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 PostPosted: 25 Aug, 2010 
 

Joined: 10 Apr, 2007
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Location: Philippines
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Hi GreatHeart

Machater has posted that he is willing to share any info he has learned concerning the SC2 ai if anyone is intersted. He has a working Ai that he developed for SC2 and he has really looked into how to mod that ai. What is doable and what is not etc. Apparently if I read him right according to his post in Liveordies mod support forum thread that his above post links to there is more not doable than there is doable. So if you and liveordie or any other SC2 modder want to learn more about how to get the ai to do what you want then you can start a thread in the Ai forum for machater to respond to your questions. According to his own post that is where he usually checks for any Ai related topics.

It seems that the two people who have had the most success with getting things done with SC2 are Machater with the Ai and ShadowLord with the console. I apologize if I have missed any body else's work but those are the two SC2 modders that I have noticed the most. Both of their work in the game may help you to make any improvements in your own mods.

Moe


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 PostPosted: 26 Aug, 2010 
 

Joined: 03 Aug, 2010
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Hi folks, its my birthday today so I thought I'd give you guys a present or two. :D

New Units:
UEF - Athena
Cybran - Oceanus
Cybran - Oceanus "Hostile"
Illuminate - Asteria
Illuminate - Asteria "Hostile"

I have been working on a super special birthday bonanza unit for the past few days but I haven't been able to fix a few bugs so I'll hopefully have it up and running soon. (It keeps running away from its health bar and selection box :lol: ).

Anyways later folks, time to get drunk!

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 PostPosted: 26 Aug, 2010 
 

Joined: 02 Jul, 2010
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building are harder to set up so the AI uses them units are alot easier to start off on, thats what sucks about SC2, because your mod is only units it makes it hard for you to add them to the AI and Research will out editing the BP.scd and Lua.scd, i don't see this as a problem because my mod i have added them into the Research tree and because of my changes in scale to all the units it would be imposable to do it any other way, and ShadowLord gave me alot of help on scaling but the ai is a different sorry me and him are learning i understand how the ai works from testing now ill put my time into making the ai run how i want it to :D

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 PostPosted: 31 Aug, 2010 
 

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All units are compatible and working as of the latest patch today. Although I might need to do some balancing depending upon the changes.

New Units:
Illuminate - Lapetos "Hostile"

UEF - Nereus "Hostile" - 01/09/10 - 21:57

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 PostPosted: 01 Sep, 2010 
 

Joined: 02 Jul, 2010
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yer i have updated my mod to v 1.20 took about a hour to do so wasn't that bad :D, all units are working with the ai how did u go with that?

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 PostPosted: 02 Sep, 2010 
 

Joined: 03 Aug, 2010
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Well I've spent the last week trying to get these damn civilian meshes to work as new units so I haven't really looked into it to be honest. Got the power coil to work as my fusion power plant and I'm just doing a version for each race now before uploading.

To be honest rather than pottering around with the AI and doing a half assed job I'll probably wait till your mod is out and disect it to see how the pros do it. 8)

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 PostPosted: 02 Sep, 2010 
 

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Ok its taken a couple hours but I've changed every units unique reference code to avoid mod conflicts and for my new naming scheme. Most units have also had slight changes and balances. All units have been re-uploaded and the links have been changed.

New Units:
UEF - Fusion Power Plant "Civilian"
Cybran - Fusion Power Plant "Civilian"
Illuminate - Fusion Power Plant "Civilian"

New Mod Pack:
All Factions - Fusion Power Plant "Civilian"

Tommorrow I'll add a full faction download pack for each faction to make mass downloading simpler. Thats enough for today.

~Peace~

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 PostPosted: 02 Sep, 2010 
 
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Joined: 28 Aug, 2010
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Nice :D keep up the good work!

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 PostPosted: 03 Sep, 2010 
 

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Sorry folks, just re-uploaded all the "Civilian" units due to having testing icons still in place. Fixed, re-uploaded and re-linked so all is good in the world. Also re-uploaded the UEF Power Plant due to a folder management issue and updated the "All_Factions_Power_Plant" batch file due to a missing category (not serious).

Right time to get changed and go into town! I'll have the faction batch files done when I get back.

**Edit 15:48**
Faction Unit packs are up and in the 4th post for easy downloading.

**Edit 17:11**
The "General Greatheart" had an error since changing the reference code, I've fixed it and re-uploaded the fixed "UEF_General_Greatheart" and "Full_UEF_Units". One person downloaded the single file since the upload this morning, you will have to either re-download it or replace all instances of "222" with "111" in the .bp file. Sorry for the hassle!

**Edit 20:10 - 4/9/10**
Added a build scaffold to all civilian fusion power plants and re-uploaded all related files.

New mods:
UEF - Civilian Moho Mine
Cybran - Civilian Moho Mine
Illuminate - Civilian Moho Mine
All Factions - Civilian Moho Mine

**Edit 17:37 - 5/9/10**
Temporarily removed:
UEF - Athena / Hephaestus
Cybran - Chelone / Chelone Hostile
Illuminate - Asteria / Asteria Hostile / Phalanx

Full_UEF_Units
Full_Cybran_Units
Full_Illuminate_Units

When I changed the unique reference code of my mods I forgot to change the code within the .bp files for the bouncer shield mesh. I've changed the files and they are uploading as I type, should be complete and re-linked within 30 minutes. Very sorry folks to anyone who has downloaded the new version of my mods.

**Edit 20:44 - 5/9/10**
All files are uploaded, re-linked and ready to go. Hopefully thats the only problems, if not drop a post and I'll fix it asap. Sorry to everyone who downloaded the broken files. If you re-download the affected units individually stated in the previous edit you'll be grand.

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 PostPosted: 05 Sep, 2010 
 

Joined: 13 Jul, 2010
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Ah, all these mods are awesome Greatheart. Thanks tons!


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 PostPosted: 06 Sep, 2010 
 

Joined: 02 Jul, 2010
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nice to see your using models from the sp :) nice work man what is there like 4 or 5 models that are used in MP ? feel free to make some up for my mod if you want to and i could add them into the ai and research tree ;)

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 PostPosted: 06 Sep, 2010 
 

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liveordie wrote:
nice to see your using models from the sp :) nice work man what is there like 4 or 5 models that are used in MP ? feel free to make some up for my mod if you want to and i could add them into the ai and research tree ;)

Well other than derelict buildings I've found 5 usable buildings and 2 usable civilian units. Problem now is finding a use for them. This is what I've found:
SCL2101 - Mine Walker
SCL3301 - Dinosaur
SCB3601 - Power Coil
SCB3301 - Quantum Research Lab
SCB3201 - Data Center
SCB1601 - Reactor Core
SCB9001 - Tech Cache

* The Mine Walker I've managed to get to work, I removed the scripted movement but it keeps over-taking its health bar and selection box. :evil: Dunno what the hell is doing it, stumped me for weeks. If you tell it to stop it'll shoot back to the selection box.

* The Power Coil I've used for my Civilian Fusion Power Plant and works a charm.

* The Data Center I've used for the Civilian Moho Mine, it works fine but I find it shifts within the footprint depending upon it's height in the game.

* Currently testing the Tech Cache mesh as a sea mine thats only targetable by subs. I have got it to work as a mini wall like Dragon Teeth from Total Annihilation (best game ever still!).

The rest I haven't tried or found a purpose for yet. I want to add more buildings but I can't think of anything worthwhile yet. I tried making a couple into Pillbox-like buildings but I couldn't get the garrisoned units to be able to fire out.

At the moment I'm trying to make a new factory building that will build all of my new units for each faction. Having trouble finding a unit or building to use, I even thought of having a flying factory that teleports the units down to the surface. I want to use a new mesh but I'm running out of available meshes. Was thinking about using the Darkenoid and making it HUGE but I've over-used that unit so much already. Once I've got a factory unit done it'll be so much easier to add the new factory and the individual unit AI in without messing with the original code too much.

If you want to use or edit any of my mods for your revamp you're more than welcome. I made the units mainly because I like mucking around with things like this but also because I love having new content for my games. I want people to be able to use my tutorial, look at my units, see how I did it and make units of their own.

btw I loved your mod, the new units, research and AI you've done, top job! I'm glad I changed all my reference codes a couple days ago else a few of my units would of conflicted with yours.

The new factory unit will probably be the last I make as I start Uni on the 20th and my time will be severly restricted. I might throw a couple together while I'm up there but no promises. So any fixes or changes people want done will have to be soon!

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 PostPosted: 06 Sep, 2010 
 

Joined: 02 Jul, 2010
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I mite make a few new units ill see what i come up with that's if i get time i work 2 jobs, so the only time i get is on the weekends :( and thanks man the revamp mod was a long mod to complete alots of testing , have you tried rescaling the Data Center or changing its footprint size to fix that problem ? what about the reference codes the units in my mod have custom one aswell :D, ps man on your UEF Fusion Plant Civilian you dont need the RebuildBonusIds in the Economy.

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 PostPosted: 06 Sep, 2010 
 

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liveordie wrote:
have you tried rescaling the Data Center or changing its footprint size to fix that problem ?

Yeah I tried rescaling the mesh and footprint, offsetting the footprint but nothing worked. I actually had the unit ready about a week before releasing it but I was trying to get it to work 100%. Its only a small movement but still.
liveordie wrote:
What about the reference codes the units in my mod have custom one aswell :D

Their reference number is unique but the code before it isn't. All of my units have a code like:
GREATHEARTUX0101

I used to have units that used the same numbers and letters as you. Its not a problem but if people in the future start kicking off lots of units you may get conflicts.
liveordie wrote:
Ps man on your UEF Fusion Plant Civilian you dont need the RebuildBonusIds in the Economy.

Ahh thank you I'll update that by tomorrow.

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 PostPosted: 10 Sep, 2010 
 

Joined: 03 Aug, 2010
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Ok I've uploaded the Civilian Power Plant files with the updated code and the Civilian batch file too.

New Units:
UEF - Hermes Spy Satellite Control Center

I will hopefully add Illuminate and Cybran versions of the Hermes soon but I'm moving into my Uni accomodation tommorrow so don't hold your breath. Also I am currently working on making some of the units more interesting by changing the weapons etc around a bit. I've learned enough now to get new weapons working so I'll hopefully have some of my mods a bit more unique.

Currently I'm working on the General Greatheart: Rapid Fire Gatling Cannon for the right arm, Flamethrower for the left arm, disruptor artillery for the shoulder/chest mounted cannons (without the effect on hostile units) and Swarm missiles for the missile pods. (Using the anti-air missiles from the mega fortress).

Thats all for now, take it easy folks.

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 PostPosted: 13 Sep, 2010 
 

Joined: 03 Aug, 2010
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Yo folks.
Right I've moved into my Uni accommodation and I'm all setup and ready to go now. I forgot my ethernet cable on Friday so I've had some spare time on my hands. This is my current work:

UEF Titan Legion
I'm using the Warhammer 40k Titans as a class base and for ideas for weapon systems etc. (Note: I do not play W40k in any regard and my units are loosely based off them, do not expect a W40k mod pack).

Class: Emperor
Role: Death
Mesh: King Kriptor
Code Name: Zeus
Status: Complete

Class: Warlord
Role: Heavy Fire Support Titan
Mesh: Airnomo
Code Name: Ares
Status: WIP

Class: Mars Pattern Warlord
Role: Undecided (Stealthy or close combat pew-pewness)
Mesh: Undecided
Code Name: Nyx
Status: TBA

Class: Reaver
Role: General Combat Titan
Mesh: Undecided
Code Name: Typhon
Status: TBA

Class: Warhound
Role: Fast Attack/Scout Titan
Mesh: Titan Assault Bot
Code Name: Hyperion
Status: Complete

Class: Titan Factory
Role: Titan Construction
Mesh: Undecided
Name: Undecided
Status: TBA

Thats what I've decided on so far but I may make changes as I think of them or they are suggested. Each titan will have different weapons than the original model, be much bigger and stronger. (They will not however be game breaking. Tempting as it is...)

Once I have the Ares up and running I'll start uploading the units but having some trouble atm. I've been testing the current two titans and they seem to work really well.

The Hyperion is epic against small T1 units and ok in packs against experimentals. (I used the anti-air flak cannon and changed it into and anti-surface weapon called the Vulcan Cannon. Very weak, very fast RoF and looks quite good with a stream of bullets shredding the enemy. Also has a shoulder mounted anti-air swarm missile launcher).

The Zeus is a behemoth, very slow, very powerful, very tough but still no air defense. Its armed with a Gatling Cannon that fires powerful rockets from the right arm. Its left arm has a long range flamethrower. The shoulder and chest mounted cannons now fire the disruptor cannon shots and are mini-artillery. (Note: They do not shut down enemy units). The shoulder mounted missile pods now fire swarm missiles in delayed rounds which seek unique targets and do low dmg individually, moderate dmg on a single target. (I think last count was 42 missiles per salvo now, 7 missile weapons per rack, each firing 3 missiles per shot. I added six more missile weapons to each mount as it has a maximum of three missiles per weapon due to its unpacked mesh).

As a side note the "General Greatheart" has been renamed the "Zeus".

~Peace~

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 PostPosted: 15 Sep, 2010 
 

Joined: 21 Feb, 2007
Posts: 502
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OKay, so I downloaded all except the All Cybran UNits because it wouldn't allow me: problem - says I the website can't show the website I'm looking for.

Maybe try uploading it again, no idea bud but it looks like a good pack right now, still have to try it out.


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 PostPosted: 15 Sep, 2010 
 

Joined: 03 Aug, 2010
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gsusfrk wrote:
OKay, so I downloaded all except the All Cybran UNits because it wouldn't allow me: problem - says I the website can't show the website I'm looking for.

Maybe try uploading it again, no idea bud but it looks like a good pack right now, still have to try it out.

Hmm odd, I just downloaded it fine. Maybe the website had a bottom burp. Try again later or at Off-Peak hours.

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 PostPosted: 15 Sep, 2010 
 

Joined: 21 Feb, 2007
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" The website declined to show this webpage
HTTP 403
Most likely causes:
•This website requires you to log in. "


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 PostPosted: 07 Dec, 2010 
 

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The Moho Mine (not hostile/civilian) aren't affected by the turret and anti air add-on upgrades.
Unless this was intended.


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 PostPosted: 08 Dec, 2010 
 

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Jintoboy wrote:
The Moho Mine (not hostile/civilian) aren't affected by the turret and anti air add-on upgrades.
Unless this was intended.


they don't have the bones for them to even work if they were added :wink:

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 PostPosted: 09 Dec, 2010 
 
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Any chance you could upload these all as one big pack for download?

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 PostPosted: 16 Jan, 2011 
 
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Just an Xfire video I took of me making and detonating the Lapetos walking Aeon Nuke!

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 PostPosted: 29 Jun, 2011 
 

Joined: 20 Sep, 2009
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Location: California
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The Novax model from Forge Alliance might be a better one to co-opt for the Hermes unit, if you've worked out how to import those models. It already launches a satellite, so it's perfect... except that it would conflict with any mods that import it to actually use it *as* the Novax :?.


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 PostPosted: 15 Aug, 2011 
 

Joined: 15 Aug, 2011
Posts: 3
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Hi,

SupCom 2 + DLC
(v 1.250)

Desync problem with :
Advanced_Radar + Fusion_Power_Plant + Moho_Mine

Suggestion ?

Thanks a lot !


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