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Posted: 21 Dec 2007, 10:30
by Abokasee
Out of intrest, how do you get upspring to add your newly added .zip texture archive to be add-able to texture groups?

Posted: 21 Dec 2007, 10:38
by rattle
Look at the OTA texture pack zwzsg(?) made, it's self-explanatory.

I used an early version of Gundam,

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

Posted: 31 Dec 2007, 01:35
by hamsate
Hooray. :D

I figured out what kept crashing the game when I tried my unit. I think it was because the image files I used for the textures weren't inside the UnitTextures folder. How silly of me. :lol:

I'm so happy, now that I can make a unit appear in-game. Thanks for your help everyone. :-)

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

Posted: 31 Dec 2007, 06:53
by hamsate
Oookay, next problem.

So I sent my mod to a friend, but since I can't zip it up into .sd7 format until I find where I can get a zipper, I've resorted to putting it into a .SDD folder.

Problem here is that I can play it normally, alone, but when my friend or I make a room for the mod, the player that joins gets a sync error. I've talked to one guy about it, and he says that's it is within my mod. I'm pretty sure of that too, since we can host other mods with any errors.

Anybody want to help? Thanks.

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

Posted: 31 Dec 2007, 07:13
by Pressure Line
7zip for making sd7 and winrar for making sdz. (hint they are just renamed .7z and .zip files respectively)

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

Posted: 04 Jan 2008, 02:53
by Argh
Er, I hate to admit this, but... er... I'm stumped.

Is there a way to specify that a unit cannot be captured? I can't seem to find one...

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

Posted: 04 Jan 2008, 08:08
by KDR_11k
OTA used capturable=0, no idea if that's implemented.

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

Posted: 04 Jan 2008, 16:57
by Peet
It's not in unitdefhandler, so I'd assume no.

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

Posted: 04 Jan 2008, 17:14
by [Krogoth86]
I don't know if it's applicable for you but what if you just set commander=1 ? AFAIK that also makes your unit unconquerable...

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

Posted: 04 Jan 2008, 18:01
by Argh
No, I don't want to set the unit to commander=1. Bummer!

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

Posted: 04 Jan 2008, 20:11
by rattle
Comms can be captured, IIRC.

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

Posted: 04 Jan 2008, 20:37
by Argh
I haven't tested it yet, but after reading the CAI source, I think you may be right. I've already made a Feature Request, maybe somebody will show mercy and implement this ;)

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

Posted: 04 Jan 2008, 20:38
by bobthedinosaur
okay, not capture related, but what is the latest with melee weapons?
has an one played with the concept lately? do you till have to slave them to a null weapon for aiming, and are there any mods ou there that use sudo-melee weapons if not working melee?

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

Posted: 04 Jan 2008, 20:44
by KDR_11k
Well, the Worm in KP 2.0 uses melee.

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

Posted: 04 Jan 2008, 21:34
by bobthedinosaur
last one for now, i promise. pertaining to the new .76 weapon tag 'projectiles'. does each projectile do the defined damage like burst; (ie: a projectile=10 and damage of 10, all 10 hit target 100 damage is done)?

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

Posted: 04 Jan 2008, 22:14
by KDR_11k
yes

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

Posted: 05 Jan 2008, 13:46
by [Krogoth86]
Is it possible that a flying kamikaze unit blows itself up when you give an attack order on some plain ground? Because right now it only works when it has an enemy unit it can kill - if you want it to detonate on a specific position it just keeps moving above that spot (I think the flying ability avoids getting "close enough" somehow)...

I tried to increase the kamikaze distance and decrease the cruisealt but it didn't help (besides that it detonates too far away from an enemy unit then :wink: )...

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

Posted: 06 Jan 2008, 03:16
by rattle
Since my KILL_UNIT (get 121?) patch was committed you could put a melee weapon onto the unit and have the unit kill itself in FireWeapon.
I don't know how flying units respond to melee weapons however.

You could kill or remove it and spawn an explosion through Lua too I think.

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

Posted: 07 Jan 2008, 15:01
by [Krogoth86]
Did you ever get something like this and know how to solve it?
From the infolog:
Error parsing units/corspectre.fbi: Bad TDF text at line 1
WARNING: removed the "corspectre" entry from the "coralab" build menu
I don't know what shall be wrong there - in the first line there just is the [UNITINFO] . I tried to copy the FBI straight away from other mods and renamed it from corspec to corspectre but it still gives me this error and you also cannot cheat the unit into the game...

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

Posted: 07 Jan 2008, 16:18
by Peet
Most certainly a syntax error somewhere in there...pastebin the fbi.