Mods with ditch diggers.

Mods with ditch diggers.

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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CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Mods with ditch diggers.

Post by CaptainMaim »

Are there any mods with ditch digging bots? The only way I know how to do this is with a string of land mines. Is there another way?
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mods with ditch diggers.

Post by KDR_11k »

Um, CA? You know, that big feature Katamari?
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Re: Mods with ditch diggers.

Post by CaptainMaim »

I don't understand. Why would I want a feature (like a tree or rock) to create a ditch? I was hoping for some sort of unit with a dirt blasting gun or a modified builder or something like that. Something that doesn't take up huge amounts of unit space to create a ditch with.
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Re: Mods with ditch diggers.

Post by CaptainMaim »

Okay after playing CA, and creating a wall and a ditch I watched with my mouth gapped open... Okay I'm a fan. That's AWESOME!!! THANKS!

Would it possible to get that feature separated so I could play it with other mods?
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Mods with ditch diggers.

Post by kiki »

Simbaes

Go bother the BA thread.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Mods with ditch diggers.

Post by Peet »

kiki wrote:Go bother the BA thread.
Unless you enjoy having sleksa nerdrage at you, I would highly recommend you don't do this :P
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Re: Mods with ditch diggers.

Post by [XIII]Roxas »

"And lord, let us pray for the sinners in their time of need...."

Extract the units' scripts, 3DO files, and FBI files.

Steps to do so:

1) Unpack the CA____.sdz or .sd7, with WinRAR/WinZip into a directory.

2) Find the unitnames for the Trench deformer, and the Wall deformer. It's something simple, like trench, if memory serves. You can find this by either asking around, or looking through the 'Disabled units' list in the lobby.

3) Pull the FBI files with those names out of the units sub-directory. Place them in a new folder, somewhere that you won't forget.

4) Open the objects3d sub-directory. Take out the 3DO files that have the same unitname as the FBI file. Place these in the same directory which you placed your FBI files.

5) Open the scripts sub-directory. This folder contains two types of file which you need: .bos, and .cob. Find the unitname, once again, and take those scripts out. Place them into your EASY-TO-FIND folder.

6) Open up the 'unitpics' folder. These are the buildpictures for your units. There will be a picture with your unitname. You will take this file out, and place it in your seperate directory.

7) These files so far are simply that: Files. Now, you said you wanted to place these in another mod? BA, perhaps? We shall use BA as the example.

8) Extract BA_Installer_Version.sdz to another, seperate folder. If you take a peek inside, you can see that it ALSO has a units folder, a 3do folder, a scripts folder, and a unitpics folder.

9) Take your files which you extracted from CA, and place them in the respective folders. For example, say I took 'ArmTestTube.fbi' from the units folder in the CA extraction. I would then place this into the BA units folder.

10) Open the 'gamedata' folder. In it, you will see a file called 'Sidedata'. Open it, using wordpad. You will see a whole lot of words. The part that concerns you is the ARMCOM. Under 'CANBUILD', add another directory.

Excerpt from SIDEDATA:

Code: Select all

[CANBUILD]
{
	[ARMCOM]
	{
		canbuild1=armsolar;
		canbuild2=armtide;
		canbuild3=armwin;
		canbuild4=armmstor;
		canbuild5=armestor;
		canbuild6=armuwms;
		canbuild7=armuwes;
		canbuild8=armmex;
		canbuild9=armuwmex;
		canbuild10=armmakr;
		canbuild11=armfmkr;
		canbuild12=armlab;
		canbuild13=armvp;
		canbuild14=armap;
		canbuild15=armsy;
		canbuild16=armeyes;
		canbuild17=armrad;
		canbuild18=armsonar;
		canbuild19=armdrag;
		canbuild20=armfdrag;
		canbuild21=armllt;
		canbuild22=armtl;
		canbuild23=armrl;
		canbuild24=armfrt;
		canbuild25=armdl;
	}
You would insert canbuild26. USE YOUR UNITNAME.

Code: Select all

        canbuild26=trench;
Take care to not erase the semi-colons, OR the brackets at the end. They are needed.

11) Save your additions to the Sidedata file. Now, the easiest part. Go back to your root directory (Where you can see all the BA folders) and select everything. You will creat the archive 'BA_Installer_Version.sdz'. MAKE SURE TO CHANGE THE ARCHIVE TYPE TO .ZIP, NOT .RAR, BEFORE you name it.

12) Place this archive into your 'Mods' directory. Open Spring, and have fun.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Mods with ditch diggers.

Post by lurker »

You forgot about copying over \luarules\gadgets\unit_terraform.lua
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Mods with ditch diggers.

Post by kiki »

Peet wrote:
kiki wrote:Go bother the BA thread.
Unless you enjoy having sleksa nerdrage at you, I would highly recommend you don't do this :P
well, when I step aside, reading it has begun to give me lulz. Also, he happens to break lots of forum rules while hes at it. Actually, terraform would be good for ba.

<insert sleska's nerdrage here>
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nemppu
Posts: 417
Joined: 25 Jun 2007, 22:27

Re: Mods with ditch diggers.

Post by nemppu »

kiki wrote:
Peet wrote:
kiki wrote:Go bother the BA thread.
Unless you enjoy having sleksa nerdrage at you, I would highly recommend you don't do this :P
well, when I step aside, reading it has begun to give me lulz. Also, he happens to break lots of forum rules while hes at it. Actually, terraform would be good for ba.

<insert sleska's nerdrage here>
sleksa > all of you
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Mods with ditch diggers.

Post by kiki »

Oh my, was that my nemppu who said that?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Mods with ditch diggers.

Post by Saktoth »

Ignore everything Roxas said, unit_terraform.lua is where all the magic happens.

Either way, you'd have to create a new mod if you wanted to use these in a mod other than CA, because AFAIK (kiki said simbaes has it? no idea) only CA has this feature. So no, you cant get this in BA or something and play it online.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Mods with ditch diggers.

Post by Peet »

Simbase does have it as well.
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Re: Mods with ditch diggers.

Post by [XIII]Roxas »

My bad, I forgot about that.
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Re: Mods with ditch diggers.

Post by CaptainMaim »

I'm fully aware I can't play it online with these changes. That much was obvious when I got the idea.

Do I have to put it in a mod? I used to be able to toss a unit in the root and just let the game add it to everything. They change that?

Also... I don't know what the hill unit names are. And I notice I can't build a ramp, and building a wall takes a good while. Any suggestions on how to a) build a ramp b) speed up wall building. I want to make a small fort but it takes so long to deform the terrain in little cubes. I'm kinda disappointed that the advanced units can't deform larger or taller blocks.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Mods with ditch diggers.

Post by lurker »

Yes, you can put the files loosely, in the root or such. I don't know exactly how you place them, but then they'll get in the way if you want to play online. But to make them build faster is very easy. Go into the .fbi of the unit and set the buildtime and possibly the energy cost to lower numbers.
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Re: Mods with ditch diggers.

Post by CaptainMaim »

No no, I'm not complaining about how long it takes to do a single deform. I mean when I want to stack 10 of them up in a wall. THAT takes a long time. I'd like it if there were more than one stage of terraform. Like a half step, a step, and a double step. Then I could make a ramp and I could make walls twice as fast as I wouldn't have to do two passes I could just do one.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: Mods with ditch diggers.

Post by rcdraco »

It takes a while, and takes some micro management, because you shouldn't be able to make a whole ominous tall plateu in seconds.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Mods with ditch diggers.

Post by SinbadEV »

KDR_11k wrote:Um, CA? You know, that big feature Katamari?
CaptainMaim wrote:I don't understand. Why would I want a feature (like a tree or rock) to create a ditch? I was hoping for some sort of unit with a dirt blasting gun or a modified builder or something like that. Something that doesn't take up huge amounts of unit space to create a ditch with.
Modern English is Awesome... I think KDR_11k just coined a new word.

Feature Katamari (noun): Colloquial term for a project (for example a piece of software) that seems to pick up as many features as it can like a Katamari picks up any object if bumps into and becoming bigger. In particular it would describe a project that would pick up any features it could(regardless of usefulness), often from other projects, just because they are cool. Resulting in a hodgepodge of random features.
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Re: Mods with ditch diggers.

Post by CaptainMaim »

That sounds like Spring alright.
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