how are the joints of your animal units named? elephant like (platform) or infantry like (pelvis) ????
Damn, beat me to it. The link underneath has the mesh and textures of the wardogs plus a text file with all the entries (descr_animals, descr_skeleton, EDU).
Handle with care, the file is over ten years old and might be brittle.
https://www.mediafire.com/file/dnft2...hunde.rar/file
well the joints in this model have totally different names from the ones I having in one working animal so it seems the joint name is not te problem.
from the files you just sent I tried:
the descr_animals config but still crashed
The animation section in bmdb but still crashed (I kept it anyway)
The skeleton from descr_skeleton.txt but I already had all that animations, but not in that order. my entry in descr_skeleton had 3 attack anims while the one you sent me has only 2 still crashed (I kept it anyway)
I also removed all the paths to .evt files in each animation line
LOL - I hadn't realized that bitterhowl had uploaded my file.
How about actually testing that model with the provided files details? It did work in 1648.
Code:; --- Kriegshunde ---- type Wardogs dictionary Wardogs ;Wardogs category handler class heavy voice_type Heavy banner faction main_infantry banner holy crusade soldier musketiere, 10, 30, 1.0 animal wardogs attributes sea_faring, hide_improved_forest, hardy, can_withdraw, frighten_foot, mercenary_unit, power_charge, no_custom formation 2.6, 2.6, 3.8, 3.8, 2, square stat_health 1, 1 stat_pri 8, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 0.6 ;stat_pri_ex 0, 4, 0 stat_pri_attr spear, spear_bonus_8 stat_sec 12, 6, no, 0, 0, melee, melee_simple, piercing, none, 0, 5 ;stat_sec_ex 0, 0, 0 stat_sec_attr no stat_pri_armour 2, 4, 6, metal ;stat_armour_ex 2, 0, 0, 0, 5, 0, 0, metal stat_sec_armour 0, 3, flesh stat_heat 1 stat_ground 0, 0, 0, 0 stat_mental 13, disciplined, highly_trained stat_charge_dist 40 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 500, 200, 60, 140, 500, 1, 110 armour_ug_levels 1 armour_ug_models musketiere ownership slave, england era 0 england era 1 england era 2 england ;unit_info 7, 0, 7 info_pic_dir Mercs card_pic_dir Mercs recruit_priority_offset -50
I did test using the very same setup bitterhowl provided. edu, descr_animals, skeleton etc
it still crahses. but the crash seems absolutelly random
some times the entire battle happens with no crash, some times it crashes about middle of its duration.
If I remove all animals from the unit there is no crash so Im sure the problem is the animals.
however, I can see them using all animations, die, attack etc, and as I said sometimes the battle simply wont crash.
weird.
In my experience all my crashes now occured when handler died before number of dogs decreased so some internal engine parameters are broken. I'd advise to increase handler's stats to prevent them being killed before dogs.
After decreasing numbers of dogs in unit (I had 40 previously) I avoid CTD at all at this moment.
just tried giving the handlers and animals an obscene defensive stat so none of them die.
game still crashes during battle
I basically tried everything so the only possibility now is that the animations are somehow bugged. they are custom animations from warhammer mod and while they work fine for elephant units they might have something that makes crash as animals in handler unit
This is a link to 7zip with wardogs animations set and skeleton. It should be placed into data/animations/ folder, this way was written in skeleton file.
This is a link to dogs animation set
Looking at those numbers it does seem odd: 10 handlers, 30 animals
Anyone got RTW handy to check what they used then?
And I just noted the unit has no stat_stl line = "Number of soldiers needed for unit to count as alive". Although afaik that only affects if the unit gets dissolved after battle.