|
 |
| Author |
Message |
|
hotho11owpoint
|
Posted: 11 Jun, 2012
|
|
Joined: 07 May, 2010 Posts: 261
|
Steam Group: http://steamcommunity.com/groups/supcom2013Download: http://sdrv.ms/KhkVJ5Known Issues: I took tracking off bombs, and need to tweak the numbers to they are just a touch more accurate (though they are good enough now to hit mexes, they are not accurate enough for PD/AA/radar unless you get lucky. A bunch of structures are now able to take advantage of Quantum Floating that were not able to in vanilla, and are missing their wrecks (though I am pretty sure I know how to fix this in their scripts, hopefully I can just copy and paste from the othe units) I would like to make the UEF ACU's nuke missle not fire until given an order to do so if possible, is it as easy as setting autoattack to false?
_________________

Last edited by hotho11owpoint on 05 Jul, 2012, edited 1 time in total.
|
|
| Top |
|
 |
|
Lt_hawkeye
|
Posted: 11 Jun, 2012
|
|
Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
|
what a terrible way to ask for help, but i'll chime in on a few subjects Note- haven't really tried modding SC2 so some of what i'm about to say may or may not be helpful. Quote: Units with multiple ranges only have one range ring;- in FA if units with multiple weapon ranges all had the same category( IE DirectFire, or Anti-Air) then the range ring would only show the longest range for that category, probably the same in SC2. Quote: Sometimes bomber's do not drop bombs, but I think it is just the long rechage time I put on it, is there any way to add a little meterbar to the unit to let you know it is reloading, like T3 mobile arty in FA? There was a line in the weapon be used called Code: RenderFireClock = true, in FA, pretty sure this is used in SC2 as well, you should also take a look at existing units that do what you want and search for what makes them different than what you are trying to do(UEF arty for example?) as for your other problems, without knowing what you changed there really isn't much that we can do to help.
_________________ {◕ ◡ ◕}
|
|
| Top |
|
 |
|
BulletMagnet
|
Posted: 11 Jun, 2012
|
|
Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
|
|
This sounds excellent.
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
|
|
| Top |
|
 |
|
liveordie
|
Posted: 12 Jun, 2012
|
|
Joined: 02 Jul, 2010 Posts: 1261
|
|
| Top |
|
 |
|
hotho11owpoint
|
Posted: 12 Jun, 2012
|
|
Joined: 07 May, 2010 Posts: 261
|
|
Sorry if I came off a little callous in 'asking for help'. I am working alone on this project and it was first release day yesterday, meaning alot of tidying up and typing so the original post there was just a copy and paste from the bottom of my readme file that contained the known issues.
Let it be known that any help is greatly appreciated, even your's which was still vague for me, not coming from SC/FA/Demi-God, and only having started modding with SC2, of which no weapons have a timer that I know of. I managed to find the blueprint for a SC unit online though, I'll give it a shot for my next internal build.
liveordie: Thanks for the advice, I would love to hear what specifically would still need to be changed for each unit if you know what they are, so that I can do that. I have a website that lists the blueprint variables for SC/FA (obviously missing some like the render clock), but the descriptions are not all there for SC2's physics.
There seem to be like 3 different places in some blueprints that define size (the actual Size variables in the main part, the Footprint section, and some units have another listing under Physics:Footprint). I tried to fiddle with each to determine that they do but did not have much luck in determining which did what. Also the website I mentioned above sometime uses the same words in the description as the names of the variables, without describing what they do otherwise so I get lost in the ambiguity sometimes.
I would really like to continue working on making the mod better, but since I am quite new (but a quick learner, and good with this sort of thing once I figure out what to do) a little help to steer me on the right path would go a long way.
_________________

|
|
| Top |
|
 |
|
liveordie
|
Posted: 12 Jun, 2012
|
|
Joined: 02 Jul, 2010 Posts: 1261
|
|
| Top |
|
 |
|
liveordie
|
Posted: 15 Jun, 2012
|
|
Joined: 02 Jul, 2010 Posts: 1261
|
|
| Top |
|
 |
|
hotho11owpoint
|
Posted: 21 Jun, 2012
|
|
Joined: 07 May, 2010 Posts: 261
|
|
I'm still having trouble editing the research tree:
I obviously have to edit Research.lua, ResearchBuffs.lua, and ResearchLayout.lua files and get them into the z_lua_dlc1.scd, but once I edit them how do I implement them properly?
I obviously have to edit the ones from the uncompiled lua, so how do I stick that back in to the compiled file and have my game run? If I stick them in (I did this because it seems to be the way other's have done it in their mods, but maybe I am misinterpreting), my game will not start.
Am I missing a step somewhere?
EDIT: I also tried renaming z_uncompiled_lua_dlc1.scd to z_lua_dlc1.scd, it seems to read it, but I can only get one edit in before the archive corrupts. I read somwhere to rename the file to zip/rar but if I do that I can make multiple edits, but if I rename it back to .scd the game will not read it (I am assuming it saves it differently and I can't find any helpful options in 7zip for compression or anything like that).
_________________

Last edited by hotho11owpoint on 21 Jun, 2012, edited 1 time in total.
|
|
| Top |
|
 |
|
madface
|
Posted: 21 Jun, 2012
|
|
Joined: 01 Jan, 2011 Posts: 1025
|
hotho11owpoint wrote: I'm still having trouble editing the research tree:
I obviously have to edit Research.lua, ResearchBuffs.lua, and ResearchLayout.lua files and get them into the z_lua_dlc1.scd, but once I edit them how do I implement them properly?
I obviously have to edit the ones from the uncompiled lua, so how do I stick that back in to the compiled file and have my game run? If I stick them in (I did this because it seems to be the way other's have done it in their mods, but maybe I am misinterpreting), my game will not start.
Am I missing a step somewhere? Hey there, take a look at this thread I started a while back http://forums.gaspowered.com/viewtopic.php?f=19&t=50389. I haven't finished it yet and it hasn't been updated in quite a while, but the info there should get you started. Also, I'm nearing completion of coding my own GUI app that will be a drag-and-drop implementation to significantly increase the efficiency of making new research trees. This app will be used for the upcoming beta release of Revamp. If you want, I can also send you a copy when I get it done. But for now, you'll have to do it the long way and code the tree by hand as in the above link. Also, the above guide doesn't include anything on research buffs yet, although they are implemented in a straightforward manner. Also, with the release of the next version of Revamp will come a completely new mod manager I've coded. So, you might want to consider releasing a version of your mod that will work with it.
_________________
|
|
| Top |
|
 |
|
madface
|
Posted: 21 Jun, 2012
|
|
Joined: 01 Jan, 2011 Posts: 1025
|
Here's a screenie of what the new manager will look like. It's completely coded from scratch and will supersede the one by Cerus. This screenie is old and the final version will look slightly different, but 95% of the look will stay the same.  I just sent you a Steam invite. It will be easier to chat with regards to the mod manager and research tree since I don't come on the forums as often these days.
_________________
|
|
| Top |
|
 |
|
liveordie
|
Posted: 06 Jul, 2012
|
|
Joined: 02 Jul, 2010 Posts: 1261
|
|
| Top |
|
 |
 |
 |
|