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Cheating rebels

This is a discussion on Cheating rebels within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; ok run into an issue here, ive been making a clone war's conversion mod, going well so far. anyway i ...

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  #1  
Old November 15th, 2009
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Default Cheating rebels

ok run into an issue here, ive been making a clone war's conversion mod, going well so far. anyway i was testing out my new venator unit when i invaded a rebel world. went fine, kicked some ass......then all of a sudden i saw three rebel controlled acclamators coming over the horizon to spoil my day.

How did they do this? the only thing ive changed about the acclamator is what fighters it spawns, they shouldnt be able to build acclamators surely. wasnt an isolated incident either, i check and invaded another world, same thing. Any ideas?
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Old November 15th, 2009
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Default Re: Cheating rebels

Error in coding?
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  #3  
Old November 15th, 2009
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Default Re: Cheating rebels

don't think so, like i said io havent changed anything about the acclamator except wat units it spawns.......i'll look into it, anything else it could be?
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Old November 15th, 2009
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Default Re: Cheating rebels

hmm.... I've had this sort of thing before, when i coded in a viscount using the mon cal cruiser code as a base.

The Cons got one.

Well, anyway.

I Believe it has something to do with the spawnfreestoreunits.lua (or whatever it is) the script that gives AI's free units.

I'm not more than an extremely minor LUA coder (EG I make the AI fit up with new units in skirmish ETC, that's it.) So someone better will have to clarify.
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Old November 16th, 2009
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Default Re: Cheating rebels

well i've looked in the code for the acclamator, nothing out of the ordinary, certainly nothing that should allow the rebels to build one anyway.............weirdly this only started happening after i put the venator in, but i dont see why adding a venator would let the rebels build acclamators. if its a lua problem im boned, i cant do lua
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Old November 16th, 2009
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Default Re: Cheating rebels

I'll take a look at the lua a bit (this is FOC?) and see what it could be.
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Old November 16th, 2009
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Default Re: Cheating rebels

I'm not Exactly "Good" at Deciphering LUA...

We need a real LUA coder here to figure this out, If that could be it.

At very worse, lol, you just get a LUA coder to make you a script that detects if the AI owns units that don't belong to them (Explicitly naming them) and destroys them.

At least, i think so.
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  #8  
Old November 16th, 2009
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Default Re: Cheating rebels

i've been given a rather clever solution from the guys at everything eaw involving adding a story trigger to the rebel ai that locks the offending units at the start of the campaign, should work but i aint got time to try it atm, stupid uni work
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Old November 17th, 2009
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Default Re: Cheating rebels

2 possibility's

1.) story event/rewards in ki xml(example Story_Rebel_AI_Heroes_EXP.xml)

<Event Name="Lock_Acclamator_Rebel">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>LOCK_UNIT</Reward_Type>
<Reward_Param1>Acclamator</Reward_Param1>
<Prereq>Universal_Start</Prereq>
</Event>

or

configure in the lua's
GenerateMagicSpaceDefense.lua
GenerateMagicSpaceDefenseEasy.lua
GenerateMagicSpaceDefenseHard.lua

2.) example:
TaskForce = {
{
"ReserveForce"
,"DenyHeroAttach"
,"Fighter | Bomber = 6"
,"Corvette | Frigate | Capital = 6"
,"-Acclamator"
}
}

Then never give acclamators in the magic spawns, none factions.
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Last edited by Jedi_Lu; November 17th, 2009 at 05:55 AM.
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  #10  
Old November 17th, 2009
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Default Re: Cheating rebels

with this mod too, how many clonewars mods are there !!! shouldnt we put a limit for it.
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