Jump to content

Enabling UaW's Human Military faction


  • Please log in to reply
69 replies to this topic

#41 Mercury

Mercury

    Follower

  • Members
  • PipPip
  • 191 posts
  • Gamertag:ExevaloN
  • Gender:Male
  • Location:Puerto Rico

Posted 20 February 2009 - 08:41 PM

Quote

Well, I haven't really tried anymore. I tried a lot of things back then, and nothing worked :-/

Could you mention a few of the stuff you did try if you remember them. That way we don't need to go the same hurdles and can reach the crux of the problem faster.

Quote

Keep in mind that the Luas that came with the mod tools are... outdated and some (many?) do not work with the patch 3 version of the game.

And becuase life is so special we don't know exactly which LUAs do not work with patch 3, right? Though I would assume it would be the LUAs that arn't game breaking. The LUAs that belong to each individual Masari, Novus and Hierarchy unit, structure, power,etc. Those that are part of the GUI and UI.

I think I should make a new thread and people should post there which LUAs don't work with UaW on patch 3 so that way we can weed out what doesn't work and not waste time on it or know which we should try to fix.

#42 KingAlberich

KingAlberich

    Initiate

  • Members
  • 6 posts
  • Gamertag:King_Alberich
  • Gender:Male
  • Location:Illinois, United States of America

Posted 23 May 2009 - 05:54 PM

how far are you on this mod? It looks promising as it shows how to do it yourself :p Maybe when you're done you can make the instructions downloadable :p

#43 CanadaMan7

CanadaMan7

    Acolyte

  • Members
  • Pip
  • 61 posts
  • Gamertag:Canadaman7
  • Gender:Male
  • Location:Charleston, South Carolina

Posted 06 February 2010 - 10:09 PM

Well, I found this thread and I reinstalled UaW today. I updated up to patch 2 and went to work following Mike's instructions, but I'm stuck like him for now. That being said, I intend to keep trying on this.

#44 Catblender

Catblender

    Acolyte

  • Members
  • Pip
  • 13 posts
  • Fav. Game:
  • Gender:Male
  • Location:Philippines

Posted 06 February 2010 - 10:41 PM

View PostMike.nl, on 07 May 2008 - 12:55 PM, said:

(Do let me know if you're interested or if I'm wasting my time)
I know that this thread is old but I just want to agree with CanadaMan7. This is very interesting.  :yes It should be fun to play as the Humans even if they are very outpowered by the 3 factions. :D

Now, if only GFWL wasn't so mod-aphobic...
Posted Image

#45 CanadaMan7

CanadaMan7

    Acolyte

  • Members
  • Pip
  • 61 posts
  • Gamertag:Canadaman7
  • Gender:Male
  • Location:Charleston, South Carolina

Posted 07 February 2010 - 11:49 AM

Wow! I didn't think anyone else was on here!

Anyone interested in teaming up with me on this?

Edited by CanadaMan7, 07 February 2010 - 12:04 PM.


#46 CanadaMan7

CanadaMan7

    Acolyte

  • Members
  • Pip
  • 61 posts
  • Gamertag:Canadaman7
  • Gender:Male
  • Location:Charleston, South Carolina

Posted 07 February 2010 - 12:51 PM

Posted Image

Well, got them "semi-working".

I couldn't fix the build problem yet, so I have a workaround for now. I just spawned all their buildings when the game starts.

I'll probably just break down and write to Petrogylph about this lack-of-military-building problem.

Now I just need to make the Supply depot working with functioning drones to get resources and I'll put up a download for you guys.

#47 CanadaMan7

CanadaMan7

    Acolyte

  • Members
  • Pip
  • 61 posts
  • Gamertag:Canadaman7
  • Gender:Male
  • Location:Charleston, South Carolina

Posted 07 February 2010 - 11:01 PM

UPDATE:
Well, I've been messing around with the supply depot, trying to make it function like the Novus recycling center, but thats easier said than done. In the meantime, I've replaced that with 3 oil derricks to start off with.

I disabled the Medic until I stop the bug where it clogs up the barracks door. I did however, add a weapon for the Maverick and add the Dragoon back in.

If I could get the Military to build and then sort out the Supply depot I'd be good to go.

Edited by CanadaMan7, 09 February 2010 - 11:57 PM.


#48 Mike.nl

Mike.nl

    Mad Computer Scientist

  • Global Moderator
  • 1,611 posts
  • Gamertag:RationalMike
  • Fav. Game:
  • Gender:Male
  • Location:The Netherlands

Posted 08 February 2010 - 07:13 AM

Nice work!

View PostCanadaMan7, on 07 February 2010 - 11:01 PM, said:

If I could get the Military to build and then sort out the Supply depot I'd be good to go.
Yes, right now there's no possibility of expanding or anything. You have what you start with and that's all :P
Million-to-one chances occur nine times out of ten!

#49 CanadaMan7

CanadaMan7

    Acolyte

  • Members
  • Pip
  • 61 posts
  • Gamertag:Canadaman7
  • Gender:Male
  • Location:Charleston, South Carolina

Posted 08 February 2010 - 02:22 PM

Well in the meantime, I'll get the supply center sorted out. Thanks for the support, Mike!

#50 Catblender

Catblender

    Acolyte

  • Members
  • Pip
  • 13 posts
  • Fav. Game:
  • Gender:Male
  • Location:Philippines

Posted 09 February 2010 - 12:17 AM

View PostCanadaMan7, on 07 February 2010 - 11:49 AM, said:

Wow! I didn't think anyone else was on here!
Yeah, well I'm one of those new guys who took advantage of the massive discount on Steam last Christmas. :P

View PostCanadaMan7, on 07 February 2010 - 11:49 AM, said:

Anyone interested in teaming up with me on this?
I would but I've just installed the mod tools recently and I'm still currently learning how things work.

Question: How do you plan the Supply depot to function? Similar to Novus's Recycling Center where drones gather resources?

Also, why do the military buildings don't get built? Is it because they lack animations?

Sorry, I'm still trying to catch up on things around here.
Posted Image

#51 Mike.nl

Mike.nl

    Mad Computer Scientist

  • Global Moderator
  • 1,611 posts
  • Gamertag:RationalMike
  • Fav. Game:
  • Gender:Male
  • Location:The Netherlands

Posted 09 February 2010 - 03:29 AM

View PostCatblender, on 09 February 2010 - 12:17 AM, said:

Also, why do the military buildings don't get built? Is it because they lack animations?
What I found out is that the military buildings can be built just fine. Except for the Military faction. I've given military buildings to Novus, and then I can build them just fine (build animation is... non-existant; the builder just stands there while the building sprouts from the ground).

In reverse, I've given Novus buildings to Military, and they can't build those either.

I could never figure out why the Military can't build buildings :unsure:
Million-to-one chances occur nine times out of ten!

#52 CanadaMan7

CanadaMan7

    Acolyte

  • Members
  • Pip
  • 61 posts
  • Gamertag:Canadaman7
  • Gender:Male
  • Location:Charleston, South Carolina

Posted 09 February 2010 - 09:52 AM

Quote

Question: How do you plan the Supply depot to function? Similar to Novus's Recycling Center where drones gather resources?

Yeah, I think it was supposed to be like that anyways.

It has a Pad and Drones already. The Drones just don't do anything though.

Edited by CanadaMan7, 09 February 2010 - 02:28 PM.


#53 Strategist

Strategist

    Defiler! Fetch!

  • Global Moderator
  • 3,405 posts
  • Gamertag:Strat N8
  • Fav. Game:
  • Gender:Male
  • Location:Habitat Walker #887

Posted 09 February 2010 - 12:41 PM

View PostCanadaMan7, on 07 February 2010 - 12:51 PM, said:

I couldn't fix the build problem yet, so I have a workaround for now. I just spawned all their buildings when the game starts.

By any chance, did you create a new construction LUA, construction effect in an *insert faction*Effects.XML, and construction models for the structures?  From my own modding, one needs to have a construction beacon and an under construction object (use the construction animation name for each structure) for structures to build.

On the drones, I think their resource collection behavour is in a LUA file, so you might want to look there.
Posted Image

#54 CanadaMan7

CanadaMan7

    Acolyte

  • Members
  • Pip
  • 61 posts
  • Gamertag:Canadaman7
  • Gender:Male
  • Location:Charleston, South Carolina

Posted 09 February 2010 - 02:32 PM

View PostStrategist, on 09 February 2010 - 12:41 PM, said:

By any chance, did you create a new construction LUA, construction effect in an *insert faction*Effects.XML, and construction models for the structures?  From my own modding, one needs to have a construction beacon and an under construction object (use the construction animation name for each structure) for structures to build.

On the drones, I think their resource collection behavour is in a LUA file, so you might want to look there.

Well, its not that the buildings can't build, its just that there's no menu for building AT ALL. I don't know though, I'll give your idea a shot.

Yeah, I saw the resource collecting part in the drone LUA, but I didn't really take a good look at it. I'll revisit that.

Edited by CanadaMan7, 09 February 2010 - 02:33 PM.


#55 Strategist

Strategist

    Defiler! Fetch!

  • Global Moderator
  • 3,405 posts
  • Gamertag:Strat N8
  • Fav. Game:
  • Gender:Male
  • Location:Habitat Walker #887

Posted 09 February 2010 - 05:36 PM

I think a menu entry only appears if you have an under construction object and beakon, otherwise it can not build due to no way to place the structure. You also need a Production Dependancies entry as well. :hope:

Best of luck.


Posted Image

#56 Valdez

Valdez

    (・ ω ・)

  • Members
  • PipPipPipPipPipPipPipPipPip
  • 10,633 posts
  • Gamertag:GFWL Valdez
  • Fav. Game:
  • Gender:Male
  • Location:Singapore

Posted 09 February 2010 - 08:35 PM

View PostStrategist, on 09 February 2010 - 12:41 PM, said:

By any chance, did you create a new construction LUA, construction effect in an *insert faction*Effects.XML, and construction models for the structures?  From my own modding, one needs to have a construction beacon and an under construction object (use the construction animation name for each structure) for structures to build.

On the drones, I think their resource collection behavour is in a LUA file, so you might want to look there.

That doesn't change the fact that Military faction still can't build stuff. As Mike mentioned, giving them a Novus structure with its construction code already in place failed to get it to build, while Novus could build the military stuff, implying that at least the construction code should already be correct.

Posted Image


#57 Purified

Purified

    Petrotopian

  • Members
  • PipPipPipPip
  • 585 posts
  • Gamertag:Purified100
  • Gender:Male

Posted 09 February 2010 - 10:32 PM

View PostMike.nl, on 09 February 2010 - 03:29 AM, said:

What I found out is that the military buildings can be built just fine. Except for the Military faction. I've given military buildings to Novus, and then I can build them just fine (build animation is... non-existant; the builder just stands there while the building sprouts from the ground).

Actually when I was looking around in your model viewer, the military buildings (at least some) do happen to have a build animation. Some construction frames rise out of the ground and then slowly lower as the building gets closer and closer to complete.
Perhaps the animation is unusable?  :unsure:
GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#58 CanadaMan7

CanadaMan7

    Acolyte

  • Members
  • Pip
  • 61 posts
  • Gamertag:Canadaman7
  • Gender:Male
  • Location:Charleston, South Carolina

Posted 09 February 2010 - 11:26 PM

View PostPurified, on 09 February 2010 - 10:32 PM, said:

Actually when I was looking around in your model viewer, the military buildings (at least some) do happen to have a build animation. Some construction frames rise out of the ground and then slowly lower as the building gets closer and closer to complete.
Perhaps the animation is unusable?  :unsure:

Actually, I've seen that in a mod before.

It's either in NatoForcer's or Expand Edition's...
I can't remember which.

#59 Strategist

Strategist

    Defiler! Fetch!

  • Global Moderator
  • 3,405 posts
  • Gamertag:Strat N8
  • Fav. Game:
  • Gender:Male
  • Location:Habitat Walker #887

Posted 09 February 2010 - 11:52 PM

View PostPurified, on 09 February 2010 - 10:32 PM, said:

Actually when I was looking around in your model viewer, the military buildings (at least some) do happen to have a build animation. Some construction frames rise out of the ground and then slowly lower as the building gets closer and closer to complete.
Perhaps the animation is unusable?  Posted Image


No it works (I used it for my Novus Barracks), just you need to use the animation name instead of the model name for the under construction object (if you look at Novus' stuff, they have a seperate under construction model that plays the animation for some of their structures, but some use an animation instead).


If all else fails, one could borrow the construction style of RA3's Empire of the Rising Sun and have "builder" units created from the command center that deploy into structures (check the switch-types code used by the Founder, you can transform virtually any unit into another object with it.)
Posted Image

#60 CanadaMan7

CanadaMan7

    Acolyte

  • Members
  • Pip
  • 61 posts
  • Gamertag:Canadaman7
  • Gender:Male
  • Location:Charleston, South Carolina

Posted 10 February 2010 - 05:30 PM

View PostStrategist, on 09 February 2010 - 11:52 PM, said:

If all else fails, one could borrow the construction style of RA3's Empire of the Rising Sun and have "builder" units created from the command center that deploy into structures (check the switch-types code used by the Founder, you can transform virtually any unit into another object with it.)

Thats actually really clever. I'll definitely look into that.

For the Supply Depot:
So, I merged the Novus Input Station/Collector and the Miltiary Supply pad/Drone LUAs.

Still not collecting resources but I suppose it should all smooth over once I merge the .xml files.

Edited by CanadaMan7, 10 February 2010 - 05:31 PM.





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users