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Adding heavy weapons as leaders to FoK


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#1 sam_hamwitch

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Posted 28 July 2020 - 12:50 PM

I guess I should start by saying that I'm brand new to modding. After trying a bunch of different mods I decided that FoK was the closest to what I was looking for in terms of gameplay and general style, but I wanted to make a few tweaks. I've spent the past few days poking around in Corsix and learnt a lot, but I'm starting to run into problems that I'm not sure I can solve on my own. 

 

What I'm trying to do is add heavy weapons to squads as leaders rather than upgrades to the base trooper, while leaving special weapons as normal upgrades. I figured that by doing heavy weapons this way it would be possible to replicate the TT rules where you can have one heavy weapon and one special weapon, but not two of each (which seemed like a good idea in a "closer to codex" mod :whathuh:). FoK already has leaders with four or more ranged upgrades and the mod manages to fit them all on its updated UI, so I figured it should be possible. 

 

I managed to remove heavy weapons from a space marine tac squad without any issues. Then I created a marine EBP with all the heavy weapons and no special weapons, and complex_upgrades turned on. I added him as a leader to the tac squad expecting to see all his heavy weapons available, but no luck. After some more poking around I figured out that the leader weapon upgrades are some sort of ability. By copying one of the abilities from the SM tac squad sergeant (the plasma combi bolter upgrade ability), giving it to my heavy weapons "leader" and changing the ui_index_hint I was able to give my heavy weapons marine the ability to upgrade his base bolter to a heavy bolter. 

 

The problem is... I've looked over the ability several times in Corsix and for the life of me I can't figure out how it actually works! The mod includes a whole heap of these upgrade abilities and I've tried comparing them to see what changes in different ones, and I've also looked for the part where it (presumably) specifies the weapon to upgrade to, but I can't find anything. Does anybody know how these things work? I might be able to get a bit further (i.e. adding more weapons) by copying some of the other upgrades and adjusting accordingly, but I'd rather try and actually understand what I'm changing if possible.

 

If I can get all this working there's also another problem that I think I'm going to run into later on: unlike the marines, the guard heavy weapons teams are split across 3 .whm files. Unless there's a way for my guard heavy weapons leader EPB to use more than one .whm file (I think not?) I'm going to have to figure out a way of somehow combining all the different files into a single .whm. Any ideas for how to go about this? I've done a bit of playing and figured out how to use the FFE tool to import chunks, but I'm assuming it's more complicated than just mashing everything together in a single file and calling it quits? What would be the easiest way of getting everything to work in the one file?

 

Thanks for reading  :smilehuh:  Any help or advice at all would be greatly appreciated! 



#2 sam_hamwitch

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Posted 29 July 2020 - 01:30 AM

OK after a bit more playing I figured the first part out. For anyone that cares, the relevant bit was in area_effect>weapon_damage>modifiers, where there's a default_weapon_modifier_hardpoint1 which increments the weapon on the hardpoint by the amount you set. Once I worked that out the rest was pretty easy, and I was able to get all my heavy weapons ingame and fitting in the UI. The upgrade icons still have the description for the combi plasma that I used as a base and the icons themselves are pink boxes, but I guess I can sort that out somehow. 

 

So now I just need to solve my .whm issue for the guard. I think this is the more difficult issue, so if anyone has any ideas I'd be very grateful  :whatoa:



#3 sam_hamwitch

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Posted Yesterday, 06:03 AM

Finally got everything working ingame. Now I'm just trying to get the AI to build the heavy weapon "leaders".

 

I've run into a couple of really strange issues. The first one is that by modifying the guard AI tactics file for regular guardsmen I got everything working fine, but then things stopped working when I changed the loader.ai for the guard, modified the tactics file for veteran guardsmen, and created a new tactics file for veteran grenadiers. To be specific, after I made those changes the regular guardsmen squads stopped using the addon upgrades to upgrade the default heavy bolter weapon teams, although they would before. I have no idea why though as I haven't touched the guardsmen tactics file since.

 

The second issue is that when I tried to duplicate everything for the veteran squads, instead of building the weapon teams they'd build a second sergeant instead. Firstly, I have no idea why the same code (I copied and pasted it) gives me weapons teams for guardsmen but sergeants for veterans. Secondly, I don't understand how the AI is capable of building a second sergeant at all, since I set multi_with_upgrades to true in the SBP, which stops me from building more than one leader of the one type!



#4 Gambit

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Posted Yesterday, 11:12 AM

... For all the things you mention, most of the times it is a trial-and-error case to fix them brother.

I mean, they are somewhat "specialised".

That being said, some of us are indeed able to help you 100% with those issues, but for such issues, we must see them for ourselves, there is little chance for the descriptions to reveal the actual cause of an issue.

 

And this needs time.

I would LOVE to help, but at the moment, I myself need help to finish all the things I work upon!!!

I am talking about time. :whatoa:

 

So it is not that we are unwilling to help, it is that we cannot!


-In search of Papasmurf...

#5 sam_hamwitch

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Posted Yesterday, 11:57 PM

Thanks for the reply! 

 

I've made a bit more progress today, so I'll keep at it and if I run into any problems that I really can't solve myself I'll post the code here.

 

Good luck on your own projects  :whatoa:  You mentioned you needed help - if you need simple AE changes done I could probably spend a little time on that. It would depend on exactly what it is but I'm reasonably confident doing those sorts of changes in Corsix now. 



#6 Gambit

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Posted Today, 10:42 AM

Whoa, if you CAN come and join our team, there are MANY race mods that require a coder!

And remember, my team has the best race mods out there, AND the uber Unification mod, of course :twisted:

 

That is why Ultramarines, Fallen Angels, Alien Hunters, Tau Farsight Enclaves, Eldar Craftworlds and so many other races are delayed...

But on the other hand, have a look at our released races!!! Daemonhunters, Witch Hunters, Emperor's Children, Imperial Fists, Salamanders, Dark Angels, Thousand Sons... HUGE list.

 

But it could be even bigger.

If you are interested in leading Race Mods... By all means PM ME!

You can join our team!


-In search of Papasmurf...



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