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 Post subject:
PostPosted: 25 Mar 2007, 01:10 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
detailtex2.bmp sounds like the default detail texture for maps. That is, the texture that is overlaid on the texture of every map, so it looks detailed up close. But if you miss it, you're gonna miss many other default data I guess too. Make sure your modinfo.tdf has the "springcontent.sdz" depency.


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PostPosted: 25 Mar 2007, 01:18 
Modeler
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Joined: 12 Dec 2005, 01:49
Okie dokie.. I'll do that.. I guess I need to rely on stuff anyways :?


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PostPosted: 25 Mar 2007, 20:37 
Modeler
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Joined: 12 Dec 2005, 01:49
Aghhh!

I do not know what I should do with this FBI...

It's not working and I have all of the things required filled out..

if ya wanna take a look, I'll make it small and post it..

//Internal settings
BuildPic=HCOMM.png
Category=HUMAN AIR COMMANDER;
ObjectName=HCOMM;
Side=HUMAN;
TEDClass=COMMANDER;
UnitName=HCOMM;

//Unit limitations and properties
Commander=1;
ActivateWhenBuilt=;
BuildDistance=500;
BuildTime=500;
Corpse=HCOMMCORPSE;
DamageModifier=;
Description=Commander's Ship;
MaxDamage=1500;
Name=Command Ship;
RadarDistance=1500;
RadarDistanceJam=1000;
SightDistance=1500;
SonarDistance=;
SonarDistanceJam=;
SoundCategory=HCOMM;
Upright=0;
WorkerTime=500;
levelground=;

/Energy and metal related
BuildCostEnergy=5000;
BuildCostMetal=3000;
EnergyMake=5;
EnergyStorage=500;
EnergyUse=;
ExtractsMetal=;
MakesMetal=;
MetalMake=5;
MetalStorage=500;
MetalUse=;
TidalGenerator=;
WindGenerator=;

//Pathfinding and related
Acceleration=.2;
BrakeRate=.3;
FootprintX=4;
FootprintZ=4;
MaxSlope=500;
MaxVelocity=2;
MaxWaterDepth=20;
MinWaterDepth=20;
MovementClass=HCOMM;
TurnRate=1000;
Waterline=;
YardMap=;

//Abilities
Builder=1;
Airhoverfactor=0;
CanAttack=1;
CanCapture=0;
CanFly=1;
CanGuard=1;
CanHover=0;
CanMove=1;
CanPatrol=1;
CanStop=1;
CantBeTransported=1;
CloakCost=;
CloakCostMoving=;
CruiseAlt=150;
Floater=;
HighTrajectory=;
HoverAttack=1;
Init_Cloaked=;
IsFeature=;
IsTargetingUpgrade=;
LeaveTracks=;
MinCloakDistance=;
OnOffable=;
Stealth=;

//Abilities new to Spring
LeaveTracks=;
TrackOffset=;
TrackStrength=;
TrackStretch=;
TrackType=;
TrackWidth=;
CanDropFlare=;
FlareDelay=;
FlareDropVector=;
FlareEfficiency=;
FlareReload=;

//Weapons and related
BadTargetCategory=;
ExplodeAs=;
Kamikaze=;
KamikazeDistance=;
NoChaseCategory=;
SelfDestructAs=;
SelfDestructCountdown=15;
Weapon1=GUNSHIPLAS;
Weapon2=GUNSHIPLAS;
Weapon3=GUNSHIPLAS;
Weapon4=GUNSHIPLAS;


Note, the extra stuff is all leftovers from my blank FBI, I don't know if I need any of it or not, so I'll keep it...

Do I need to delete it to make my Comm work!? :shock:

Edit: Nope, deleting it all didn't make it work...


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 Post subject:
PostPosted: 26 Mar 2007, 06:52 
Game Developer
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Joined: 25 Jun 2006, 07:44
Location: Germany
What's happening when you use that?


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PostPosted: 26 Mar 2007, 10:55 
Damned Developer
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Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
"/Energy and metal related" is missing a slash.


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PostPosted: 30 Mar 2007, 01:35 
Modeler
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Joined: 12 Dec 2005, 01:49
Hmm, its not that problem rattle.. Nothin to worry about, IT WAS THE [ ] AND { } THAT SCREWED IT UP!!! ARRGHHHH!! That makes me angry and disappointed in myself!


It says its searching for corcom though.. and I can't find this problem, I'm gunna check everything... (I only have the commander anyways... and I made most of my stuff from scratch... :? )

Edit: Corcom problem was a Spring SP problem! O.o

Edit: lmfao, I wondered why I didn't have cursors for a few seconds, then it hit me like a brick.. TO TEH GIMP!!!

Edit: BTW, My comms textures are screwed, even when flipped!! :?


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 Post subject:
PostPosted: 30 Mar 2007, 08:37 
Damned Developer
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Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
Then flip them horizontally instead. Don't forget to undo what ever you did.


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PostPosted: 30 Mar 2007, 12:16 
Modeler
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Joined: 12 Dec 2005, 01:49
I did, so far no problems to report with my comm, yippee! :-)


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 Post subject:
PostPosted: 01 Apr 2007, 20:56 
Modeler
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Joined: 12 Dec 2005, 01:49
Alright, now then, I need my factory built, but I don't have a clue as to how to do it...

Its a 10x10, and I need a yardmap, and a script.. I dunno how to do a script for it, but that can be fixed later... I need a yardmap, cuz I can't just steal someone elses :wink:

So, I guess if I want an area where it comes from a corner would be like this

cccccccccc
cccccccccc
cccccccccc
cccccccccc
ccccoocccc
cccooccccc
ccoocccccc
cooccccccc
oocccccccc
occccccccc

?


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 Post subject:
PostPosted: 01 Apr 2007, 21:05 
Moderator
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Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
Only coming from a corner is probably an exceedingly bad idea in regards to pathfinding.


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 Post subject:
PostPosted: 01 Apr 2007, 21:09 
Modeler
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Joined: 12 Dec 2005, 01:49
...

Would the yardmap work though?

(I think it would, it looks good to me..)


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 Post subject:
PostPosted: 01 Apr 2007, 21:10 
Malcontent
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Joined: 27 Feb 2006, 22:04
Location: Hurrrrrr.
Flozi is very correct, though theoretically it should work. Might want to double the width of the o's.


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PostPosted: 01 Apr 2007, 21:10 
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Joined: 16 Sep 2004, 22:20
Location: I FUCK IN SKY
Try, and if it dosnt work rotate the building 45degs in upsring and adjust the buildmap to let units go out straight down. Yeah and wide O:s might be a good idea.


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 Post subject:
PostPosted: 01 Apr 2007, 21:45 
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Joined: 25 Jun 2006, 07:44
Location: Germany
O means solid, c means opens.


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 Post subject:
PostPosted: 01 Apr 2007, 21:59 
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Joined: 12 Dec 2005, 01:49
I noticed that like.. 5 seconds after I posted it, lol.. :lol:


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 Post subject:
PostPosted: 02 Apr 2007, 01:41 
Modeler
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Joined: 12 Dec 2005, 01:49
I was hopin I could handle something so minute as a tank fbi, but.. I am wrong.. Spring crashes when I have this specific FBI in game..

[UNITINFO]
{
Name=Main Battle Tank;
UnitName=HMBT;

// Required Tags
BuildCostEnergy=0;
BuildCostMetal=200;
BuildTime=1500;
Category=TANK METAL;
FootprintX=2;
FootprintZ=2;
MaxDamage=50;
ObjectName=HMBT.s3o;
Side=HUMAN;
SoundCategory=HCOMM;
TEDClass=TANK;

// Movement
BrakeRate=0.1;
MovementClass=HMBT;
Acceleration=.5;
CanMove=1;
MaxVelocity=3;
MaxSlope=15;
TurnRate=250;

// Abilities
CanAttack=1;
CanGuard=1;
CanPatrol=1;
CanStop=1;

// Sight/Radar
SightDistance=500;

// Misc
BuildPic=HMBT;
Corpse=HMBT.s3o;
MaxWaterDepth=20;
}


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 Post subject:
PostPosted: 02 Apr 2007, 02:33 
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corpse should point to a feature, not a model


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 Post subject:
PostPosted: 02 Apr 2007, 02:41 
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Joined: 12 Dec 2005, 01:49
I know, I fixed that a while back..

It may not be the unit fbi after all, because several of my units won't work.. Nothing except the commander is there..

Does it have to be specified that it is in the mod somewheres else?..


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 Post subject:
PostPosted: 02 Apr 2007, 21:09 
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Joined: 12 Dec 2005, 01:49
Should I turn the infolog in? I have worked on this single problem for 5 hours total, and its really stunting my production... :evil:


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 Post subject:
PostPosted: 03 Apr 2007, 05:21 
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Joined: 24 Oct 2006, 12:45
Location: Nebraska
Try pointing to a feature not a model:

Corpse=HMBT.s3o;


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