====================================================== The first time I added that goofy drunk character to my homecity, and saw its animation, I knew I wanted to put it into a scenario. I didn't see him in the main proto list and at first thought the homecity assets were treated differently than in-game/editor assets. Not so to my relief. I thought I would jot down the procedure since it lets you put the homecity characters, like the drunk sailor into your scenarios. This is a fast and dirty procedure intended to get us started by instantly importing the homecity characters into the editor/game. I'm not going to discuss the importance of file folder structure in the case where someone wants to update or distribute this mod, or if its included in a scenario released for download. It's up the individual modders to provide players with good instructions as to how to install any modded material. For my purposes I just edited the original c/Program File/Microsoft Games/AOE3/data/proto.xml. You'll have to unlock its read-only status so navigate to the file on your desktop, right-click on the file once, left-click once, and on the roll out, click preferences. Just untick the read-only box. Open the proto.xml. We're just going to add a unit to the file, and since I'm not too worried about details at this point, I'm just going to copy the old coot character's proto information. It's not too long so here it is (note to see the code properly, click on the little paper and pen icon up top near the post date): For this little project all we're going to change is these four lines: Of course if we want a really customized character we would do more editing to the old coot bit, or write a proto for our drunk character from scratch adding an icon, a history, new skin, etc. But for now we just want to slam the drunk character into the game. Alright, we need to find the animation file for the drunk, I found it in c/Program File/Microsoft Games/AOE3/art/Art1.bar, and its in the list as:Art\homecity\homecity_units\drunk\drunk.xml.xmb. We want to change the original old coot character's animation file to the drunk's. We need to also add a new unit number to the proto list, change the editor name and what the hell, lets give it a display name. So, change the four old coot lines to: You can use any name, but the one I chose seems appropriate. I saved the file as a new proto.xml, placed the drunk unit on a random map in the editor, and launched the game. I got a few laughs seeing my new character staggering around while his village mates were hard at work. Of course the next thing I have my eye on is the homecity skyboxes and who knows, maybe that dock trash girl, hehehe. To add the different characters you'd have to find their animation files and easiest way I know is to DL Ykkrosh's new AOE3ED. It lets you generate a list of the bar files, and preview them, without having to extract them. What a wondrous little proggy! Just look in the Art1.bar list around:Art\homecity\homecity_units\xxx\xxx.xml.xmb. The homecity units don't have death animations and other limitations exist so be aware. HF [This message has been edited by ToMyBoY (edited 09-28-2006 @ 04:34 AM).]
Sorry gang, the original code as depicted in this post is interfering with the web code so it isn't displaying properly. Sorry about that. For best results just D/L any of the Home City Mods that are floating around. You can boost the code from the mod's proto.xml. If I get time I will recode the post. Rock on.
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