Secret Project C

Secret Project C

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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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Secret Project C

Post by SinbadEV »

I have an idea for a mod, I have all the model modeled and textured, I need someone familiar with scripting and mod compilation to help me cause I'm lost... This is seriousely like a 10 minute job and I just need someone I am sure knows what to do to point me in the right direction or help me out... I would post my questions here but that would ruin the surprise...

If you think you want to help me out PM me... if you want to whine about me posting or telling you my idea or whatever... post it here...

No bites yet?

I'm going to bed... I'll try to get back at you in the morning with what I have if you respond.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Ok.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I'm sorry, this is really starting to piss me off... so public asking time.

This isn't what I'm trying to do but I would like to know this and then I will be able to work from there.

I want to create a Unit that has only one piece, when it moves i don't need any animation, I just want it to turn the direction it's going and slide over there. I want this unit to be the one unit I start with and I want it to be able to build other units but it doesn't need any nano animation, just the stream coming from the middle of the one base object. When this unit dies I want it to just disapear and leave no wreakage.

I want a mod containing only 1 side with this one unit as the only unit.

So basically the minimum amount of code/files/scripting to make this work.

Currently I thought I had done this but when I load the game with my mod, I choose my start position and the timer counts down and the game just stops executing.

If you are able to provide with such a single unit mod I know I will be able to extrapolate the rest of my idea from it... if you would like to see what I've done and guarantee that you can get what I have described working let me know... best option here is probably IMing me, all my stuff is in my profile and you can email me at theonlybendavis at yahoo dot com. Or reply here obviousely.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Give us some info, and people will get interested and critique (or most cases, slobber over it...) it.

I'm not to brilliant at Scripts. And can make them fine, but mine seem to have this tendency to not be read correctly by the engine (in other words, nothing animates). And debug most scripts as long as the issue isn't too complex or has something to do with the units's fbi file... (I think that was actually the cause of Epic TA aiming bug - I'd messed up the firearcs in the fbi)
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Hehe, that is like saying "I can code perfectly, but the compiler interprets my code wrong" ;)
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Sorry, my idea is only cool if I can post the final finished product in working form, if you want to help me Guess, I could spoil the surprise for you and send what I have over, email me so I can send it if you think you can do it.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I won't be able to do anything until after tomorrow afternoon, when the main comp gets fixed.
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

SpikedHelmet, is working in the C&C mod, (iirc), and he told you he can help,
(or at least said, "ok"... ).

PM him :? .
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FoeOfTheBee
Posts: 557
Joined: 12 May 2005, 18:26

Post by FoeOfTheBee »

SinbadEV wrote: Currently I thought I had done this but when I load the game with my mod, I choose my start position and the timer counts down and the game just stops executing.
My best guess is a bad sidedata.tdf file.

You can check out a working example here: http://www.ta-spring.com/mods/xectvsmyn ... /gamedata/
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

You can also see a working example in the xta mod file. Quit pimping your own mod :P
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

With the help of foeofthebees and LazyScriptor and stealing some information from XTA, I'm 90% of the way...

my unit is basically self replicating, it now shows up as my commander, plane lifts up, moves and builds it's copy, but no matter what I set:

buildtime=1;
workertime=1000;

to, it takes forever to build anything, and I have NO nano bits flying around.


[UNITINFO]
{
unitname=SECRET;
version=0.1;
downloadable=1;
side=BLACK;
objectname=SECRET.S3O;
designation=SECRET_PIECE;
name=SECRET;
description=WITHELD Piece;
footprintx=2;
footprintz=2;
buildcostenergy=100;
buildcostmetal=100;
maxdamage=100;
maxwaterdepth=255;
maxslope=10;
energyuse=0;
buildtime=1;
workertime=1000;
bmcode=1;
builder=1;
threed=1;
zbuffer=1;
noautofire=0;
sightdistance=5000;
radardistance=5000;
soundcategory=WITHELD_PIECE;
energystorage=100;
metalstorage=100;
explodeas=BIG_UNITEX;
selfdestructas=BIG_UNIT;
category=WITHELD_PIECE;
tedclass=CNSTR;
copyright=NFB Don't Be Stupid Licence;
mobilestandorders=1;
standingmoveorder=1;
canmove=1;
healtime=30;
canpatrol=1;
canstop=1;
canguard=1;
maxvelocity=7.6;
brakerate=1.5;
acceleration=0.18;
turnrate=620;
steeringmode=1;
shootme=1;
canfly=1;
healtime=30;
cruisealt=80;
scale=10;
bankscale=1.5;
builddistance=90;
canreclamate=1;
energymake=100;
metalmake=100;
defaultmissiontype=VTOL_standby;
maneuverleashlength=100;
healtime=33;
}

// script generated by Marcosoft LazyScripter
// by Marco for Quantum Design - http://www.annihilated.com/quantum

piece base;

static-var restore_delay;
#define SIG_AIM1 2
#define SMOKEPIECE1 base
#include "smokeunit.h"
#include "exptype.h"
#include "rockunit.h"
#include "hitweap.h"


Create()
{
restore_delay = 2000;
start-script SmokeUnit();
}

SetMaxReloadTime(time)
{
restore_delay = time * 2;
}

RestoreAfterDelay()
{
sleep restore_delay;
// Add code to reset turret(s) to normal position
return 0;
}

SweetSpot (piecenum)
{
piecenum = base;
}

QueryPrimary (piecenum)
{
piecenum = base;
}

AimFromPrimary (piecenum)
{
piecenum = base;
}

AimPrimary(heading, pitch)
{
signal SIG_AIM1;
set-signal-mask SIG_AIM1;
// Place aiming animation code here
start-script RestoreAfterDelay();
return(TRUE);
}

FirePrimary()
{
show base;
sleep 150;
hide base;
return(0);
}

Killed(severity, corpsetype)
{
if (severity <= 25)
{
corpsetype = 1;
explode base type BITMAPONLY | BITMAP1;
return(0);
}
if (severity <= 50)
{
corpsetype = 2;
explode base type SHATTER | BITMAP4;
return(0);
}
if (severity <= 99)
{
corpsetype = 3;
explode base type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
return(0);
}
corpsetype = 3;
explode base type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
return(0);
}
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I'll help out if you like me to, I already guessed your mod though ;)
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Yay for a Caesar 2 remake. I loved those games. It'll be tricky putting it together, but I think the result will be nifty.


<_< >_>

>_> <_<
Last edited by Nemo on 24 Feb 2006, 03:32, edited 1 time in total.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

What are you talking about?

BTW, thanks everyone whoes been helping me... once I wrap my brain around it all I promise to be nicer...
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I Know what it is, but it aint chess ;)
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

okay I've got my "1 unit" into spring, but I'm getting no nano stream at all still and no matter what I set the speed too or the health to, or the move type to, or the nano distance to, it still takes about 20 minutes to build the thing... I copied my units inf data from an XTA(might have been AA) ARMACA... and made my script using lazyscripter...

my current guess is that I'm not choosing the right "weapon" or "aimpoint" or whatever to build from... since my unit is "complete enough to show up in spring" I can acctually move onto making the rest of the mod... but if my commander can't build period... it's going to really suck...
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Seriousely... the prject is basically done minus 3 things..

I need a pair of alpha'ed tgas that would basically make my entire UV map be solid team color in S3O format.

I need a script for a con unit where "base" is a small cube sticking out the bottom of a plane and "body" is the acctual plane model, such that the small cube is the source of the nanostream...

If someone can goive me those two items I will be able to finish my product.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Team colours is down... only thing left is the script... and does anyone know if it's possible to give a unit 100% vision to eliminate FOW?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Er... yeah, I suppose you could give them vision that was a larger number than the largest (current) possible mapsize... but... that'd lead to some Bad Things Happening, methinks, because of the additional strain put on the engine, determining real-time LOS.

And if you mean, "can we have no LOS whatsoever in Spring"... the answer to that is "no, not at this time". Even flying units at godlike cruisalts are going to not be able to see things 100% of the time.
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