Turning off animation of routing units?
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kronenblatt
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Turning off animation of routing units?
Would it be possible (or maybe already is) to turn off the animation of routing enemy or friendly units running across the map?
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
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rbodleyscott
- Field of Glory 2

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


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kronenblatt
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Re: Turning off animation of routing units?
I'd like the camera to not move to and follow the routing units after having ended my or the enemy's turn.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?
But maybe it would be sufficient with turning Idle animations off.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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rbodleyscott
- Field of Glory 2

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Re: Turning off animation of routing units?
Not currently an option.kronenblatt wrote: ↑Fri Jun 12, 2020 9:10 pmI'd like the camera to not move to and follow the routing units after having ended my or the enemy's turn.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?
That wouldn't affect it.But maybe it would be sufficient with turning Idle animations off.
Richard Bodley Scott


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kronenblatt
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Re: Turning off animation of routing units?
OK, thanks for answer anyway, Richard.rbodleyscott wrote: ↑Sat Jun 13, 2020 10:39 amNot currently an option.kronenblatt wrote: ↑Fri Jun 12, 2020 9:10 pmI'd like the camera to not move to and follow the routing units after having ended my or the enemy's turn.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?
That wouldn't affect it.But maybe it would be sufficient with turning Idle animations off.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
Re: Turning off animation of routing units?
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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Schweetness101
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Re: Turning off animation of routing units?
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
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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kronenblatt
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Re: Turning off animation of routing units?
Excellent , thanks for advice: I'll try that out.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.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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kronenblatt
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Re: Turning off animation of routing units?
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 wrote: ↑Mon Jun 15, 2020 4:58 amExcellent , thanks for advice: I'll try that out.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.
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Schweetness101
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Re: Turning off animation of routing units?
this should do it:kronenblatt wrote: ↑Mon Jun 15, 2020 6:41 pmUnfortunately 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 wrote: ↑Mon Jun 15, 2020 4:58 amExcellent , thanks for advice: I'll try that out.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.
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
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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kronenblatt
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Re: Turning off animation of routing units?
Super: works like a charm, many thanks!Schweetness101 wrote: ↑Mon Jun 15, 2020 11:19 pmthis should do it:kronenblatt wrote: ↑Mon Jun 15, 2020 6:41 pmUnfortunately 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.
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
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
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Schweetness101
- Captain - Heavy Cruiser

- Posts: 928
- Joined: Tue Nov 29, 2016 6:12 am
Re: Turning off animation of routing units?
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 namekronenblatt wrote: ↑Tue Jun 16, 2020 3:40 pmSuper: works like a charm, many thanks!Schweetness101 wrote: ↑Mon Jun 15, 2020 11:19 pmthis should do it: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.
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
Out of curiosity: there were quite some files therein. That many files needed to be amended?
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
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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rbodleyscott
- Field of Glory 2

- Posts: 28411
- Joined: Sun Dec 04, 2005 6:25 pm
Re: Turning off animation of routing units?
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.Schweetness101 wrote: ↑Tue Jun 16, 2020 4:17 pmsome 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 namekronenblatt wrote: ↑Tue Jun 16, 2020 3:40 pmSuper: works like a charm, many thanks!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
Out of curiosity: there were quite some files therein. That many files needed to be amended?
Richard Bodley Scott


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Schweetness101
- Captain - Heavy Cruiser

- Posts: 928
- Joined: Tue Nov 29, 2016 6:12 am
Re: Turning off animation of routing units?
ok coolrbodleyscott 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.
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
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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kronenblatt
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Re: Turning off animation of routing units?
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.)Schweetness101 wrote: ↑Tue Jun 16, 2020 4:17 pmsome 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 namekronenblatt wrote: ↑Tue Jun 16, 2020 3:40 pmSuper: works like a charm, many thanks!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
Out of curiosity: there were quite some files therein. That many files needed to be amended?
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
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Schweetness101
- Captain - Heavy Cruiser

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Re: Turning off animation of routing units?
text1 is for the mod's name, but also a lot of other strings can go in there if you like.kronenblatt wrote: ↑Tue Jun 16, 2020 6:44 pmSo 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.)Schweetness101 wrote: ↑Tue Jun 16, 2020 4:17 pmsome 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 namekronenblatt 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?
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.
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
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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kronenblatt
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Re: Turning off animation of routing units?
Yep, that's the idea.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?
kronenblatt's campaign and tournament thread hub:
https://www.slitherine.com/forum/viewtopic.php?t=108643
https://www.slitherine.com/forum/viewtopic.php?t=108643
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Schweetness101
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Re: Turning off animation of routing units?
I would just experiment with commenting out and uncommenting out these lines:kronenblatt wrote: ↑Tue Jun 16, 2020 8:32 pmYep, that's the idea.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?
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
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
