Unit Design - unit property sheet
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Re: Unit Design - unit property sheet
not sure i understand.
what you want to set by that?
in general:
- you can have many tranform abilities on a single unit using system_transform_1 (or how it is called) effect spec type.
- you can use transform 2 unit type to set for a system_transform_2 (or how it is called) effect spec type to make internal transformation (so not as ability button)
what you want to set by that?
in general:
- you can have many tranform abilities on a single unit using system_transform_1 (or how it is called) effect spec type.
- you can use transform 2 unit type to set for a system_transform_2 (or how it is called) effect spec type to make internal transformation (so not as ability button)
Re: Unit Design - unit property sheet
I checked and you are right. For the record, I was using system_transform_1 in both transform effects, however in the unit json I thought you were supposed to not have multiple trnTransformTo1 lines, so I used trnTransformTo2 for the second one.
I should probably change this now.
I should probably change this now.
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Re: Unit Design - unit property sheet
trnTransformTo2 was ineffective until today.
(actually you can write anything as property name, will have no any effect, it will work like a comment, eg. - you can write trnTransformTo99999 also but will have no any effect in the game)
so important: never come up with new property names use ONLY the ones that are specified.
also important: all proerty name are UNIQUE. so you an not have two trnTransformTo1 lines as the second will simply overwrite the first or vica versa.
(actually you can write anything as property name, will have no any effect, it will work like a comment, eg. - you can write trnTransformTo99999 also but will have no any effect in the game)
so important: never come up with new property names use ONLY the ones that are specified.
also important: all proerty name are UNIQUE. so you an not have two trnTransformTo1 lines as the second will simply overwrite the first or vica versa.
Re: Unit Design - unit property sheet
It worked using trnTransfromTo2 and it works with two trnTransformTo1 lines in my modded version.
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- makazuwr32
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Re: Unit Design - unit property sheet
As i understand you use trnTransform1 for ability based transformations (unit can have 1/3/9/194 transformations this way) and trnTransform2 for effect based transformations — for example polymorph planned ability that temporary will transform unit into sheep.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Unit Design - unit property sheet
I understood that
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Re: Unit Design - unit property sheet
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Unit Design - unit property sheet
You can check the json and the in game behaviour of the Tick tank in AoG yourself. I dont know enough about json to know why it worked, but the reality is that it did. Flawlessly, multiple times.
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Re: Unit Design - unit property sheet
email me please about it, as it must not work.
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Re: Unit Design - unit property sheet
whatever i chekced:
i checked this:
unit_rep_tank_tick_tracked.json
in tic tac tank:
here the second line is totally ineffective. (remark: as the trnTransformTo1 is also ineffective see below)
so it might seem that works but not THAT is what is working
what is wokring is different:
this:
"EFFECT_TRANSFORM_TICK_TURRENT","EFFECT_TRANSFORM_TICK_WALKER"
in these you set this:
"trnTransformTo":"TO_TICK_TURRENT",
and
"trnTransformTo":"TO_TICK_WALKER",
THIS is what working.
-----------
try it by removing the "trnTransformTo2":"TO_TICK_WALKER", line and will still work.
also please
1. remove all trnTransformTo2 lines from all jsons as can cause problems later (as we start using that tag - i mean really using)
2. remove all trnTransformTo1 lines too if you set the "trnTransformTo" in effect level, as you will also think the "trnTransformTo1" is mean anything but it is not either - as the effect level setting is used.
please read this topic about tranforms :
https://www.ageofstrategy.net/viewtopic ... 215&t=4308
it is written there you need to leave trnTransformTo1 empty:
i checked this:
unit_rep_tank_tick_tracked.json
in tic tac tank:
Code: Select all
"trnTransformTo1":"TO_TICK_TURRENT",
"trnTransformTo2":"TO_TICK_WALKER",
so it might seem that works but not THAT is what is working
what is wokring is different:
this:
"EFFECT_TRANSFORM_TICK_TURRENT","EFFECT_TRANSFORM_TICK_WALKER"
in these you set this:
"trnTransformTo":"TO_TICK_TURRENT",
and
"trnTransformTo":"TO_TICK_WALKER",
THIS is what working.
-----------
try it by removing the "trnTransformTo2":"TO_TICK_WALKER", line and will still work.
also please
1. remove all trnTransformTo2 lines from all jsons as can cause problems later (as we start using that tag - i mean really using)
2. remove all trnTransformTo1 lines too if you set the "trnTransformTo" in effect level, as you will also think the "trnTransformTo1" is mean anything but it is not either - as the effect level setting is used.
please read this topic about tranforms :
https://www.ageofstrategy.net/viewtopic ... 215&t=4308
it is written there you need to leave trnTransformTo1 empty:
2. setting in transformation effect
This case
- you leave empty the "trnTransformTo1" field in the unit defintion
- but you set the "trnTransformTo" field in the transformation effect itself
Re: Unit Design - unit property sheet
I removed all the trnTransfromTo2 lines from my assets already.
So I need to remove trnTransfromTo1, but only if I used trnTransfromTo in the effect? If I am using a generic transform effects from many units and then trnTransformTo1 in their unit json, then no change is necessary?
So I need to remove trnTransfromTo1, but only if I used trnTransfromTo in the effect? If I am using a generic transform effects from many units and then trnTransformTo1 in their unit json, then no change is necessary?
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Re: Unit Design - unit property sheet
good!I removed all the trnTransfromTo2 lines from my assets already.
exactly (to be exact: "only if I used trnTransfromTo in all its effects")So I need to remove trnTransfromTo1, but only if I used trnTransfromTo in the effect?
exactlyIf I am using a generic transform effects from many units and then trnTransformTo1 in their unit json, then no change is necessary?
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Re: Unit Design - unit property sheet
new property:
Code: Select all
String[] trnRelated; //Techs case: the list of other techs to be invented with this tech (as a bundle)
- makazuwr32
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Re: Unit Design - unit property sheet
Awesome.
So we can combine multiple techs into one via this.
So we can combine multiple techs into one via this.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: Unit Design - unit property sheet
new feature on transformations:
trnTransformTo2; // [!!!!OBSOLETE!!!! use trnTransformToGroups] secondary target type to transform to: do not use for normal transform abilities, only for effect based transforms like "turn to this type of zombie"
public String[] trnTransformToGroups; //Format: "<transform_group_name>:<real_transform_name>" "TRNZOMBIES:TO_ZOMBIE_ARCHER" only SYSTEM_SPECIAL_EFFECT_TRANSFORM_BY_GROUP will use it.
trnTransformTo2; // [!!!!OBSOLETE!!!! use trnTransformToGroups] secondary target type to transform to: do not use for normal transform abilities, only for effect based transforms like "turn to this type of zombie"
public String[] trnTransformToGroups; //Format: "<transform_group_name>:<real_transform_name>" "TRNZOMBIES:TO_ZOMBIE_ARCHER" only SYSTEM_SPECIAL_EFFECT_TRANSFORM_BY_GROUP will use it.