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Spacemike

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For anyone that was having the same issue as me, I think I figured it out, the object was trying to use an animation that I had not set up correctly.

You need to have 3 main bits:
- declare the animation name and link it to the file in a .asset file in the same directory as your animations.
- add the animation to the pdxmesh of your object in the same .gfx file that you declare your mesh
- set what state the object should actually use at different times.

I was just trying to do the last one and had put the name of my .anim file in place of the spot where you select your animation. You basically have to follow the same setup that animated portraits use.

- Your .asset file should look like this:

entity = {
name = "name_to_use_for_your_entity_name"
pdxmesh = "name_to_use_for_your_pdx_mesh"

default_state = "idle"
state = { name = "idle" animation = "name_to_use_as_your_animation_ID" animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
scale = 1.12
}

animation = {
name = "name_to_use_as_your_animation_type"
file = "name_of_your_file.anim"
}

- And your .gfx file should look like this:

objectTypes = {
pdxmesh = {
name = "name_to_use_for_your_pdx_mesh"
file = "directory_of_your_mesh_file.mesh"
scale = 1.0

animation = { id = "name_to_use_as_your_animation_ID" type = "name_to_use_as_your_animation_type" }
}
}
 

Mitchz95

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Where do you change it? I haven't looked yet, just asked in case there were gameplay reprecussions, so I don't know if it's something that is real easy that I could have found in 30 seconds of looking.

It's in defines: NGameplay = { START_YEAR = 2200 }
 

Theranesh

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Hi all,

Are species descriptions moddable? I am hoping to create a flavour minimod which generates descriptions for the game's randomized species based on their traits/homeworld/etc and would like to know whether something like this is technically feasible.
 

Spacemike

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Does anyone know if it is possible to have two animations add/blend together? Like a little sway and bob of a ship combined with the animations on the ship's part's itself. Kinda like what almost every single 3d game does today where the mouth's of a character plays an animation while the body cycles through a variety of different animations. I tried looking at the animations of the dimensional horror and the space dragon, but it seems they only use basic animations.
 

ViolentBeetle

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Just to make sure, has_tradition will be true if country has any tradition that occupy the same place. has_swapped_tradition is checking for whatever replacement tradition explicitly, and has_nonswapped_tradition is to check the root tradition explicitly?
 

Spacemike

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Does anyone have any idea how to export an object with multiple textures and rigging from maya? Every time I try to do it by using separate textures and applying the shader attribute to all of them, the rigging breaks and the bones no longer move any part of the model. I also noticed that when I open it up in JoroDox Tools, there are multiple objects in the "object" tab, each having only one mesh and a skeleton under each one, however, when I open up other rigged models they have only one item in the object section and, instead have multiple meshes inside of that object.
 

AlbertKerbin

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I'm in the middle of coding what I think is a really interesting idea, and part of it is a Civic that has a negative effect- namely, decreasing incoming Influence by 1/month. Is "country_resource_influence_add = -1" the correct way to do this? Because I sort of feel like that's sloppy coding.
 

ViolentBeetle

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Anyone knows if I can stick a custom string into building effect list?

custom_tooltip inside empire_modifier had failed me. The effect is an opinion modifier, so it can't be placed inside building itself.

Additionally: is there a way to check if a a specific building is queued? There's an on_action, but i can't guess a trigger.
 
Last edited:

Omniscient

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Additionally: is there a way to check if a a specific building is queued? There's an on_action, but i can't guess a trigger.
has_building_construction is used as a bool in the vanilla files, but you can try and see if it also works for specific buildings, like has_building can.
 

Mitchz95

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Anyone knows if I can stick a custom string into building effect list?

custom_tooltip inside empire_modifier had failed me. The effect is an opinion modifier, so it can't be placed inside building itself.

You could have the building set a planet flag, and have ownership of a planet with that flag be a condition for the opinion modifier.
 

LeSingeAffame

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You might be able to use a custom tooltip in the produced_resources or the country_modifier block, but I'm not even sure of that
 

Caligula Caesar

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I'm pretty sure I can set the opinion modifier to check for building existing.

Question is, can I make "Other empire's opinion: +30" appear in building's effect list.

Sure you can - you can write a full description for a building, so you just need to add something like "\n\n §G+30§! opinion of other states to this state" to the localisation.
 

Caligula Caesar

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Well I mean you can take the normal description and try and make the syntax work in such a way that it looks like a standard modifier. I've done it with spaceport modules before, not 100% sure how you'd do it in buildings, you'll have to check whether it'll work :)
 

ViolentBeetle

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Well I mean you can take the normal description and try and make the syntax work in such a way that it looks like a standard modifier. I've done it with spaceport modules before, not 100% sure how you'd do it in buildings, you'll have to check whether it'll work :)
Well, I can stick it into desc, but it would look in the wrong place. Maybe I'll just keep it hidden, it's not that important.