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Hey DE: Smile

What map are you trying to play and what other mods do you have going? Are you using vanilla DS or running the LoA exec?

I changed the heroes.gas for the zombies quite extensively, so anything else that changes heroes will make the zombies go bonkers. I just don't understand because I didn't alter the models or animations, nothing like that...I just added textures. Puzzled Maybe I messed up the heroes file or something? hmm. I guess it could be an error in the skins section, maybe a bad head? I used the head choices for the females from DS Revived.

I can't do much troubleshooting now, as it's 2 am and I really should go to bed.

I always feel guilty when my mods don't work, so hopefully we can all put our heads together and see what happens.

Here is heroes:

It doesn't look like I messed up on the armor version or the actual model part, and I left all the animations and stuff as they were. I mostly made changes to the starting inventory items. I used the vanilla DS heroes, not the LoA version.

I r confused. Shock

[t:template,n:hero]
{
	doc = "This is a hero that the actor can choose at the start of game";
	specializes = actor_good;
	[actor]
	{
		can_level_up = true;
		race = human;
		[skills]
		{
			strength 	=	0, 0, 11;
			intelligence= 	0, 0, 10;
			dexterity	= 	0, 0, 10;
		}
	}
	[aspect]
	{
		life_recovery_unit   = 2;
		life_recovery_period = 4;

		mana_recovery_unit   = 2;
		mana_recovery_period = 3;
	}
	[attack]
	{
		ammo_attach_bone = weapon_grip;
		attack_range = 0.5;
		reload_delay = 0;
   		damage_max = 0;
		damage_min = 0;
	}
	[guts_manager]
	{
		effect_name = melee_hit_2;
	}
	[common]
	{
		membership = hero;
		auto_expiration_class = never;
		forced_expiration_class = never;
	}
	[inventory]
	{
		grid_height = 13;
		grid_width = 4;
	}
	[mind]
	{
		/*
			In my mind's eye, I see... a bunch of skrit code.
		*/

		////////////////////////////////////////
		//	jobs

		jat_attack_object_melee 	= world\ai\jobs\actors\good\job_player_attack_object_melee.skrit;
		jat_attack_object_ranged	= world\ai\jobs\actors\good\job_player_attack_object_ranged.skrit;
		jat_fidget					= world\ai\jobs\actors\good\job_player_fidget.skrit;
		jat_brain					= world\ai\jobs\common\brain_hero.skrit;
		jat_listen					= world\ai\jobs\common\job_listen.skrit;

		////////////////////////////////////////
		//	params

		melee_engage_range              = 1.9;
		ranged_engage_range             = 13.0;
		sensor_scan_period              = 0.25;
		sight_range                     = 15.0;

		actor_life_ratio_low_threshold  = 0.5;
		actor_life_ratio_high_threshold = 0.8;
		actor_mana_ratio_low_threshold  = 0.5;
		actor_mana_ratio_high_threshold = 0.8;

		actor_weapon_preference         = WP_NONE;

		////////////////////////////////////////
		//	permissions

		combat_orders                              = CO_LIMITED;
		movement_orders                            = MO_LIMITED;

		actor_auto_switches_to_magic               = false;
		actor_auto_defends_others                  = true;
		actor_auto_heals_others_life               = true;
		actor_auto_switches_to_karate              = false;
        actor_auto_switches_to_melee               = false;

		on_enemy_entered_icz_switch_to_melee       = false;
		on_engaged_lost_consciousness_abort_attack = false;
	}
	[physics]
	{
		fire_effect = human_physics_fire;
        fire_resistance = 0.0;
        fire_burn_threshold = 999;
        elasticity = 0.2;
	}
	[player_custom] {}
}

[t:template,n:base_farmboy]
{
	doc = "Farm boy base template";
	specializes = hero;
	[actor] { portrait_icon=b_gui_ig_i_ic_c_fb_01; }
	[aspect]
	{
		model = m_c_gah_fb_pos_a1;
		[textures]
		{
			0 = b_c_gah_fb_skin_04;
			1 = b_c_pos_a1_008;
		}
		[voice]
		{
			[die] { *=s_e_die_male; }
		}
	}
	[body]
	{
		armor_version = gah_fb;
		avg_move_velocity =4.500000;
		initial_chore = chore_fidget;
		[bone_translator]
		{
			body_anterior = bip01_head;
			body_mid = bip01_spine2;
			body_posterior = bip01_pelvis;
			kill_bone = bip01_spine2;
			shield_bone = shield_grip;
			weapon_bone = weapon_grip;
		}
		[chore_dictionary]
		{
			chore_prefix = a_c_gah_fb_fs;
			[chore_attack]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = select_attack_sub;
				[anim_files]
				{
					0mid = at;
					high = at-02;
					loww = at-03;
					extr = at-04;
					qffg = dff;

					rat0 = at2-01;
					rat1 = at2-02;
					sffg = dff2;
				}
		 	  	[anim_durations]
				{
					fs0 = 1.250; // ac_beastfu (bite/claw/etc.)
					fs1 = 0.830; // ac_sword + no shied (Single handed weapon)
					fs2 = 0.830; // ac_sword + shield (Single handed weapon, plus a shield)
					fs3 = 1.250; // ac_axe + is two handed (battle-axe, halberd, etc.)
					fs4 = 1.250; // ac_sword + is_two_handed (Short Handled 2-handed weapon, swords, etc.)
					fs5 = 1.250; // ac_staff (Staff)
					fs6 = 1.000; // ac_bow (bow)
					fs7 = 0.125; // ac_minigun (Crossbows, exotic ranged weapons, flamethrowers, etc.)
					fs8 = 1.000; // ac_beastfu + shield (no weapon + shield)
				}
			}
			[chore_default]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = simple_loop_sub;
				[anim_files]
				{
					00 = dff;
					01 = dff2;
				}
			}
			[chore_die]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = select_transition;
				[anim_files]
				{
					00=di;
				}
			}
			[chore_fidget]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = select_fidget_sub;
				[anim_files]
				{
					00 = dff;
					01 = dff-02;
					02 = dff2;
					03 = dff2-02;
				}
			}
			[chore_magic]
			{
				chore_stances = 0,5;
				skrit = select_attack;
				[anim_files]
				{
					00 = mg;
					01 = mg-02;
				}
			}
			[chore_misc]
			{
				chore_stances = ignore;
				skrit = select_transition;
				[anim_files]
				{
					drnk = a_c_gah_fb_fs1_dk;
					gtup = a_c_gah_fb_fs0_up;
					look = a_c_gah_fb_fs0_dsf;
					wyme = a_c_gah_fb_fs0_dsf-02;
					frtd = a_c_gah_fb_fs0_dsf-03;
					talk = a_c_gah_fb_fs0_dsf-04;
					bed1 = a_c_gah_fb_fs0_dsf-05;
					bed2 = a_c_gah_fb_fs0_dsf-06;
					bed3 = a_c_gah_fb_fs0_dsf-07;
					mrik = a_c_gah_fb_fs0_dsf-08;
					sit1 = a_c_gah_fb_fs0_dsf-09;
					sit2 = a_c_gah_fb_fs0_dsf-10;
					bed4 = a_c_gah_fb_fs0_dsf-11;
					bed5 = a_c_gah_fb_fs0_dsf-12;
					froz = a_c_gah_fb_fs0_dsf-16;
					andi = a_c_gah_fb_fs0_dsf-17;
					lsn2 = a_c_gah_fb_fs0_dsf-18;
					knee = a_c_gah_fb_fs1_dsf-03;
					lstn = a_c_gah_fb_fs1_dsf-04;
					lblg = a_c_gah_fb_fs2_dsf-02;
					hoe1 = a_c_gah_fb_fs5_dsf-02;
				}
			}
			[chore_walk]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = select_walk;
				[anim_files] { 05=rl; }
			}
		}
	}
	[common]
	{
		screen_name="Farm boy";
	}
	[player_custom]
	{
		race = "farmboy";
	}
}
[t:template,n:base_farmgirl]
{
	doc = "Farm girl base template";
	specializes = hero;
	[actor]
	{
		portrait_icon=b_gui_ig_i_ic_c_fg_a_01;
		is_male = false;
		race = female;
		[skills]
		{
			strength 	=	0, 0, 11;
			intelligence 	= 	0, 0, 10;
			dexterity	= 	0, 0, 10;
			Female		=	0, 0, 1;
		}
	}
	[aspect]
	{
		model = m_c_gah_fg_pos_a1;
		[textures]
		{
			0 = b_c_gah_fg_skin_01;
			1 = b_c_pos_a1_009;
		}
		[voice]
		{
			[die] { *=s_e_die_female; }
		}
	}
	[body]
	{
		armor_version = gah_fg;
		avg_move_velocity = 4.500000;
		[bone_translator]
		{
			body_anterior = bip01_head;
			body_mid = bip01_spine2;
			body_posterior = bip01_pelvis;
			kill_bone = bip01_spine2;
			shield_bone = shield_grip;
			weapon_bone = weapon_grip;
		}
		[weapon_scales]
		{
			as_single_melee		= 0.8, 0.8, 0.8;
			as_two_handed_melee	= 0.8, 0.8, 0.8;
			as_two_handed_sword	= 0.8, 0.8, 0.8;
			as_staff			= 1.0, 1.0, 1.0;
			as_bow_and_arrow	= 0.8, 0.8, 0.8;
			as_minigun			= 0.8, 0.8, 0.8;
			as_shield_only		= 0.9, 0.9, 0.9;
		}
		[chore_dictionary]
		{
			chore_prefix = a_c_gah_fg_fs;
			[chore_attack]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = select_attack_sub;
				[anim_files]
				{
					0mid = at;
					high = at-02;
					loww = at-03;
					extr = at-04;
					qffg = dff;

					rat0 = at2-01;
					rat1 = at2-02;
					sffg = dff2;
				}
		 	  	[anim_durations]
				{
					fs0 = 1.250;
					fs1 = 0.830;
					fs2 = 0.830;
					fs3 = 1.250;
					fs4 = 1.250;
					fs5 = 1.250;
					fs6 = 1.000;
					fs7 = 0.125;
					fs8 = 1.000;
				}
			}
			[chore_default]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = simple_loop_sub;
				[anim_files]
				{
					00 = dff;
					01 = dff2;
				}
			}
			[chore_die]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = select_transition;
				[anim_files]
				{
					00 = di;
				}
			}
			[chore_fidget]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = select_fidget_sub;
				[anim_files]
				{
					00 = dff;
					01 = dff-02;
					02 = dff2;
					03 = dff2-02;
				}
			}
			[chore_magic]
			{
				chore_stances = 0,5;
				skrit = select_attack;
				[anim_files]
				{
					00 = mg;
					01 = mg-02;
				}
			}
			[chore_misc]
			{
				chore_stances = ignore;
				skrit = select_transition;
				[anim_files]
				{
					drnk = a_c_gah_fg_fs1_dk;
					gtup = a_c_gah_fg_fs0_up;
					look = a_c_gah_fg_fs0_dsf;
					talk = a_c_gah_fg_fs0_dsf-02;
					wyme = a_c_gah_fg_fs0_dsf-03;
					ulor = a_c_gah_fg_fs0_dsf-04;
					hddl = a_c_gah_fg_fs0_dsf-05;
					hdup = a_c_gah_fg_fs0_dsf-06;
					knee = a_c_gah_fg_fs1_dsf-03;
					lstn = a_c_gah_fg_fs1_dsf-04;
                    frtd = a_c_gah_fg_fs0_dsf-03;
                    ulo1 = a_c_gah_fg_fs0_dsf-04;
                    sit1 = a_c_gah_fg_fs0_dsf-08;
					hoe1 = a_c_gah_fg_fs5_dsf-03;
				}
			}
			[chore_walk]
			{
				chore_stances = 0,1,2,3,4,5,6,7,8;
				skrit = select_walk_sub;
				[anim_files]
				{
					00 = rl;
					01 = rl2;
				}
			}
		}
	}
	[common]
	{
		screen_name = "Farm girl";
	}
	[player_custom]
	{
		race = "farmgirl";
	}
}
[t:template,n:farmboy]
{
	doc = "Farmboy";
	specializes = base_farmboy;
	[actor]
	{
		is_hero = true;
		screen_class = "Zombie";
	}
	[aspect]
	{
		megamap_override = true;
	}
[inventory]
	{
		[other]
              	{
             		il_main = bw_g_d_s_s_c_avgklc;
             		il_main = meat_bone_zombie;
			il_main = spell_zap;
			il_main = spell_fireshot;
			il_main = spell_healing_hands;
						il_main = spell_transmute;
									               	}
		[equipment]
		{
			 es_weapon_hand = dg_g_d_1h_fun;
			 es_forearms = gl_gl_le_f_g_c_avg;
			  es_chest = bd_un_le_f_pad_avg_zboy;
             es_feet = bo_bo_le_light;
			 es_spellbook = book_glb_magic_01;
		}
        [pcontent]
        {
			[gold*]
			{
				chance = 1.0;
				max = 300;
				min = 300;
			}
        }
	}
	[water_effects] {}
}
[t:template,n:farmgirl]
{
	doc = "Farmgirl";
	specializes = base_farmgirl;
	[actor]
	{
		is_hero = true;
		screen_class = "Zombie";
	}
	[aspect]
	{
		megamap_override = true;
	}
[inventory]
	{
		[other]
              	{
	il_main = bw_g_d_s_s_c_avgklc;
             		il_main = meat_bone_zombie;
			il_main = spell_zap;
			il_main = spell_fireshot;
			il_main = spell_healing_hands;
						il_main = spell_transmute;
									               	}
		[equipment]
		{
			 es_weapon_hand = dg_g_d_1h_fun;
			 es_forearms = gl_gl_le_f_g_c_avg;
			  es_chest = bd_un_le_f_pad_avg_zgirl;
             es_feet = bo_bo_le_light;
			 es_spellbook = book_glb_magic_01;
		}
        [pcontent]
        {
			[gold*]
			{
				chance = 1.0;
				max = 300;
				min = 300;
			}
        }
	}
	[water_effects] {}
}