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-   -   Modding problems (overlaping fighters) (http://forums.filefront.com/sw-eaw-modding-mapping-editing/349360-modding-problems-overlaping-fighters.html)

Keraunos281 February 6th, 2008 09:34 AM

Modding problems (overlaping fighters)
 
Some time ago I started working on 'realistic star wars' mod. My aim is to modify game a little (so it plays basicly the same as vanilla) and slowly introduce desired changes.

Obviously Zann's faction needs extensive overhaul, so I started with this faction. My aim is to change it from beeing overpowered - to more like nuissance. I replaced Zann Consortium's units with Pirate ones, so he has to rely more on his special abilities.

However, during coding I encountered a problem. Before StarViper entry I put the following code:
Quote:

<!-- **** Replacing Pirate Fighter Squadron **** -->

<SpaceUnit Name="Starviper_Fighter">
<Variant_Of_Existing_Type>Pirate_Fighter</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
</SpaceUnit>

<Squadron Name="StarViper_Squadron">
<Variant_Of_Existing_Type>Pirate_Fighter_Squadro n</Variant_Of_Existing_Type>

<Affiliation>Underworld</Affiliation>
<Tech_Level>1</Tech_Level>
<IsBuildable>Yes</IsBuildable>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Build_Cost_Credits>200</Build_Cost_Credits>
<Build_Time_Seconds>6</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>

<Squadron_Units>Starviper_Fighter, Starviper_Fighter, Starviper_Fighter, Starviper_Fighter, Starviper_Fighter</Squadron_Units>
<Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-45.0,45.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-45.0,-45.0,0.0</Squadron_Offsets>

<Population_Value>1</Population_Value>

</Squadron>

<SpaceUnit Name="Uw_Starviper_Fighter">
[rest of original file follows - it allows to spawn 'normal' StarViper as higher level fighter]
Now each time I start space battle, I see the formation for fighters is broken. Four of them start in exactly same place (they even fire simultaneously - laser projectile is much wider), only fifth start to the right. I don't have to say it looks dull :(

So, any ideas how to fix it?

Wizardington February 6th, 2008 02:21 PM

Re: Modding problems (overlaping fighters)
 
<Variant_Of_Existing_Type>Pirate_Fighter_Squadron</Variant_Of_Existing_Type>
There is space there

second u need a container, for ur fighters, go to CONTAINERS.xml for a guide

Kalo Shin February 6th, 2008 02:29 PM

Re: Modding problems (overlaping fighters)
 
Quote:

Originally Posted by Wizardington (Post 4201000)
<Variant_Of_Existing_Type>Pirate_Fighter_Squadron</Variant_Of_Existing_Type>
There is space there

second u need a container, for ur fighters, go to CONTAINERS.xml for a guide

Whoa, Hold on now.

You only need to edit containers if you want said Squadron to have Abilities.

Wizardington February 6th, 2008 02:39 PM

Re: Modding problems (overlaping fighters)
 
i had the same problem, and that fixed it

Keraunos281 February 6th, 2008 02:58 PM

Re: Modding problems (overlaping fighters)
 
Unfortunately, original file doesn't have this space :( I must have had accidentally press it during copying.. sorry:uhm:. Any other ideas?

What about containers.xml? Is it really needed? I think that other edited units have their abilities (probably becouse they are variants of other, existing units)

EDIT:
Can I edit old posts? The option for first post in this link is unavailable :/

Nebulogan_B February 6th, 2008 03:21 PM

Re: Modding problems (overlaping fighters)
 
Try changing the squadron offsets, they look a little small. If that doesn't work try looking in the stock pirate fighter code for anything that might be problematic, and if it still doesn't work then just copy the pirate fighter code completely then rename and change select numbers instead of using <Variant_Of_Existing_Type> lines.

Keraunos281 February 6th, 2008 04:42 PM

Re: Modding problems (overlaping fighters)
 
I was afraid of making omissions (I miss brackets frequently and then spent too much time searching for them). That's why I simply copy-pasted them, and also tried several entries; this one is AFAIK taken from original StarViper unit.

Thanks for other suggestions, I'll try them ;)

BTW, you can call me Keraunos or Ker - no need for Keraunos281 ;) (I'm referring to the other thread)

general_kerr February 6th, 2008 06:44 PM

Re: Modding problems (overlaping fighters)
 
Quote:

BTW, you can call me Keraunos or Ker
Kerr Here :p
all you really have to do is raplace the model, SFX, TEXT, speed, and cost to make the original starviper into the pirate fighter, most of whitch can be copied.
if i wasn't cramped for time then i'de make and post the code, but i've gotta leave soon.

EDIT: but for now try just copying the X-Wing or starviper squadron offsets :)

Keraunos281 February 7th, 2008 08:41 AM

Re: Modding problems (overlaping fighters)
 
The offset values above are copied exactly from StarViper entry; I've also tried to replace it with Z-95 - same effect. So I'll probably either stick to my original idea and simply add another fighter while keeping StarViper (which will then be needed for some Piracy missions), or indeed try to add everything manually..

For me, replacing only few things won't work. First of all, later I'm going more into details - I plan to give units exact

Sorry if I won't answer anytime soon, but this mod is not on my top priorities list. I have a life as well ;) and I'm only coding a bit when I have a time and desire.

Thanks a lot for help :D

jedi_consulor February 7th, 2008 11:50 AM

Re: Modding problems (overlaping fighters)
 
<Number_per_Squadron>6</Number_per_Squadron> <- in units XML file
or <Max_Squad_Size>3</Max_Squad_Size> in the squadrons data - have you change - altered any of those values ? - some squadrons xml data does not use the max squad size so just wondered if you have changed it some how.

Keraunos281 February 7th, 2008 02:19 PM

Re: Modding problems (overlaping fighters)
 
nope

jedi_consulor February 8th, 2008 03:38 AM

Re: Modding problems (overlaping fighters)
 
I have seen this problem in my own mod but I think the best way to fix it is really to just re do the squadrons.xml code for the unit. Re do the cooerdinate's for the squadron offsets and squadron size's.

Nebulogan_B February 8th, 2008 04:39 PM

Re: Modding problems (overlaping fighters)
 
Sometimes EaW XMLs seem way too touchy, The Providence isn't buildable in my mod for pirates seemingly just because I made the pirate one a variant of existing type thing, it has all the necessary lines, but doesn't work, whenever coding in a new unit you should put all the lines for it in one xml entry, Variant of existing type is for really small changes.
Edit:
I just looked at the providence code and it turns out it was actually because i accidentally put in an extra s for the <Variant_Of_Existing_Type> line, damn the brain's ability to read whole words without reading individual letters.

Keraunos281 February 8th, 2008 07:58 PM

Re: Modding problems (overlaping fighters)
 
Problem solved. I put entire code of Z-95 and now I have brand new Underworld Z-95s.. Thanks for helping :D


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