Mod Question Repository... Questions come in, answers go out - Page 5

Mod Question Repository... Questions come in, answers go out

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

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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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Okie dokie.. I'll do that.. I guess I need to rely on stuff anyways :?
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

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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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

What's happening when you use that?
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

"/Energy and metal related" is missing a slash.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

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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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Then flip them horizontally instead. Don't forget to undo what ever you did.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I did, so far no problems to report with my comm, yippee! :-)
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

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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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Only coming from a corner is probably an exceedingly bad idea in regards to pathfinding.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

...

Would the yardmap work though?

(I think it would, it looks good to me..)
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Flozi is very correct, though theoretically it should work. Might want to double the width of the o's.
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

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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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

O means solid, c means opens.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I noticed that like.. 5 seconds after I posted it, lol.. :lol:
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

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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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

corpse should point to a feature, not a model
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

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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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

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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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

Try pointing to a feature not a model:

Corpse=HMBT.s3o;
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