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Skyhammer Side Help Topic
Posted: Wed Oct 10, 2007 8:43 pm
by Sky_216
I'm making at least three modified sides for my Stygiana map, and I've run into a few problems.
Firstly, how can you edit effects by their text files (the particle editor doesn't work at all for me, crashes as soon as it opens) and get them to work? Whenever i do it says 'so and so file is not a binary UCF file Error". Do you use hex editing or something to get around this?
Secondly, how do you increase troop numbers on one team? I put in unit count as 32 for CIS and 20 for republic in the clone war conquest LUA, and there are still an equal number n each team.
Thirdly, how can you make a recon droid function as an automatic unit. I put in "Pilottype = "self" but the rotten things just sit there in mid air and do nothing. Anyone know how to fix this?
Thanks in advance.
Re: Skyhammer Side Help Topic
Posted: Wed Oct 10, 2007 9:15 pm
by Syth
Skyhammer_216 wrote:I'm making at least three modified sides for my Stygiana map, and I've run into a few problems.
Firstly, how can you edit effects by their text files (the particle editor doesn't work at all for me, crashes as soon as it opens) and get them to work? Whenever i do it says 'so and so file is not a binary UCF file Error". Do you use hex editing or something to get around this?
Secondly, how do you increase troop numbers on one team? I put in unit count as 32 for CIS and 20 for republic in the clone war conquest LUA, and there are still an equal number n each team.
Thirdly, how can you make a recon droid function as an automatic unit. I put in "Pilottype = "self" but the rotten things just sit there in mid air and do nothing. Anyone know how to fix this?
Thanks in advance.
1. Firstly, at least for me, particle editor editor quits working after i run VisualMunge. I just use notepad to edit files manually, it shouldnt give you any errors though.
2. You just change units = # to what ever, it might be that you don't notice the 12 unit difference
3. phhht... i tried that before, its not as simple as adding that line. Its possible though, but youd need to fool around with stuff until you found what worked.
Re: Skyhammer Side Help Topic
Posted: Mon Oct 29, 2007 5:17 am
by Sky_216
Syth: Nope. Changing unit count has no effect. Put it to 64. Changed each of the numbers per type of troop sections. Didn't do anything. Seem to have a way around it though: using a local team. Seems to work OK.
Another question: you don't appear to be able to give beam weapons spread. Anyone know a way around this?
Re: Skyhammer Side Help Topic
Posted: Mon Oct 29, 2007 10:41 am
by MercuryNoodles
On #3, what's the intention behind making the recon droid self-piloting? They're supposed to be controlled by the unit that "spawned" it, under normal conditions. I might not be able to help if you're doing anything complex, but if it turns out to be something simple (ie. just getting units to use the droid), I might have the info.
As for beam weapons, what have you done? The ordinance type shouldn't affect spread, because spread is set in the weapon odf. Speaking of nullified changes, you're not also loading a default side containing a weapon of the same name, are you?
Re: Skyhammer Side Help Topic
Posted: Tue Oct 30, 2007 2:20 am
by Sky_216
Point of #3 is to give a unit a few 'drones' that they can release. Kind of like mobile turrets.
As for beams, yes I know the weapon's odf, not the ordance's odf is what gives spread. But with vehicles at least (haven't tried for troops yet) i can make custom beam weapons, but they just don't spread, even when I give a shotgun like weapon beams as ordance.
Re: Skyhammer Side Help Topic
Posted: Tue Oct 30, 2007 3:43 am
by MercuryNoodles
I was just thinking out loud on the odf stuff. Does the spread work with different ordinances?
I also recall some notes with an alternate set of parameters to set a spread. I'll have to find it later.
Re: Skyhammer Side Help Topic
Posted: Tue Oct 30, 2007 10:02 am
by Maveritchell
For #3, you may want to reference this topic:
http://www.gametoast.com/forums/viewtop ... =27&t=6916
It's not just as easy as just setting the pilottype to "self." Soldiers (or droids, which is what the remote droid is) can't use a pilottype of self, even though you can modify them with the pilottype line (you can set a player unit's pilottype to "remote," for example). You need to read through that topic. It'll tell you what you need to code in (it involves the creation of a third team and a teleport that is triggered by the use of a weapon).
Re: Skyhammer Side Help Topic
Posted: Wed Oct 31, 2007 3:41 am
by MercuryNoodles
Alright, here's some relevant info I plucked from the weapon notes file on Fred's site:
Cannon and Launcher also do scatter differently:
PitchScatter - scatter angle along the pitch axis (up and down), in degrees
YawScatter - scatter angle along the yaw axis (left and right), in degrees
MaxScatter - sets both pitch and yaw scatter for compatibility, in the same goofy units that it used to use
Cannon and Launcher type weapons now support shot patterns. You can have as many pattern points as you want, and the weapon will cycle through the list, one per shot.
ShotPatternCount = <count>
ShotPatternPitchYaw = "<pitch> <yaw>"
For example, for a bowcaster shot with a five-way spread:
ShotPatternCount = 5
ShotPatternPitchYaw = "0.0 -4.0"
ShotPatternPitchYaw = "0.0 -2.0"
ShotPatternPitchYaw = "0.0 0.0"
ShotPatternPitchYaw = "0.0 2.0"
ShotPatternPitchYaw = "0.0 4.0"
Also, recoil spread works differently now. I added code to make sure existing values work fine, but here's the new thing:
SpreadPerShot = <spread per shot, in degrees>
SpreadRecoveryRate = <spread per second, in degrees>
SpreadThreshold = <amount of spread to "ignore", in degrees>
SpreadLimit = <maximum spread, in degrees>
The old values still work, but weapons with low SpreadRecovery (e.g. pistol) will act somewhat weird.
FYI: SpreadPerShot actually applies per group of shots, so if you have ShotsPerSalvo larger than one, the kick doesn't apply until the next group in the salvo. I can do the same thing for ammo and heat if you want. At some point I'm going to get the weapon charge state stuff working.
In case you're wondering what SpreadThreshold is for, it lets you give the weapon a little leeway before the spread starts to kick in. That's what I meant by "ignore".
Any weapon using beam ordinance I believe needs to use the classlabel "cannon", so something here should help.
Oh, and I found a little info on remotes in the file:
Any controllable class (soldier, droid, flyer, hover, walker, turret):
PilotType: "none" = unpilotable, "self" = self-piloting, "vehicle" = pilot enters, "remote" = remote-controlled
The object spawned by WeaponRemote must be set to "remote" type.
Re: Skyhammer Side Help Topic
Posted: Tue Nov 20, 2007 3:21 pm
by Sky_216
MercuryNoodles: So can you make the recon droid into an autopiloted hover vehicle, make it spawn with 'dispenser', and get an autopiloted droid.
Another question: I know you can add a secondary ordnance to a weapon, is it possible to add a third?
Re: Skyhammer Side Help Topic
Posted: Wed Nov 21, 2007 8:53 am
by MercuryNoodles
That seems like a reasonable idea. Let us know what happens.
Re: Skyhammer Side Help Topic
Posted: Fri Nov 23, 2007 4:07 pm
by Sky_216
Sorry, something really annoying has happened. My map crashes, and I get an error log with this in it.
Re: Skyhammer Side Help Topic
Posted: Fri Nov 23, 2007 4:45 pm
by authraw
Add this line to your .lua file near the other lines like it:
SetMemoryPoolSize ("SoldierAnimation",500)
It may or may not fix your crashing, but it's worth a shot.
Re: Skyhammer Side Help Topic
Posted: Fri Nov 23, 2007 4:53 pm
by MercuryNoodles
That memory pool error shouldn't cause a crash. If anything, you'd probably just get a bunch of units simply standing around.
So, there are no other errors of note?