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 PostPosted: 10 Mar, 2007 
 
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Title says it all. I will be listing mods and units I have created here.

Moving everything over to RTSC right now. Everything should be good to go as soon as it gets approved.

Everything of interest should have pictures now.

Please note, if you want to use anything here including any new content such as the annihiltor's laser, you are free to with two caveats: 1. Please tell me are using something I made as a template. 2. Give me recognition either as a thank you or direct credit for anything you use of mine.

Units:
Advanced Point Defenses
Anubis Cybran T4 PD
Abyss Aeon T3 PD
UEF Annihilator Heavy Laser Cannon
http://www.rtscommunity.com/mw/modifica ... 92&game=35

Hades T3 Gunship for Cybran and Aeon
http://www.rtscommunity.com/mw/modifica ... 93&game=35

Transport Abuse - shields and firing from transports V1.1
http://www.rtscommunity.com/mw/modifica ... 28&game=35

Tutorials:
Quick file showing how to merge blueprints - Titan moves slower

Shows how to modify the single player campaign

How to mod a unit to use a ML like beam weapon
http://forums.gaspowered.com/viewtopic.php?t=5932

In the works:
Rapture - T4 Aeon Stun Cannon

Wierd/Dont ask units:
OMGWTFLOL - nuclear artillery, because it sounded amusing

OMGWTFLOLX10 - nuclear artillery X10, why get one when you can get 10 for the price of 10?

Holy Flame - What happens when Mexico and a Czar mix

Popper - SHIELD CANNON!!

Fun things I may release:
Cheating - may release
FARK - Builds anything, really fast and produces enough resources to do it.

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http://forums.gaspowered.com/viewtopic.php?t=29294


Last edited by seiya on 07 Jul, 2007, edited 25 times in total.

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 PostPosted: 10 Mar, 2007 
 
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Oops, forogt to increment the version number in mod_lua for the Anubis. You may want to re-download to avoid version conflicts and desynchs.

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 PostPosted: 11 Mar, 2007 
 
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Added the Abyss, fear my Shotgun Oblivion!!!!

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 PostPosted: 11 Mar, 2007 
 
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Nuclear cannon, and fixed a major error in how the Abyss was packed.

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 PostPosted: 12 Mar, 2007 
 
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Added the Holy Flame, fair warning, it will cause lag if you have more than 1 firing at a time, it fires ~50 napalm bombs per second.

The big blue beam of death is done! All I need is to make a unit to attach it to. Long like the blue death ray of TA!

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 PostPosted: 13 Mar, 2007 
 

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Hi there. I checked out your mods (Aeon Abyss, Cybran Anubis, OMGWTFLOL, and Aeon Mexi-CZAR).

The CZAR and Anubis work as expected, and are pretty snazzy. The Abyss seems bugged somehow... turning it on instead activated a different mod that I have (which allows Mass Extractors to be planted anywhere), and I didn't see the gun anywhere. Also, is the OMGWTFLOL limited to Cybran, or can anyone build one?

As a note, all the mini-icons for the units are generic "place holder" icons instead of any sort of graphic. While not incredibly irksome, it does detract from the mods as a whole, and I just thought I should point it out.

Thanks for your work, it is quite appreciated. Good stuff :D

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 PostPosted: 13 Mar, 2007 
 
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Yeah, the problem with the Abyss is well noted, I think the version that is up is now has it fixed, if you have downloaded it in the last day tell me. I thought I had the corrected file uploaded.

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 PostPosted: 14 Mar, 2007 
 
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I double checked and rather than delete the offending mod_info.lua file, I just doubled it up int he file... sorry guys, my bad. The issue with the Abyss causing other mods to be activated should be fixed now.

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 PostPosted: 14 Mar, 2007 
 
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Looks verry good, remember me the Total Aniihilation unit addon


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 PostPosted: 14 Mar, 2007 
 
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You cant say I dont take requests, the first verson of the annihilator is here. I will continue to work on the blue bolt of death, but no promises on how it will look as I am learning how to make new emitters from scratch here. If anyone wants to pass me the sound files for the original annihilator, I will change the firing sound.

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 PostPosted: 14 Mar, 2007 
 
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I was wondering about a hell of alot more tech 4 stuff, maybe soem tech 4 buildings.

Such as a tech 4 wall which is partially shielded, heavy defense/armour expensive though.

Another thing i was thinking of was like a "base sheild", like a huge, wide massively powerful shield, but cost sh!t loads and takes ages to build, but maybe like 100,000 sheild hp, but only 100 building hp, can stop 1 nuke, but time taken to regenerate the shield will take longer than it takes to build 1 nuke (multiple strikes your fecked anyway heh) or something like that to balance it out.

Anyway i love the sound of these, i'll be sure to get them =D

BTW i forgot to mention...is the AI able to build these and use them? And do these replace anything?

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 PostPosted: 14 Mar, 2007 
 

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Very nice work you have here. I checked out all of your new def buildings and they are coming along nicely. The UEF one doesn't seem to work for me though, is it suppose to? I just shoots a red beam that grows larger and doesn't do any dmg or anything else. Great stuff otherwise :)


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 PostPosted: 14 Mar, 2007 
 

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hey seiya - i love the OMGWTFLOL artillery, iv been following along on your mods trying to reverse engineer to make my own stuff (Tech2 mean *** bomber!)...

theres just a few problems i havent been able to solve, how do you replace the name description so it actually shows as a different name, and how do you replace that placeholder graphic with a custom one.

this is little stuff but i was just wondering if you or anyone else has figured that out.

oh and by the way can you have any file structure you want for your mods folder. i was wondering if i could have the mod_info.lua in one folder and then each unit i make is in a seperate folder within the same mods folder

ClaveryMod-
|
| - Unit1 -
| | _ unit1_units.bp
|
| - Unit2 -
| | _ unit2_units.bp
|
| - Info -
| _ mod_info.lua

would this structure work or do you have to have it all in one folder together?


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 PostPosted: 14 Mar, 2007 
 

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†TYRANICK†™ wrote:
Another thing i was thinking of was like a "base sheild", like a huge, wide massively powerful shield, but cost sh!t loads and takes ages to build, but maybe like 100,000 sheild hp, but only 100 building hp, can stop 1 nuke, but time taken to regenerate the shield will take longer than it takes to build 1 nuke (multiple strikes your fecked anyway heh) or something like that to balance it out.



From the limited fiddling I've done personally, I think that your T4 shield would be fairly easy to make.


In fact (Aeon T3 shield):

Code:
    Defense = {
        ArmorType = 'Normal',
        Health = 300,
        MaxHealth = 300,
        Shield = {
            ShieldEnergyDrainRechargeTime = 2,
            ShieldMaxHealth = 18000,
            ShieldRechargeTime = 24,
            ShieldRegenRate = 3600,
            ShieldRegenStartTime = 19,
            ShieldSize = 35,
            ShieldVerticalOffset = -5,
        },


Fugging about with those stats, and the economy section, should do it. It might not be all that hard really.


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 PostPosted: 14 Mar, 2007 
 

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Well, the Abyss is working as expected.. thanks for the fix. That thing is OP...

Now, if you get around to adding mini-pics instead of place holders, they would be perfect (instead of just pretty darn good :D ).

So, how's about making a T4 Destroyer variant for the Cybrans? Large in size (as an experimental should be), with a few close-range anti-personnel guns and an expanded long-range suite (along with minor anti-air and anti-torpedo tech... its Cybran after all, the apparent masters of multitasking). Basically, a Battleship that can sprout legs (or, for comparative purposes, a Fatboy at full efficiency in water, minus shield and factory). Call it... the Creeping Death, or something :twisted:

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 PostPosted: 14 Mar, 2007 
 
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I know what the problem is. This is what I get for releasing mods when I should be going to sleep. The basic mod structure is a series of directories that look like this:
Code:
/mods/seiyaunits/units/seiya_UT3_Annihilator


In the past this was fine, I only had 2 units. The problem lies in how supcom loads .scd files and iterates over a mod_info.lua. Basically, whether or not the mod is enabled, it is read. This makes sense as it has to find the mod_info file. The issue is that the unused mods stay in memory and can be accessed if the mod_info is in a low enough directory. So in the case of the Abyss, I had accidently put a mod_info in as
Code:
/mods/mod_info.lua

Which was causing EVERY mod to be loaded. When I thought I fixed the problem, I had 2 mod_info files but because they were identical files, it showed only 1 mod in the manager.

Starting with the annihilator I am playing with putting the mod_info file in the:
Code:
/mods/seiyaunits/units/seiya_UT3_Annihilator/mod_info.lua

Fixes the multiple mod loading problem, but what if I had a projectile under:
Code:
/mods/seiyaunits/projectiles


It doesnt work. I am reworking the annihilator directory structure and making the changes to the .bp to fix it. I will have it up before anyones bedtime comes up... unless you live on the east coast.

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 PostPosted: 14 Mar, 2007 
 
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Fixed Annihilator. Should work fine now. Next on my to do list

Make a Cybran T3 or T4 shield for a friend
Rebalance T2 and T3 Units
Combine all together in one big .scd

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 PostPosted: 14 Mar, 2007 
 

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okay ... so if i wanted all my units in one selectable mod package, i should have it further up the stack of directories and it will add all units in the sub folders, right?

otherwise i have been trying to give the Cybran land scout a weapon something isnt working right though, when ever i actually add the weapon to it, it doesnt even show up in the build menu, no place holder, nothing. if i return it to its default ways i can see it in the build menu again.

do you know of any reason why i cant assign a weapon to the land scout.


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 PostPosted: 14 Mar, 2007 
 
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I havent looked at the unti myself, but a wild guess is that you are trying to put the weapon on a model bone that does not exist.

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 PostPosted: 15 Mar, 2007 
 

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oh neat thing dude! every unit has the same generic bone that you can initially use.


Ex. TurretBone = 0,

i've been using that alot lately, its the center point or the root of the bone network i think. oh and did you know you can see the bone names in the units.sca file? its right up at the top.

but anyways i fixed it, i used the heavy assault bot instead and it worked on the first try! i dont know whats so critically different between a scout and a normal unit but i guess you cant apply weapons as easily to them.

oh and i was wondering, are the projectiles and the explosions they create, are they in the same file... the projectile.bp file ive been wondering how i could just assign a different explosion to a projectile but keep it how it is... i havent made sense out your OMGWTFLOL artillery yet.

oh and thanks for making badass units! i wouldnt have learned this **** if it wasnt for you... though i kinda modded your Artillery to fire a salvo of projectiles... 6 at once be exact!! its damn chaos man!


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 PostPosted: 15 Mar, 2007 
 
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Believe it or not, the bigbaddaboom projectile is just a copy of the original artillery shell the cannon uses. There is only 1 line added:
Code:
   OnImpact = function(self, targetType, targetEntity)
                local proj =  self:CreateProjectile('/effects/entities/SCUDeath01/SCUDeath01_proj.bp')
   end,


Thats it. Everything else is the same. That calls the same entity that is called when the SCU dies. The other code calls the original graphics and the code to knock over rocks and trees. For actually making a new effects, look at my annihilator. That one uses new graphics for the laser beam. Basically, every projectile calls its base effect type from defaultprojectiles.lua file and then adds in the graphics it needs from there. For the impact graphics I am using the default effects for the UEF siegebot. Read through defaultprojectiles.lua to get the best idea of what you need.

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 PostPosted: 15 Mar, 2007 
 

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cool... this gives me all sorts of ideas... :twisted:

well i see that you are making a stun cannon. does that actually stun them, does the emp attack actually do that. i only recently saw that on the cybran siege bots death.

i got an idea i have always wanted to do, make the nuke explosion cause a global emp blast... you know like how the real ones do. either that or just make it into a goldeneye super weapon. but anyways all units pause for a few seconds and then go back to what they were doing, then you would doubly know when a nuke is dropped.

but if emp in the game doesnt actually do that... then im screwed!


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 PostPosted: 15 Mar, 2007 
 
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Yes, it does stun and it isnt too difficult to do.

First, change damage type of the weapon:
Code:
DamageType = 'EMP',     <- not even certain if this is needed

Next add a new buff for the weapon:
Code:
            Buffs = {
                {
                    Add = {
                        OnImpact = true,
                    },
                    AppliedToTarget = true,
                    BuffType = 'STUN',
                    Duration = 4,
               Radius = 10,
                    TargetAllow = 'MOBILE',
                    TargetDisallow = 'TECH3,EXPERIMENTAL,COMMAND',
                },


Change the entries as you wish. The weapon still does its previous damage, but also can stun. The Rapture and an Oblivion or the Abyss are downright evil together.

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 PostPosted: 15 Mar, 2007 
 

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do i just drop the mod folders into the game data folder?


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 PostPosted: 15 Mar, 2007 
 
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If you want to unpack them, put them in '/supreme commander/mods/' otherwise, use '/supreme commander/gamedata/'. Has anyone tried to see if putting a .scd file in mods folder will read it?

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