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Moderator: Moderators
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.
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!?
Edit: Nope, deleting it all didn't make it work...
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!?

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

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
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
?
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

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
?
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;
}
[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;
}