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Ghostrider

Posted 08 January 2010 - 12:23 PM

For the tech tree stuff, basically, the research is considered a unit, and when you build it, it triggers a couple different scripts that lock the research and unlock the unit.



Yeah. Bob is right. It's a bit confusing though.

For example, this is the code to unlock the Acclamator in Level 1 Empire (in Tech_Tree_Empire.xml)
find the following code tags

<Event Name="Start_Tech_1">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Prereq>Tech_1_Freeze</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>

then add the following lines

<Event Name="Activate_Acclamator_I-class_Assault_Ship">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>TRIGGER_EVENT</Reward_Type>
		<Reward_Param1>Unlock_Acclamator_I-class_Assault_Ship_Research</Reward_Param1>
		<Prereq>Start_Tech_1</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>

	<Event Name="Lock_Acclamator_I-class_Assault_Ship_Research">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>LOCK_UNIT</Reward_Type>
		<Reward_Param1>E_Acclamator_I-class_Assault_Ship_Research</Reward_Param1>
		<Prereq>Activate_Acclamator_I-class_Assault_Ship</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>

	<Event Name="Build_Acclamator_I-class_Assault_Ship_Research">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Reward_Type>TRIGGER_EVENT</Reward_Type>
		<Reward_Param1>Research_Acclamator_I-class_Assault_Ship</Reward_Param1>
		<Prereq>Lock_Acclamator_I-class_Assault_Ship_Research</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>

And don't forget to add this bit at the end along with all the other Tech 1 units.

<Event Name="End_Tech_1">
		<Event_Type>STORY_TRIGGER</Event_Type>
		<Prereq>
			Build_Acclamator_I-class_Assault_Ship_Research,
			Build_Action_IV_Transport_Research,
			Build_Carrack-class_Light_Cruiser_Research,
			Build_CT-11_Space_Tug_Research,
			E_Build_Dreadnaught-class_Heavy_Cruiser_Research,
			Build_GAT-12g_Skipray_Blastboat_Research,
			Build_IPV-1_System_Patrol_Craft_Research,
			Build_Lambda-class_T-4_Shuttle_Research,
			Build_TIE_Starfighter_Research
		</Prereq>
		<Branch>Tech_Level</Branch>
	</Event>


Happy coding!
Ghost

Tropical Bob

Posted 08 January 2010 - 12:06 AM

For the tech tree stuff, basically, the research is considered a unit, and when you build it, it triggers a couple different scripts that lock the research and unlock the unit.

Pellean

Posted 07 January 2010 - 08:52 PM

Thanks for the quick responses everyone- I appreciate it.

HP_EF76_Nebulon-B

Huh- I was sure I checked that... Sorry about the false alarm. :ninja:

I'm still getting exceptions with that hero

Oops- I forgot to tack on that little .xml on my new entries in GameObjectFiles... :) That would do it, huh?

Phoenix Rising

Posted 07 January 2010 - 05:44 PM

The "error log" is pointless without code debugging tools (which only PG has).

What Bob said for 1.

2, HP_EF76_Nebulon-B.

3, look at the tech tree files.

Pellean

Posted 07 January 2010 - 01:13 PM

For number one, make sure you add the new file into GameObjectFiles.xml. Else, the game won't know the file in question exists. And then the campaign will crash if the game can't find a specified file.


Thank you; that at least explains why my campaigns never worked.

Another Newbie question for you: I'm still getting exceptions with that hero, and it says that it is saving them somewhere- How do I view the Error Log? That would be a tremendous help in ironing out kinks in the code.

Tropical Bob

Posted 07 January 2010 - 02:58 AM

For number one, make sure you add the new file into GameObjectFiles.xml. Else, the game won't know the file in question exists. And then the campaign will crash if the game can't find a specified file.

Pellean

Posted 07 January 2010 - 01:30 AM

Still waiting on 3Ds Max 8. To keep myself occupied, I've begun tinkering in other parts of the mod, unlocking SpecForce for galactic mode, trying to add heroes, and whatnot. I have a few questions for you:

1. Is there a hero-relevant file besides Story_Heroes_X and NamedHeroUnits_X? I designed my own hero using Ackbar and Wedge as templates, added entries under Story_Heroes_Rebel, and placed him in Operation Shadow Hand, but to no avail. The mod loads, but crashed when I attempt to launch the campaign. I have made several adjustments but they never work. What am I missing?

2. When trying to make a custom flagship for said hero, I noticed that the HardPoints_Space file is missing at least one ship- namely, the EF76 Nebulon-B. Even using the find command on the hardpoint names listed under the stock ship has no results. As my game has working Nebulon-Bs, I am at a loss as to how this data got 'lost'.

3. Finally, I was adding some land technologies and I succeeded... mostly. The research works, the game no longer crashes on me, but the technology doesn't unlock the unit! Going through your space technologies, I never saw a tag called <required_galactic_unit> or anything else that seemed to point to the unlocked unit- Is it only determined by the order of the text? If so, what am I doing wrong?

Phoenix Rising

Posted 26 December 2009 - 05:12 AM

Haven't a clue :p. The problem is we're working with tools that were developed between 2003 and 2005 and there's no way PG is going to update them for new software. Sort of makes it necesary to have what they used when modding EaW.

Pellean

Posted 24 December 2009 - 08:14 PM

Ah bugger... at least I'm still on the 30-day grace period- Is 3DS Max 8 still on the market? Where can I get it?

Phoenix Rising

Posted 24 December 2009 - 12:49 AM

What Kaleb said, but you won't be able to export from 2010 if it's anything like 9; 8 is the newest one that works.

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