Mod Question Repository... Questions come in, answers go out - Page 28

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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Nemo
Spring 1944 Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by Nemo »

One of the effects listed in those units' SFXTypes in the FBI doesn't actually exist. Go through the SFXTypes and make sure that all the entries are real effects in the gamedata/explosions folder
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Pxtl
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Re: Mod Question Repository... Questions come in, answers go out

Post by Pxtl »

Okay, i've been working more on my project to fix up CTA into a new OTA-ruleset-based mod, and I'm curious about something: is it bad to use a script that mentions parts that are not in the model?

I ask because I tried running CTA with BA models, and it worked surprisingly well. Model defects were fixed, skin colours were added, all that. However, I know that the CTA scripts involve showing/hiding parts that don't exist in the BA models - particularly muzzle-flares. Only exception is the Immolator, which I'll probably have to modernize myself.

So, by doing this, am I filling up some poor logfile with complaints about "part does not exist?" or some other error? Begging for a synch failure? Or is this okay (if stylistically bad)?
[Krogoth86]
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Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

Well it's not so bad as it doesn't ruin or unsync your game. But it spams messages and gives your mod a poor appearance (especially as it's easy to fix). When you take models from BA then just take their scripts too...
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Pxtl
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Re: Mod Question Repository... Questions come in, answers go out

Post by Pxtl »

[Krogoth86] wrote:Well it's not so bad as it doesn't ruin or unsync your game. But it spams messages and gives your mod a poor appearance (especially as it's easy to fix). When you take models from BA then just take their scripts too...
The BA scripts have completely different gameplay - different open/close behaviour, different rotation rates, etc.. So I can't. And I didn't see any messages onscreen in my tests.
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rattle
Damned Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by rattle »

Most of BA's scripts are direct rips from OTA. No idea how many of them changed at all since UH.

Someone with some more spare time should rewrite all of them from scratch.
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Pxtl
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Re: Mod Question Repository... Questions come in, answers go out

Post by Pxtl »

rattle wrote:Most of BA's scripts are direct rips from OTA. No idea how many of them changed at all since UH.

Someone with some more spare time should rewrite all of them from scratch.
Took a look - using an older version (AA 146) 90% of them are flawless using the OTA scripts, with only a handful of exceptions. What I didn't realize when I started is that the Spring engine works just fine with the OTA skins - I'd read somewhere that OTA texture maps were flawed in some way, but they seem to work fine for any teamcolour, so I don't know why Caydr (Uberhack?) did so much re-texturing for AA.

In other words, I'll probably just stick to filching the few models where they fix a model bug (mostly factories), but otherwise I'll leave them as-is.

Does anybody know what causes the slow-conboat-on-build bug?

Also, does Spring have support for sonar jammers? Or is the Fibber a "USE LUA" moment?

Finally, I was looking at the tags for pew-pew lasers. I assume that the thickness/core attributes of beamlasers apply to them, but how do I control the length of the pew-pew laser?
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KDR_11k
Game Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

duration
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bobthedinosaur
Blood & Steel Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

grr! :evil:
im using servo and upspring animators; both must have one of the axis' in the wrong direction that spring reads s3o animation because a similar models moves fine as an 3do... or im an idiot and something went terribly wrong during the cut an paste process....

:?:
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rattle
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Re: Mod Question Repository... Questions come in, answers go out

Post by rattle »

Upspring breaks angles >120 and <180 or some other value, can't remember. No idea what you mean otherwise.
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bobthedinosaur
Blood & Steel Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

okay for angles beyond that, how do you account for them
[Krogoth86]
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Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

I've got a problem using the amphibic-speed script (amphspeed.h) by Evil4Zerggin. Including it gives me some errors when compiling:
Compiling Bos...
Compiling amphspeed.h
Error (24): Unknown identifier MAX_SPEED [ C:\some paths here\amphspeed.h ]
Compiling sfxtype.h
Compiling exptype.h
Error (7): piece command must be called outside of a script body [ C:\some paths here\CORSEAL.bos ]

One or more errors occured while compiling the script.
What did I miss?
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Argh
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Re: Mod Question Repository... Questions come in, answers go out

Post by Argh »

It's looking for MAX_SPEED to be defined, which means you need to include the value, either with a header file (that's what I do) or just a simple #include. MAX_SPEED is a COB variable, defined in the Changelog, like many of the other custom COB variables that can be accessed through SET or GET (or both). In this case, adding the line:

Code: Select all

#define MAX_SPEED 75
Will do the trick.

The piece command error may be because the amphspeed requires a certain named Piece to operate properly, which isn't present in your script (and probably not the model, either). Read the script, see if it's referring to getting the world positions of any pieces.
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rattle
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Re: Mod Question Repository... Questions come in, answers go out

Post by rattle »

Include this instead of exptype.h, should be up to date.
[Krogoth86]
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Re: Mod Question Repository... Questions come in, answers go out

Post by [Krogoth86] »

Thanks you two but that constants.h also didn't work so I went ahead and just copied the exptype.h from CA and now it works... :-)
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rattle
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Re: Mod Question Repository... Questions come in, answers go out

Post by rattle »

Of course it does but it's not compatible to scripts which depend on exptype, so you need to tweak some bits with replace.
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bobthedinosaur
Blood & Steel Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

is it possible to create the "storm's face on a single polygon unit from ota" effect in spring, such as have units check camera angle and rotate thier plate around so they are aligned upright with the camera, but wait that would only lead to m,any user camera problems.

how about one that justs points north even when it turns?

edit:
what i mean is the same script that was used in ota cant be used in spring because spring doesn't use some of the same commands, so how would it be possible (with out using lua commands)?
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KDR_11k
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Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

Not possible, cameras are unsynced and COB cannot do unsynced, only lua.
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bobthedinosaur
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

what about pointing to map north and not camera north?
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KDR_11k
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Re: Mod Question Repository... Questions come in, answers go out

Post by KDR_11k »

Oh that's doable but why would you want that?
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bobthedinosaur
Blood & Steel Developer
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Re: Mod Question Repository... Questions come in, answers go out

Post by bobthedinosaur »

what would it look like, and because my units will look funny, ill show you when i get a working ingame shot.
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