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Posted: 25 Mar 2007, 01:10
by zwzsg
detailtex2.bmp sounds like the default detail texture for maps. That is, the texture that is overlaid on the texture of every map, so it looks detailed up close. But if you miss it, you're gonna miss many other default data I guess too. Make sure your modinfo.tdf has the "springcontent.sdz" depency.

Posted: 25 Mar 2007, 01:18
by Snipawolf
Okie dokie.. I'll do that.. I guess I need to rely on stuff anyways :?

Posted: 25 Mar 2007, 21:37
by Snipawolf
Aghhh!

I do not know what I should do with this FBI...

It's not working and I have all of the things required filled out..

if ya wanna take a look, I'll make it small and post it..

//Internal settings
BuildPic=HCOMM.png
Category=HUMAN AIR COMMANDER;
ObjectName=HCOMM;
Side=HUMAN;
TEDClass=COMMANDER;
UnitName=HCOMM;

//Unit limitations and properties
Commander=1;
ActivateWhenBuilt=;
BuildDistance=500;
BuildTime=500;
Corpse=HCOMMCORPSE;
DamageModifier=;
Description=Commander's Ship;
MaxDamage=1500;
Name=Command Ship;
RadarDistance=1500;
RadarDistanceJam=1000;
SightDistance=1500;
SonarDistance=;
SonarDistanceJam=;
SoundCategory=HCOMM;
Upright=0;
WorkerTime=500;
levelground=;

/Energy and metal related
BuildCostEnergy=5000;
BuildCostMetal=3000;
EnergyMake=5;
EnergyStorage=500;
EnergyUse=;
ExtractsMetal=;
MakesMetal=;
MetalMake=5;
MetalStorage=500;
MetalUse=;
TidalGenerator=;
WindGenerator=;

//Pathfinding and related
Acceleration=.2;
BrakeRate=.3;
FootprintX=4;
FootprintZ=4;
MaxSlope=500;
MaxVelocity=2;
MaxWaterDepth=20;
MinWaterDepth=20;
MovementClass=HCOMM;
TurnRate=1000;
Waterline=;
YardMap=;

//Abilities
Builder=1;
Airhoverfactor=0;
CanAttack=1;
CanCapture=0;
CanFly=1;
CanGuard=1;
CanHover=0;
CanMove=1;
CanPatrol=1;
CanStop=1;
CantBeTransported=1;
CloakCost=;
CloakCostMoving=;
CruiseAlt=150;
Floater=;
HighTrajectory=;
HoverAttack=1;
Init_Cloaked=;
IsFeature=;
IsTargetingUpgrade=;
LeaveTracks=;
MinCloakDistance=;
OnOffable=;
Stealth=;

//Abilities new to Spring
LeaveTracks=;
TrackOffset=;
TrackStrength=;
TrackStretch=;
TrackType=;
TrackWidth=;
CanDropFlare=;
FlareDelay=;
FlareDropVector=;
FlareEfficiency=;
FlareReload=;

//Weapons and related
BadTargetCategory=;
ExplodeAs=;
Kamikaze=;
KamikazeDistance=;
NoChaseCategory=;
SelfDestructAs=;
SelfDestructCountdown=15;
Weapon1=GUNSHIPLAS;
Weapon2=GUNSHIPLAS;
Weapon3=GUNSHIPLAS;
Weapon4=GUNSHIPLAS;


Note, the extra stuff is all leftovers from my blank FBI, I don't know if I need any of it or not, so I'll keep it...

Do I need to delete it to make my Comm work!? :shock:

Edit: Nope, deleting it all didn't make it work...

Posted: 26 Mar 2007, 07:52
by KDR_11k
What's happening when you use that?

Posted: 26 Mar 2007, 11:55
by rattle
"/Energy and metal related" is missing a slash.

Posted: 30 Mar 2007, 02:35
by Snipawolf
Hmm, its not that problem rattle.. Nothin to worry about, IT WAS THE [ ] AND { } THAT SCREWED IT UP!!! ARRGHHHH!! That makes me angry and disappointed in myself!


It says its searching for corcom though.. and I can't find this problem, I'm gunna check everything... (I only have the commander anyways... and I made most of my stuff from scratch... :? )

Edit: Corcom problem was a Spring SP problem! O.o

Edit: lmfao, I wondered why I didn't have cursors for a few seconds, then it hit me like a brick.. TO TEH GIMP!!!

Edit: BTW, My comms textures are screwed, even when flipped!! :?

Posted: 30 Mar 2007, 09:37
by rattle
Then flip them horizontally instead. Don't forget to undo what ever you did.

Posted: 30 Mar 2007, 13:16
by Snipawolf
I did, so far no problems to report with my comm, yippee! :-)

Posted: 01 Apr 2007, 21:56
by Snipawolf
Alright, now then, I need my factory built, but I don't have a clue as to how to do it...

Its a 10x10, and I need a yardmap, and a script.. I dunno how to do a script for it, but that can be fixed later... I need a yardmap, cuz I can't just steal someone elses :wink:

So, I guess if I want an area where it comes from a corner would be like this

cccccccccc
cccccccccc
cccccccccc
cccccccccc
ccccoocccc
cccooccccc
ccoocccccc
cooccccccc
oocccccccc
occccccccc

?

Posted: 01 Apr 2007, 22:05
by FLOZi
Only coming from a corner is probably an exceedingly bad idea in regards to pathfinding.

Posted: 01 Apr 2007, 22:09
by Snipawolf
...

Would the yardmap work though?

(I think it would, it looks good to me..)

Posted: 01 Apr 2007, 22:10
by Peet
Flozi is very correct, though theoretically it should work. Might want to double the width of the o's.

Posted: 01 Apr 2007, 22:10
by Zpock
Try, and if it dosnt work rotate the building 45degs in upsring and adjust the buildmap to let units go out straight down. Yeah and wide O:s might be a good idea.

Posted: 01 Apr 2007, 22:45
by KDR_11k
O means solid, c means opens.

Posted: 01 Apr 2007, 22:59
by Snipawolf
I noticed that like.. 5 seconds after I posted it, lol.. :lol:

Posted: 02 Apr 2007, 02:41
by Snipawolf
I was hopin I could handle something so minute as a tank fbi, but.. I am wrong.. Spring crashes when I have this specific FBI in game..

[UNITINFO]
{
Name=Main Battle Tank;
UnitName=HMBT;

// Required Tags
BuildCostEnergy=0;
BuildCostMetal=200;
BuildTime=1500;
Category=TANK METAL;
FootprintX=2;
FootprintZ=2;
MaxDamage=50;
ObjectName=HMBT.s3o;
Side=HUMAN;
SoundCategory=HCOMM;
TEDClass=TANK;

// Movement
BrakeRate=0.1;
MovementClass=HMBT;
Acceleration=.5;
CanMove=1;
MaxVelocity=3;
MaxSlope=15;
TurnRate=250;

// Abilities
CanAttack=1;
CanGuard=1;
CanPatrol=1;
CanStop=1;

// Sight/Radar
SightDistance=500;

// Misc
BuildPic=HMBT;
Corpse=HMBT.s3o;
MaxWaterDepth=20;
}

Posted: 02 Apr 2007, 03:33
by FLOZi
corpse should point to a feature, not a model

Posted: 02 Apr 2007, 03:41
by Snipawolf
I know, I fixed that a while back..

It may not be the unit fbi after all, because several of my units won't work.. Nothing except the commander is there..

Does it have to be specified that it is in the mod somewheres else?..

Posted: 02 Apr 2007, 22:09
by Snipawolf
Should I turn the infolog in? I have worked on this single problem for 5 hours total, and its really stunting my production... :evil:

Posted: 03 Apr 2007, 06:21
by MadRat
Try pointing to a feature not a model:

Corpse=HMBT.s3o;