some help

some help

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hilal
Posts: 35
Joined: 23 Feb 2006, 12:47

some help

Post by hilal »

Well you may or not know i have taken over the War at sea mod i have no real modding experience, i am taking off at alpha 0.2 and there are two problems.
The first is the mods residential areas make no energy i suppose this would have to do with the unit FBI and to my untrained eye i see nothing wrong
here is its code

Code: Select all

[UNITINFO]
	{
	UnitName=ghouses1;
	Version=1;
	Side=CORE;
	Objectname=ghouses1;
	Designation=AMF;
	Name=Residential Area;
	Description=Provides Energy;
	FootprintX=8;
	FootprintZ=7;
	BuildCostEnergy=760;
	BuildCostMetal=826;
	MaxDamage=4000;
	MaxWaterDepth=0;
	MaxSlope=10;
	EnergyMake=600;
	BuildTime=7956;
	WorkerTime=0;
	BMcode=0;
	Builder=0;
	ThreeD=1;
	ZBuffer=1;
	NoAutoFire=0;
	SightDistance=210;
	RadarDistance=0;
	SoundCategory=ARM_SOLAR;
	EnergyStorage=0;
	MetalStorage=0;
	ExplodeAs=SMALL_BUILDINGEX;
	SelfDestructAs=SMALL_BUILDINGEX;
	Category=CORE ENERGY LEVEL1 NOWEAPON NOTAIR NOTSUB ;
	TEDClass=ENERGY;
	Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
	YardMap=ooooooooooooooooooooooooooo;
	Corpse=ghouses1_dead;
	GermanName=Solarkollector;
	GermanDescription=Gewinnt Energie;
	UnitNumber=63;
	FrenchName=Capteur solaire;
	Frenchdescription=Produit de l'├â┬®nergie;
	EnergyMake=0;
	buildangle=4096;
	ActivateWhenBuilt=1;
	}
The second is the torpedo boats launch their torpedoes to the bottom of the sea im not sure where that problem lies though

here is the alpha 0.2 if your interested http://www.fileuniverse.com/?p=showitem&ID=1667

thanks in advance
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Energy make should work, and check your origins for fire points.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

from what I can see you have energymake in the file twice, once it sets it to 600, then later it sets it to zero. If you remove the second line I think it should work.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

well I apalogize, but I would like to hijack your thread on a related subject

one of my units is not working (either will not build or mod does not start T_T)
I am sure it is the fbi file. I want the unit to be built on a geo vent, produce energy, and construct units like a mobile builder does (i.e. lays them on the ground around it)

here is the fbi file contents:

[UNITINFO]
{
//Internal settings
unitname=BOREMC;
version=1;
side=BOREDOM;
objectname=BOREMC.S3O;
TEDClass=ENERGY;
category=BOREDOM METAL ENERGY NOWEAPON NOTAIR NOTSUB NOTSHIP LEVEL1 NOTLAND ALL;

//unit limitations and properties
ActiveWhenBuilt=1;
BuildDistance=200;
WorkerTime=100
BuildTime=1000;
Corpse=BOREMC_DEAD.S30;
SoundCategory=ARM_GEO;
SightDistance=250;
MaxDamage=800;
name=Mana Collector;
description=:Produces Energy and units;

//energy and metal related
BuildCostEnergy=0;
BuildCostMetal=300;
EnergyMake=300.0;

//Pathfinding and related
Maxvelocity=0;
BrakeRate=2.5;
Acceleration=0;
FootPrintX=4;
FootPrintZ=4;
MaxWaterDepth=0;
MovementClass=structure;
YardMap=oooo oGGo oGGo oooo;
MaxSlope=10;

ovradjust=1;
smoothanim=1;

//Abilities
Builder=1;
CanMove=0;
Can'tBeTransported=1;


//Weapons and related

There are likely some unnesiceary things in there as I was tring to fix it.
thanks
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Your torpedo problem probably has to due with either an error in the torpedo weapon file or a script-piece naming error.
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