What tools do i need for unit pack creating

What tools do i need for unit pack creating

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

What tools do i need for unit pack creating

Post by Rayden »

Ok, sry if this has been 1000 times before.

Can i use the old tools i also used for OTA? like hpi packer and so on.
And do the editors which checked conflicts with weapon id's and so on still work with TA:Spring?

PS: Would be great if you could give me a downloadlink to the best ufo/hpi and what ever else tools i need for this.
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

There's a [ shitload ] of different utilities to edit your TA, but I reccomend that you download [ this ]. It will cover the majority of your needs.

Of course, to know how to use them, you'd need to read a few [ tutorials ]. Have fun, don't be afraid to ask questions.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: What tools do i need for unit pack creating

Post by PauloMorfeo »

Rayden wrote:Ok, sry if this has been 1000 times before.
...
Maybe we are in need of having a sticky thread with mentioned tools to do ... whatever is needed.

I will not start such a thread because i don't know them.
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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

Thanks,
now at least i could recompile my files to get useful(?!) error messages from game.

1) What means a parsing error in any *.tdf? That some command is written wrong or not existing?

2) It says to me that damage is missing for this weapon

Code: Select all

[armMech_CANNON]
	{
	ID=129;
	Name=mECh-Plasma Cannon;
	RenderType=3;
	LineOfSight=1;
	Turret=1;
	Model=NrgyShlA;
	Range=500;
	ReloadTime=1.4;
	WeaponTimer=2;
	WeaponVelocity=500;
	AreaOfEffect=4;
	SoundStart=KroGun1;
	SoundHit=XploMed2;
	SoundWater=SplsSml;
	Tolerance=500;
	Explosiongaf=fx;
	Explosionart=explode5;
	WaterExplosiongaf=fx;
	WaterExplosionart=h2oboom1;
	LavaExplosiongaf=fx;
	LavaExplosionart=lavasplashsm;
	StartSmoke=1;
	[DAMAGE]
		{
		default=160;
		}
	}
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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

no idea anyone? :(

Btw. does anyone remember this HPI Tool which checked weapons id, buildmenue, unit id and much more (i guess it was from the developement team with the green alien head)
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Just link to zwzsg's Ultimate FAQ on TAU.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Yep.
Read the section Editing and Modding in said FAQ. To discuss unit making, may I suggest using the TAUniverse / Unit Design / Forum ?

And I believe it is known from long ago that Spring doesn't care about TA limitation of only 512 units and only 256 weapons with each having to have an unique ID number between 0 and 255.
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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

we already found the error .. it was sneaky ... missing return at end of tdf files .. OTA allowed this.

Anyway thanks for your links
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