Turning off animation of routing units?
Posted: Fri Jun 12, 2020 7:50 pm
Would it be possible (or maybe already is) to turn off the animation of routing enemy or friendly units running across the map?
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?
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.
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.
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.
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.
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.
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
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?
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?
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.
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?
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.
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?
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?