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#1
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| 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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#2
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| Error in coding?
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#3
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| 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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#4
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| 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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#5
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| 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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#6
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| I'll take a look at the lua a bit (this is FOC?) and see what it could be.
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#7
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| 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
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| 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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#9
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| 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.
__________________ ![]() SMG Team Member AotR Coder Last edited by Jedi_Lu; November 17th, 2009 at 05:55 AM. |
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#10
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| with this mod too, how many clonewars mods are there !!! shouldnt we put a limit for it.
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