My unit doesn't moves (aka "i suck at moding")

My unit doesn't moves (aka "i suck at moding")

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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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

My unit doesn't moves (aka "i suck at moding")

Post by PauloMorfeo »

ModInfo:

Code: Select all

[MOD]
{ 
	Name=...
	ModType=1;
	//NumDependencies=0;
	NumDependencies=1;
	Depend0=springcontent.sdz;
}
MoveInfo:

Code: Select all

[CLASS0]
{
	Name=BotFT2VStrong;
	FootprintX=2;
	FootprintZ=2;
	MaxWaterDepth=10;
	MaxSlope=40;
	CrushStrength=25;
}
The TLL Commander:

Code: Select all

[UNITINFO]
{
	UnitName=TllCom;
	Name=Supreme Commander;
	Description=Qualquer coisa!;
	...
	FootprintX=2;
	FootprintZ=2;
	...
	//SoundCategory=Comander;
	MaxSlope=10;
	Category=All Tll Lvl10;
	...
	// ##### Mobilidade #####
	CanMove=1;
	MovementClass=BotFT2VStrong;
	MaxVelocity=1;
	Acceleration=0.1;
	BrakeRate=0.2;
	TurnRate=1000;
	//MaxWaterDepth=;
	//MinWaterDepth=;
	CantBeTransported=1;
	Mass=10000;
	NoChaseCategory=Air;
	Upright=1;
	
	// ##### Habilidades #####
	...
	Commander=1;
	...
}
The bastard just won't move. It doesn't even has a move button or anything...

And Ctrl+c doesn't selects him.
Correction, found it out. It has to have "Commander" in "Category"... Weird, should go just by the tag "Commander=1;"...
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

does it have:

canmove=1;

?
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Yes...

And MovementClass, MaxVelocity, Acceleration, BrakeRate and TurnRate...
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

Category=All Tll Lvl10 commander;
I think you need to inform that the "qualquer coisa" (something) is a kbot, a ship, or a flying chouriço!
Also all mods still have the TEDclass=commander; line, that perhaps would still needed as happens with the factories.From other units you can remove the TEDclass line without any trouble.
PS or a Commander :?:
VonGratz :wink:
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

VonGratz wrote:... a flying chouriço!
...
:lol: A flying chouriço, hahahahaah!
VonGratz wrote:... all mods still have the TEDclass=commander; line, ...
That doesn't seems to do anything anymore. As far as i know, the only use for TEDclass is to make units factories by assigning them "builder". That is, beyond the uses that Category also serve (weird to have 2 tags for, mostly, the same thing).
VonGratz wrote:...
I think you need to inform that the "qualquer coisa" (something) is a kbot, ...
And how do i do that? Add Kbot to category? Tried that and does nothing (good thing, though. It would suck to be because of that...)
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

can it fire its weapon?
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

....That doesn't seems to do anything anymore. As far as i know, the only use for TEDclass is to make units factories by assigning them "builder". That is, beyond the uses that Category also serve (weird to have 2 tags for, mostly, the same thing)....Because this Ive written perhaps :-)
Another perhaps can be:
steeringmode=2;Only for kbots, still appeared in last XTA
and to complete MaxWaterDepth=120;
and change maxslope=22;The possibility of a commander landing in one very sloped corner of a map exist. Once time, in the SPRING version 4 or 5 , I was unable to play a map because always the commander landed in peaks of island mountains and my unit not was fitted with parachutes. :-)
VonGratz :wink:
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

NOiZE wrote:can it fire its weapon?
Haven't assigned a weapon to him yet. I am making all tdfs clean from scratch and no weapon has been created yet to give it to him.
VonGratz wrote:...
Another perhaps can be:
steeringmode=2;Only for kbots, still appeared in last XTA
and to complete MaxWaterDepth=120;
and change maxslope=22;The possibility of a commander landing in one very sloped corner of a map exist. ...
Shouldn't be the maxslope or max water depth because, if it was, it would still have the possibility to give move orders (it would just complain that it can't reach destination).

Off to try giving it a weapon and steeringmode (hmm, i think steeringmode isn't even read by the source code).
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Could it be something to do with the script?

I just de-compiled the one from the original TllCom.cob and compiled it with Scriptor (don't know if it has needed settings i should take care of. There is 2 buttons for TA and TA:K!?).

Could it be it?
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

I think that not is the script.
Its OK. compiling, decompiling and compiling again.
Ive utilized TA in Scriptor.The right *.h (head) files were called to be included in the COB through this first line:
#define TA // This is a TA script
Opening the Scriptor folder you will find others walk.h that are only for TAKingdoms.
Can you put the model, unit and script in FILEUNIVERSE?
One image ( or something moving) is better than a thousand of words :wink:
VonGratz
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

PauloMorfeo wrote:Could it be something to do with the script?

I just de-compiled the one from the original TllCom.cob and compiled it with Scriptor (don't know if it has needed settings i should take care of. There is 2 buttons for TA and TA:K!?).

Could it be it?
it could be the script...

of course the TA button needs to be activated

and in settings:

Linear: 163840
Angular: 182
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

NOiZE wrote: it could be the script...

of course the TA button needs to be activated

and in settings:

Linear: 163840
Angular: 182
You can be right. :idea:
My Scriptor done it without any trouble with these settings above.
VonGratz :wink:
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

VonGratz wrote:...
My Scriptor done it without any trouble with these settings above.
VonGratz :wink:
Does that means you managed to make the bastardly comm to move? If so could you explain precisely how you managed it?

I am really really really stuck. I've been busting my head and i can't figure out what is wrong...
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

The TLL commander still have the old unit FBI all tag lines!Some time ago Ive removed some lines Ive believe that dont matter in my mod and was disastrous :oops:
Im still learning about SPRING.But an old football (soccer) phrase can be remembered here.. " Dont change a winner team "..or unit ..if you dont know exactly why and how to improve it.
Do you put the right settings?
Please, put all the FBI file utilized here. :arrow:
VonGratz :wink:
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

I found out!!!!!!

My comm had:

Code: Select all

    ExtractsMetal=0.001;
Which was preventing him from moving. :oops:
Bad new is that it means that the comm can't also be metal extractor...

Thanks for trying to help, though.
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