Turning off animation of routing units?

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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kronenblatt
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Turning off animation of routing units?

Post by kronenblatt »

Would it be possible (or maybe already is) to turn off the animation of routing enemy or friendly units running across the map?
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rbodleyscott
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Re: Turning off animation of routing units?

Post by rbodleyscott »

Probably not, but I am not entirely sure what you mean. Do you want them to disappear, teleport, slide sinisterly like ghosts or what?
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Re: Turning off animation of routing units?

Post by kronenblatt »

rbodleyscott wrote: Fri Jun 12, 2020 8:24 pm Probably not, but I am not entirely sure what you mean. Do you want them to disappear, teleport, slide sinisterly like ghosts or what?
I'd like the camera to not move to and follow the routing units after having ended my or the enemy's turn.

But maybe it would be sufficient with turning Idle animations off.
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Re: Turning off animation of routing units?

Post by rbodleyscott »

kronenblatt wrote: Fri Jun 12, 2020 9:10 pm
rbodleyscott wrote: Fri Jun 12, 2020 8:24 pm Probably not, but I am not entirely sure what you mean. Do you want them to disappear, teleport, slide sinisterly like ghosts or what?
I'd like the camera to not move to and follow the routing units after having ended my or the enemy's turn.
Not currently an option.
But maybe it would be sufficient with turning Idle animations off.
That wouldn't affect it.
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Re: Turning off animation of routing units?

Post by kronenblatt »

rbodleyscott wrote: Sat Jun 13, 2020 10:39 am
kronenblatt wrote: Fri Jun 12, 2020 9:10 pm
rbodleyscott wrote: Fri Jun 12, 2020 8:24 pm Probably not, but I am not entirely sure what you mean. Do you want them to disappear, teleport, slide sinisterly like ghosts or what?
I'd like the camera to not move to and follow the routing units after having ended my or the enemy's turn.
Not currently an option.
But maybe it would be sufficient with turning Idle animations off.
That wouldn't affect it.
OK, thanks for answer anyway, Richard.
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Re: Turning off animation of routing units?

Post by Ludendorf »

I for one would appreciate the 'slide sinisterly like ghosts' option. Ideally with some kind of ghastly special effect or moan. Although routers turning into shambling bands of ghouls and zombies would probably affect game balance a tad.
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Re: Turning off animation of routing units?

Post by Schweetness101 »

if you wanted to mod it in, I think that calls to AddVizCamUnit() turn the camera on a unit (not sure I didn't actually test it out), so you could just comment that out wherever it's called on routers or on units when they disperse. You shouldn't mod your main game build, but you could make a little mod that did it.
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
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Re: Turning off animation of routing units?

Post by kronenblatt »

Schweetness101 wrote: Mon Jun 15, 2020 2:08 am if you wanted to mod it in, I think that calls to AddVizCamUnit() turn the camera on a unit (not sure I didn't actually test it out), so you could just comment that out wherever it's called on routers or on units when they disperse. You shouldn't mod your main game build, but you could make a little mod that did it.
Excellent , thanks for advice: I'll try that out.
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Re: Turning off animation of routing units?

Post by kronenblatt »

kronenblatt wrote: Mon Jun 15, 2020 4:58 am
Schweetness101 wrote: Mon Jun 15, 2020 2:08 am if you wanted to mod it in, I think that calls to AddVizCamUnit() turn the camera on a unit (not sure I didn't actually test it out), so you could just comment that out wherever it's called on routers or on units when they disperse. You shouldn't mod your main game build, but you could make a little mod that did it.
Excellent , thanks for advice: I'll try that out.
Unfortunately couldn't find it. And I'm unsure as to how create that mod so that it would work with vanilla's all campaigns and battles.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Schweetness101
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Re: Turning off animation of routing units?

Post by Schweetness101 »

kronenblatt wrote: Mon Jun 15, 2020 6:41 pm
kronenblatt wrote: Mon Jun 15, 2020 4:58 am
Schweetness101 wrote: Mon Jun 15, 2020 2:08 am if you wanted to mod it in, I think that calls to AddVizCamUnit() turn the camera on a unit (not sure I didn't actually test it out), so you could just comment that out wherever it's called on routers or on units when they disperse. You shouldn't mod your main game build, but you could make a little mod that did it.
Excellent , thanks for advice: I'll try that out.
Unfortunately couldn't find it. And I'm unsure as to how create that mod so that it would work with vanilla's all campaigns and battles.
this should do it:
https://www.dropbox.com/sh/72c9ijyzrhrt ... PxB-a?dl=0

just install like any other mod: paste the whole folder into CAMPAIGNS for singleplayer and MULTIPLAYER for multiplayer in:

C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\CAMPAIGNS
or
C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\MULTIPLAYER
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
kronenblatt
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Re: Turning off animation of routing units?

Post by kronenblatt »

Schweetness101 wrote: Mon Jun 15, 2020 11:19 pm
kronenblatt wrote: Mon Jun 15, 2020 6:41 pm
kronenblatt wrote: Mon Jun 15, 2020 4:58 am

Excellent , thanks for advice: I'll try that out.
Unfortunately couldn't find it. And I'm unsure as to how create that mod so that it would work with vanilla's all campaigns and battles.
this should do it:
https://www.dropbox.com/sh/72c9ijyzrhrt ... PxB-a?dl=0

just install like any other mod: paste the whole folder into CAMPAIGNS for singleplayer and MULTIPLAYER for multiplayer in:

C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\CAMPAIGNS
or
C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\MULTIPLAYER
Super: works like a charm, many thanks!

Out of curiosity: there were quite some files therein. That many files needed to be amended?
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Schweetness101
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Re: Turning off animation of routing units?

Post by Schweetness101 »

kronenblatt wrote: Tue Jun 16, 2020 3:40 pm
Schweetness101 wrote: Mon Jun 15, 2020 11:19 pm
kronenblatt wrote: Mon Jun 15, 2020 6:41 pm

Unfortunately couldn't find it. And I'm unsure as to how create that mod so that it would work with vanilla's all campaigns and battles.
this should do it:
https://www.dropbox.com/sh/72c9ijyzrhrt ... PxB-a?dl=0

just install like any other mod: paste the whole folder into CAMPAIGNS for singleplayer and MULTIPLAYER for multiplayer in:

C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\CAMPAIGNS
or
C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\MULTIPLAYER
Super: works like a charm, many thanks!

Out of curiosity: there were quite some files therein. That many files needed to be amended?
some I didn't end up editing, but the viz cam calls are all over the place so I think at least three of them are needed (one in assault.bsf for I think initial pursuits, one in aitools.bsf for the cam following step after step after pursuers/routers, and one in moraletools.bsf for dispersals. I added move.bs to potentially remove the camera follow for move replays but decided against it. I also considered removing the camera move to rallies, also in moraletools.bsf, but kept that instead. And then of course you need the boilerplate file structure stuff and the text file for the mod name
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
rbodleyscott
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Re: Turning off animation of routing units?

Post by rbodleyscott »

Schweetness101 wrote: Tue Jun 16, 2020 4:17 pm
kronenblatt wrote: Tue Jun 16, 2020 3:40 pm
Schweetness101 wrote: Mon Jun 15, 2020 11:19 pm

this should do it:
https://www.dropbox.com/sh/72c9ijyzrhrt ... PxB-a?dl=0

just install like any other mod: paste the whole folder into CAMPAIGNS for singleplayer and MULTIPLAYER for multiplayer in:

C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\CAMPAIGNS
or
C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\MULTIPLAYER
Super: works like a charm, many thanks!

Out of curiosity: there were quite some files therein. That many files needed to be amended?
some I didn't end up editing, but the viz cam calls are all over the place so I think at least three of them are needed (one in assault.bsf for I think initial pursuits, one in aitools.bsf for the cam following step after step after pursuers/routers, and one in moraletools.bsf for dispersals. I added move.bs to potentially remove the camera follow for move replays but decided against it. I also considered removing the camera move to rallies, also in moraletools.bsf, but kept that instead. And then of course you need the boilerplate file structure stuff and the text file for the mod name
In theory, v1.5.30 should remove the need to include $DEFAULT.BSF in mods. Let me know if you leave it out and any modded (non-UI) scripts are not being loaded.
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Re: Turning off animation of routing units?

Post by Schweetness101 »

rbodleyscott wrote: Tue Jun 16, 2020 5:17 pm In theory, v1.5.30 should remove the need to include $DEFAULT.BSF in mods. Let me know if you leave it out and any modded (non-UI) scripts are not being loaded.
ok cool
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
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Re: Turning off animation of routing units?

Post by kronenblatt »

Schweetness101 wrote: Tue Jun 16, 2020 4:17 pm
kronenblatt wrote: Tue Jun 16, 2020 3:40 pm
Schweetness101 wrote: Mon Jun 15, 2020 11:19 pm

this should do it:
https://www.dropbox.com/sh/72c9ijyzrhrt ... PxB-a?dl=0

just install like any other mod: paste the whole folder into CAMPAIGNS for singleplayer and MULTIPLAYER for multiplayer in:

C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\CAMPAIGNS
or
C:\Users\YOURUSERNAME\Documents\My Games\FieldOfGlory2\MULTIPLAYER
Super: works like a charm, many thanks!

Out of curiosity: there were quite some files therein. That many files needed to be amended?
some I didn't end up editing, but the viz cam calls are all over the place so I think at least three of them are needed (one in assault.bsf for I think initial pursuits, one in aitools.bsf for the cam following step after step after pursuers/routers, and one in moraletools.bsf for dispersals. I added move.bs to potentially remove the camera follow for move replays but decided against it. I also considered removing the camera move to rallies, also in moraletools.bsf, but kept that instead. And then of course you need the boilerplate file structure stuff and the text file for the mod name
So I'm just after removing camera following routing units, then it's basically just aitools.bsf among the files in Data folder that is needed therein? (And $DEFAULT.BSF in 1.5.28.)

How about the TEXT9.txt file and the files in the SCENARIOS folder?

The reason for asking is because I'm trying to understand modding of FoG2 and minimise files.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
Schweetness101
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Re: Turning off animation of routing units?

Post by Schweetness101 »

kronenblatt wrote: Tue Jun 16, 2020 6:44 pm
Schweetness101 wrote: Tue Jun 16, 2020 4:17 pm
kronenblatt wrote: Tue Jun 16, 2020 3:40 pm

Super: works like a charm, many thanks!

Out of curiosity: there were quite some files therein. That many files needed to be amended?
some I didn't end up editing, but the viz cam calls are all over the place so I think at least three of them are needed (one in assault.bsf for I think initial pursuits, one in aitools.bsf for the cam following step after step after pursuers/routers, and one in moraletools.bsf for dispersals. I added move.bs to potentially remove the camera follow for move replays but decided against it. I also considered removing the camera move to rallies, also in moraletools.bsf, but kept that instead. And then of course you need the boilerplate file structure stuff and the text file for the mod name
So I'm just after removing camera following routing units, then it's basically just aitools.bsf among the files in Data folder that is needed therein? (And $DEFAULT.BSF in 1.5.28.)

How about the TEXT9.txt file and the files in the SCENARIOS folder?

The reason for asking is because I'm trying to understand modding of FoG2 and minimise files.
text1 is for the mod's name, but also a lot of other strings can go in there if you like.
text9 in this case has some general's names that were put in there automatically from adding generals to a side in an editor scenario
SCENARIOS folder's content is for custom editor scenarios, and is not needed for the mod's functioning at all (keep the folder but you can delete all of the .BAM files in it, they are just leftover from tests I was doing on different mods and I did not delete them after copying over a kind of base mod I use to make new mods from)
if the .vs folder is still in there it is the visual studio folder for like IDE settings and is also not needed for the functioning of the mod
Campaign.txt indicates the type of mod it is, where TYPE 0 can be used for singleplayer custom battles, epic battles, scenario editor and multiplayer battles. I forget what the other types are but they are listed somewhere.
Data/Battle/Scripts and Data/scripts are where the meat of the actual gameplay changes are and they contain the .bsf scripts that do all the gameplay stuff.

I haven't looked at it enough to tell if for camera follow purposes it is distinguishing between broken and non broken units evading/routing. Are you saying that you want to to still follow evading (non broken) units, but not the broken units?
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
kronenblatt
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Re: Turning off animation of routing units?

Post by kronenblatt »

Schweetness101 wrote: Tue Jun 16, 2020 7:23 pm Are you saying that you want to to still follow evading (non broken) units, but not the broken units?
Yep, that's the idea.
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https://www.slitherine.com/forum/viewtopic.php?t=108643
Schweetness101
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Re: Turning off animation of routing units?

Post by Schweetness101 »

kronenblatt wrote: Tue Jun 16, 2020 8:32 pm
Schweetness101 wrote: Tue Jun 16, 2020 7:23 pm Are you saying that you want to to still follow evading (non broken) units, but not the broken units?
Yep, that's the idea.
I would just experiment with commenting out and uncommenting out these lines:

assault.bsf
line 917

aitools.bsfs
1758

MoraleTools.bsf
line 1167

but I'm not sure the native code makes the routing/evading distinction for AddVizCamUnit(), so you may have to do something like make a morale state distinction in the above lines, ie do an if(getattrib(me,"moralestate") < 3)...type of thing, that is if the unit is not broken, then call AddVizCamUnit().

that could be a good first challenge!
My Mods:
Ancient Greek https://www.slitherine.com/forum/viewtopic.php?p=977908#p977908
Dark Ages Britain https://www.slitherine.com/forum/viewtopic.php?t=106417
Anarchy (Medieval) https://www.slitherine.com/forum/viewtopic.php?p=987488#p987488
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