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BulletMagnet
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Posted: 20 Jul, 2011
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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Code: attempt to use as number a nil value There's some code that does maths, but at least one of the variables it uses doesn't exist.
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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.
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brandon007
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Posted: 20 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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BulletMagnet wrote: Code: attempt to use as number a nil value There's some code that does maths, but at least one of the variables it uses doesn't exist. And its located in the Projectiles BP? I didnt think that was a problem?
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BulletMagnet
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Posted: 20 Jul, 2011
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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It's a script error. The error itself is in the script. The variable that is missing might be in the blueprint; that's for you to work out.
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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.
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brandon007
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Posted: 20 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I looked at the script. I made it into this: Code: FxTrail = '/effects/emitters/w_c_rkt01_p_02_glow_emit.bp', FxTrailOffset = 0,
PolyTrails = { '/effects/emitters/w_c_rkt01_p_01_polytrail_emit.bp', '/effects/emitters/w_c_rkt01_p_07_polytrail_emit.bp', '/effects/emitters/w_c_rkt01_p_08_polytrail_emit.bp', '/effects/emitters/w_c_rkt01_p_09_polytrail_emit.bp', }, PolyTrailOffset = {0}, And there are still problems.
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Mithy
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Posted: 21 Jul, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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Look at the loop at the line number that the error message points to. What does it do with OffsetEmitter? What does it try to pass to it as the last parameter, in both cases?
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brandon007
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Posted: 21 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Mithy wrote: Look at the loop at the line number that the error message points to. What does it do with OffsetEmitter? What does it try to pass to it as the last parameter, in both cases? The variables are undefined... It seems that when I made Code: PolyTrailOffset = {0}, into Code: PolyTrailOffset = {0,0,0,0}, The Error doesnt seem to appear anymore.
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Mithy
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Posted: 22 Jul, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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Right, that's because it looks for self.PolyTrailOffset[i], where i is the index of the emitter in self.PolyTrails. So you just need as many offsets as trails.
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brandon007
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Posted: 22 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Thats what I thought when I had a closer look at DefaultProjectiles.lua.
Have you tried out my Beta yet? =p
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brandon007
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Posted: 25 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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So ya, I am trying to make a Missile Projectile that has a special effect...
On Impact, I wanted the targeted unit to change sides to that of the attacking unit for 3 minutes. It shouldnt effect Experimentals, or Commanders/SCUs.
I looked up in LUADOC, and the closest thing I can find is ChangeUnitArmy, yet I have no idea how to do it...
Anyone up for this challenge?
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brandon007
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Posted: 30 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Im having a problem with a T4 Mobile arty unit... It doesnt seem to deploy on its own, and when I tell it to fire, It Deploys, yet the Barrel sounds like somethings caught in the gears, not allowing it to target units....
However, When I tell it to attack again, it sometimes works, and sometimes doesnt X-x
Any idea why?
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Mithy
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Posted: 30 Jul, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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Not without at least pastebinning the script and bp, and the log if there are errors.
Which unit's script/bp did you use as a base, and what type of changes did you make to the bp re: animations / reload times / etc?
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brandon007
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Posted: 30 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Unit BP: http://pastebin.com/9Ka9jbtvUnit Script: http://pastebin.com/vtsKcCFSI used the Cybran Mobile Arty as the base. (URL0304) Nothing shows up in the log. Only things I changed were the weapons Range, Damage, Bone stuff, Projectile and added camera stuff. Also, I changed the Faction stuff, so it would only be built by the ordos. Had to add in a few things so it was an experimental and so it was built by the T3 Engineers and ACU
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Mithy
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Posted: 30 Jul, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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I don't see anything extremely glaring, but there are a few potential issues:
The TargetCheckInterval is too high - keep it to <= 1, as this could cause target acquisition issues, forcing the weapon to start repacking too quickly.
Likewise, the WeaponRepackTimeout should probably be longer than the TargetCheckInterval. I don't really know why all the T3 mobile arty have a WeaponRepackTimeout of 0, but they have a pretty quick unpack/repack animation, so it's not the end of the world if they get interrupted in the middle of their animation, unlike a T4 artillery that likely takes a long time to pack/unpack.
I see you're using the same bone for pitch and yaw. If the mesh is rigged correctly, that can work, but if not, that can cause aiming/animation problems. Likewise, depending on which bones the animation manipulates, it might be causing a fight between the weapon's aim manipulator and the unpack animator. If you look at the Scathis blueprint, it has a WeaponUnpackAnimatorPrecedence of 0 (the default, actually), which I assume allows the aim manipulator to rotate the yaw bone while the weapon is unpacking. If you can't solve the issue any other way, play around with this value, both higher and lower than the aim manipulator precedence (which defaults to 10 if AimControlPrecedence isn't set in the bp).
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brandon007
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Posted: 30 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I actually got it to work =o I dunno what was wrong... Now, Last problem for that unit... Is there any command for the script to make it immobile when its deployed? Cause when its deployed, The unit still spins around when its told to force fire. It doesnt do this when its not deployed... This is the part of the script I need to tweak: Code: OnScriptBitSet = function(self, bit) CLandUnit.OnScriptBitSet(self, bit) if bit == 1 then self:SetSpeedMult(0.01)
if not self.AnimationManipulator then self.AnimationManipulator = CreateAnimator(self) self.Trash:Add(self.AnimationManipulator) self.AnimationManipulator:PlayAnim(self:GetBlueprint().Display.AnimationDeploy) end self.AnimationManipulator:SetRate(1)
self:SetWeaponEnabledByLabel('MainGun', true) self:SetWeaponEnabledByLabel('EXTargetPainter', false) end end, OnScriptBitClear = function(self, bit) CLandUnit.OnScriptBitSet(self, bit) if bit == 1 then
if self.AnimationManipulator then self.AnimationManipulator:SetRate(-1) end
self:SetSpeedMult(1.0) self:SetWeaponEnabledByLabel('MainGun', false) self:SetWeaponEnabledByLabel('EXTargetPainter', false) end end, I dunno the command to replace Code: self:SetSpeedMult(0.01) with something that completely stops it from moving. I know that it is this that still allows the unit itself (And not teh turret only) to turn.
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Mithy
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Posted: 30 Jul, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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Code: self:SetImmobile(true) ..and false to make it mobile again.
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brandon007
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Posted: 30 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Mithy wrote: Code: self:SetImmobile(true) ..and false to make it mobile again. So there is a SetImmobile command =p BlackOps would of benifited from that with their old basilisk XD Thanks Mithy, Now its just a matter of Balancing my Experimental Mobile Artillery XD
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brandon007
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Posted: 31 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Ok, Onto the AI =o I tried to do it the easiest way, Like making CustomUnit support like in most mods, with a Hooked BaseManager.lua file. It somewhat works, however, The ACU doesnt move, and I get this error: Code: WARNING: Error running lua script: ...r - forged alliance\gamedata\lua.scd\lua\aibrain.lua(849): attempt to loop over field `?' (a nil value) stack traceback: ...r - forged alliance\gamedata\lua.scd\lua\aibrain.lua(849): in function `EvaluateAIPlanList' ...r - forged alliance\gamedata\lua.scd\lua\aibrain.lua(838): in function <...r - forged alliance\gamedata\lua.scd\lua\aibrain.lua:829> Would the problem be in my BaseManager file?
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Mithy
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Posted: 31 Jul, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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Again, it gives you the exact line number of the error. Figure out what that line is trying to do, and trace it back until you find the table/data that it's missing.
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brandon007
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Posted: 31 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I got it to load successfully. No Errors. However, the darn ACU still doesnt do anything X-x
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Mithy
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Posted: 31 Jul, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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The AI code is pretty expansive, and there are faction-specific plans, items, etc in many files. If there aren't any guides for adding AI support for a faction, you'll have to browse through all of the files in /AI and find any faction-specific data that needs to be added.
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brandon007
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Posted: 31 Jul, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Mithy wrote: The AI code is pretty expansive, and there are faction-specific plans, items, etc in many files. If there aren't any guides for adding AI support for a faction, you'll have to browse through all of the files in /AI and find any faction-specific data that needs to be added. There is no guide... And I have looked for all the faction specific stuff... Theres weeks of work there that needs to be done X-x Guess that means I need to wait for Nomads to come out, and use their AI for the Ordos. (Less incompatability issues then I think?)
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I have a small impact issue with the ordos. Im not sure how it effects Multiplayer, but it seems that whenever the SCU is spawned, and when the new BuildShader effect is used, the game 'stops' for half a second, and resumes like normal. The other factions do not cause this type of problem.
Any ideas as to what is causing it?
(Note: The Current Ordos Version has this problem only with the SCU)
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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brandon007
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Posted: 04 Aug, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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liveordie wrote: Looking at the effect you posted could be putting a strain on the engine what did u do to make the shader why didn't u just copy cybran one and change the colour? Changing the Colour would require adding a new part to the mesh.fx becuase the colour of the cybran effect is determined by the shaders themselves. So Unless someone makes a new shader, Im gonna be sticking with the one I have. If I knew how to port over the Shader effects (Build effect/Shield) from SC2 to FA, I would do it in a flash.
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liveordie
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Posted: 04 Aug, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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