEVENT starttime="1620" anim="CHAR_ATTACK2" type="BomberBomb" node="1"/>
<SOUNDEVENT starttime="0" anim="CHAR_ATTACK1" file="ATTACK"/>
<SOUNDEVENT starttime="0" anim="CHAR_ATTACK2" file="ATTACK"/>
<SOUNDEVENT starttime="0" anim="CHAR_ATTACK3" file="ATTACK"/>
</UNIT>
AuthorReplies:
alincarpetman
HG Angel
posted 02-22-18 11:56 PM EDT (US)     1 / 1       
I don't know the answer to the RON modding question, but there are various steampunk airships in Rise of Legends such as the Pirata airship seen here.

ROL can be modded with RON themes so theoretically you can modify the ROL assets how you would like.

[This message has been edited by alincarpetman (edited 02-22-2018 @ 11:56 PM).]

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