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 PostPosted: 22 May, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Lt_hawkeye wrote:
it shuts down all forms of intel and resource production as well as turns off shields(if the structure is hit)

pretty much what yours does i think.


where is your stun code, id like to take a look if you dont mind. :)

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 PostPosted: 22 May, 2012 
 
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it's in the unit.lua of Unleashed(hook folder), i basically just hooked the SetStun code, feel free to take a look.

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 PostPosted: 28 May, 2012 
 

Joined: 21 May, 2008
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And days became weeks... what is the ETA on v 0.8 Domino :?:


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 PostPosted: 29 May, 2012 
 

Joined: 26 Feb, 2009
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Hi,

I know, so sorry, had some real life dramas pal, its been tough this last 2 weeks for me, last 2 days ive gotten to mod and im rushing everything through as fast as i can, i have everything i need, im just finishing code, fixing bugs found in play testing that kinda thing i think all the main "chunks" of code have been done now.. its basicly just balance and fine tuning that needs doing on the stun and anti stun fields.. and other little things.

im working on 4DC

virus added and balanced,
anti virus added and balanced,

leechfield added and balanced.
anti leech added and balanced.
---
stun field added needs balancing,
anti stun added needs balancing,

leech and virus fields have turned out to be quite amazing, we love them both
in the next version were going to add enh for tml's that have option to infect units in radius.. if you get infected and you dont notice... good luck lol!

added/updated tons of other mod related stuff..

ive had another go at stopping an attacker from attacking a cloaked unit after it has cloaked, it doesnt work for the AI however initial tests of this code are showing great results..

i swear by almighty god that we shall have a release BY OR AT weekend,
sh!t happens.

Dave.

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 PostPosted: 29 May, 2012 
 

Joined: 21 May, 2008
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No worries there pal, it is just that the next version looks so awesome that it is really getting hard to wait any longer :wink:

Of course real life takes precedence, I hope sincerely you suceded in facing whatever life throwed at you... .


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 PostPosted: 01 Jun, 2012 
 

Joined: 26 Feb, 2009
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Hi,

Just an update to progress, there will 100% be a release this weekend,

also, i was looking through the dms code today and realised how easy it would be to add vet levels to construction units, so thats what i have done, they operate exactly the same as the default vet system except that instead of kills, the marker used is the number of units built, there are 5 levels, the unit will get a buff to active mass/energy and also buildrate, by level 5 vet the unit will be able to build units 2x as fast and for half the cost of the buildrate, making it a very important unit or set of units that will be able to speedbuild tons of stuff cheaply.

i also added a further param that is not mandatory, that you can pick a vet level to produce veteran units, so if your construction unit is at vet 3 it will be able to build vet 3 units and so on to level 5

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 PostPosted: 04 Jun, 2012 
 

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Week-end is over, release :?:


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 PostPosted: 04 Jun, 2012 
 

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aye pal, today, :) just checking through things as we speak.

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 PostPosted: 04 Jun, 2012 
 

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Gosh, that was a quick reply ! :wink:


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 PostPosted: 04 Jun, 2012 
 

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aye i said a release was coming work hard here to get it all done.

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 PostPosted: 04 Jun, 2012 
 

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Updated in the op,

report bugs as usual.

in this version i have started the readme files but they are not complete, again. sorry,
ill answer any questions given and update the readmes in incriments,

Enjoy.

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 PostPosted: 04 Jun, 2012 
 

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COOL ! Thanks man. :mrgreen:


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 PostPosted: 04 Jun, 2012 
 

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it took an extra day to release because i added code, to give a unit an enhancement
when it recieves vet,

you basicly just a custom enhancement to the custom enhancement table.
then setup a table in the units blueprint like so

Code:
GiveEnhOnVeterancy = {
enhname1 = vetlevel,
enhname2 = vetlevel,
}


this enables us to now give units funky things upon vetting up a level via enh,
the enh enabled via vet are hidden on the ui so the user cannot build them,

we can also make an enh unhidden upon vetting up, so we can hide enh on the ui
and only make them visable and buildable via veterancy,

we can also show a hidden enh slot upon gaining veterancy, basicly same as above
when a unit reaches a vet level it will automaticly make any slots enabled by vet visable, any enh in this slot will be shown and be buildable if there not set to hidden

both of the above are again simple bp table entries.

Code:
ShowEnhOnVeterancy = {
enhname = level,
},


and

Code:
ShowEnhSlotOnVeterancy = {
Slotname = level,
},


i also completed the code in time to give construction units veterancy, this is default in dms and is not togglable, construction units now get buffs to buildrate, active mass/enegy, by a level 5 builder vet a construction unit will be able to build things twice as fast for half the buidlrate.. this includes all construction units..

we can also put another option into the units blueprint to make it produce veterans
we can set this in the blueprint General section

Code:
CanProduceVeterans = true,


or we can use

Code:
self:SetCanProduceVeterans(true or false)


in the next release i might also add that production units also gain vet by the amount of power they have produced, the more they produce the better they get at doing it hence should get some kinda buff to output.

ill also be adding buffs to shields, based on how many impacts the shield has taken,
shields will get buffs to hp, maxhp and recharge time (ill be adding this to 4dc not default DMS)

there is also alot more... the stun effects need to be finished, they will be done for the next release, prolly in the beta very soon.

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 PostPosted: 04 Jun, 2012 
 

Joined: 21 May, 2008
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Hi there,
a word first, your work is amazing !!! :D

I tested DMS/4DC in two ways, at first a cheat sandbox to see the new abilities (the lack of Readme doesn't allow me to know if I have discovered all the hidden gems though). Virus and stun seemed to work perfectly as veterancy for builders and Quick building for UEF.

I had more problems with UEF defensive teleportation unit as the fields seemed to work erraticaly and teleported the enemy units once they were killed with my own units !

Afterwards I put 6 AI (Aix Adaptative Sorian) 3 vs 3 on Seton. Eveything seemed to work fine for the 1st hour or so but somewhere afterward there was a clash. There seems to be a compatibility problem with Sorian Ai. Logs follows :
Code:
info: CWldSession::DoBeat() unknown entity id (0x2ff00332) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00868) supplied in a pose update.
warning: Error running OnStopBuild script in Entity urb0103 at 292d7608: ...\gamedata\units.scd\units\urb0103\urb0103_script.lua(37): attempt to call method `SetGoal' (a nil value)
         stack traceback:
            ...\gamedata\units.scd\units\urb0103\urb0103_script.lua(37): in function `StopArmsMoving'
            ...forged alliance\gamedata\lua.scd\lua\cybranunits.lua(272): in function <...forged alliance\gamedata\lua.scd\lua\cybranunits.lua:270>
debug: Loading module '\000/projectiles/caadissidentantinuke01/caadissidentantinuke01_script.lua\000'
warning: SetEnergyUsageInActive --> No energy usage entry named MyShield unitid "urb4207"
warning: Error running OnMotionHorzEventChange script in Entity uel0401 at 7a33cd08: ...iance\gamedata\02_sorian_ai_pack.scd\lua\simsync.lua(4053): attempt to call method `IsBeingTeleported' (a nil value)
         stack traceback:
            ...iance\gamedata\02_sorian_ai_pack.scd\lua\simsync.lua(4053): in function `HideUnitRallyPointsWhenMoving'
            ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(10312): in function `HideUnitRallyPointsWhenMoving'
            ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(7869): in function `OnMotionHorzEventChange'
            ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(12064): in function <... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua:12063>
warning: GetResource: Invalid name ""
info: Can't find texture "" -- trying fallback.


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 PostPosted: 04 Jun, 2012 
 

Joined: 26 Feb, 2009
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crap i removed the IsBeingTeleported function by accident, .. in DMS..
ill look into the shield energy usage problem, i see this sometimes also.
ill look harder to fix it..

the stop arms moving is caused by the stunfield on factories (moving arms) sometimes.. it doesnt cause any problems, however ill fix it to remove the error.

the defensive teleporter shouldnt teleport enemy units.. ive never seen it do this.. however ill give it a good checking anyway to make sure it never does this.

sorry about that, i thought i had these problems solved..

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 PostPosted: 04 Jun, 2012 
 

Joined: 22 Feb, 2007
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Congrats on getting the new versions out.
It looks like we no longer need dms effects.scd, as DMS 8 is an .SCD now?

Stuart


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 PostPosted: 04 Jun, 2012 
 
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stuartpierce wrote:
Congrats on getting the new versions out.
It looks like we no longer need dms effects.scd, as DMS 8 is an .SCD now?

Stuart

All the stuff needed to properly run DMS is in the new SCD. Just delete and replace =p


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 PostPosted: 04 Jun, 2012 
 

Joined: 22 Feb, 2007
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Thanks, that's what I thought.
I'm finding all kinds of bugs in the new DMS/4DC, that I've never seen before. :(

Stuart


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 PostPosted: 04 Jun, 2012 
 
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stuartpierce wrote:
Thanks, that's what I thought.
I'm finding all kinds of bugs in the new DMS/4DC, that I've never seen before. :(

Stuart

Well, you should be posting them then, so we can fix them.


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 PostPosted: 04 Jun, 2012 
 

Joined: 21 May, 2008
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stuartpierce wrote:
Thanks, that's what I thought.
I'm finding all kinds of bugs in the new DMS/4DC, that I've never seen before. :(

Stuart


Be sure to extract the 4DC mod correctly there is a "double folder" issue. :wink:


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 PostPosted: 04 Jun, 2012 
 

Joined: 22 Feb, 2007
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Ah, thanks, I didn't examine the folder closely. I think that has been causing me lots of problems.
Edit: That fixed most of the bugs.

Stuart


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 PostPosted: 05 Jun, 2012 
 

Joined: 21 May, 2008
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The new Finger of Death is beautifully textured, excellent job !


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 PostPosted: 05 Jun, 2012 
 
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Joined: 03 Apr, 2012
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I was using this mod to run Brandon's Battle pack, and it crashed as you warned on the first page, i put in the Purgecache thing, but it doesn't seem to work because it was steam, so it was running off a internet shortcut, not files on my computer directly. so it doesn't seem to work. Does anyone have any solutions?


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 PostPosted: 05 Jun, 2012 
 
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That's not how Steam works, the game is still installed on your computer, just in a different location than normal, find it then create a shortcut to your desktop and do the purge cache thing on that.

Mike

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 PostPosted: 05 Jun, 2012 
 
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Joined: 03 Apr, 2012
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The command line for the start locations says, launch game id 1409 or something if i change it it ruins the short cut. The launch options in steam have no effect, am i looking in the wrong spot?
Thanks for helping me with this by the way


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