There are two kinds of maps in original H2, ordinary maps and `rider' maps,
which differ from ordinary maps in not having the ordinary monsters,
but rather the riders and eidolon. Ordinary maps use progs.dat to
define their entities, rider-maps progs2.dat, and which maps take
progs2.dat is specified in the entry `maplist.txt' in pak0.pak. In the PoP Mission Pack, on the other hand, there is back to being just one progs.dat, with no difference between the two kinds of map. As far as I could tell, a maplist.txt file didn't seem to do anything. Anyway, returning to original H2, if you want to put riders or eidolon in your map, you have to make it a rider-map, and can't have ordinary monsters (you can see what pieces of .hc code go into which .dat file by looking at progs.src and progs2.src in the .hc source code; it's just different monsters, and ai.hc vs. ai2.hc). You'll also have to do some experimentation on your own, since I haven't worked on it seriously yet and don't consider it a high priority. But here are some points that might be useful. There are two ways of making your map a rider map. One is to give it one of the rider map names listed in maplist.txt. These are: rider1a, rider2c, meso9, romeric6 and eidolon; and also rick3-rick7 (which don't appear in the paks). The other is to provide a custom maplist.txt file in your projects games directory. For convnience, here's the original: 10 rick3 progs2.dat rick4 progs2.dat rick5 progs2.dat rick6 progs2.dat rick7 progs2.dat rider1a progs2.dat rider2c progs2.dat meso9 progs2.dat romeric6 progs2.dat eidolon progs2.datAll you need to do is to increase the number at the top by howmany new rider maps yo add, and add new lines in the obvious way. I've tested both of these techniques to get eidolon to appear in a map, but I haven't yet set him or any riders up to actually do anything, in fact he was visible for a moment, then disappeared! Note that it seems almost certain from the appearance of the maplist.txt format that it should be possible to define and use additional .dat files for specific maps, which might turn out to be useful in a TC. The entities in the game that are defined only in progs2.dat, with all the fields they actually appear with (not necessarily obligatory, and not necessarily all there are), are: monster_eidolon: angle origin target targetname obj_chaos_orb: netname origin rider_death: angle map origin target rider_famine: angle map origin target rider_path: next_path_1 next_path_2 next_path_3 next_path_4 next_path_5 next_path_6 origin path_id targetname rider_pestilence: angle map origin target targetname rider_quake: abslight model origin rt_chance spawnflags rider_quake_center: origin rt_chance targetname rider_trigger_multiple: origin rt_chance target rider_trigger_once: model rt_chance target rider_war: map origin spawnflags target targetnameThese entities seem to occur only in rider-maps, tho they're defined for all: light_thunderstorm: dmg light lightvalue1 origin spawnflags style targetname wait monster_rat: origin target targetname weather_rain: counter model trigger_monsterjump: model wait |