Nazgûls "Special Extended Edition"
#661
Posted 12 September 2008 - 02:14 PM
- I renamed the obsolete miner into something else, and I also tried to rename my miner into something else. However I didn't try to rename BOTH at the same time, so I guess I could try that too, heh. This is by far the most odd thing I've ran into since I started SEE.
I think I'll rename my miners into GodDamnProblemUnit and the other one into TheOriginalSourceOfTheGodDamnProblemUnit... lol. Seriously though, thanks for trying to help us =) Worst case scenario, I'll "just" scrap the Miners all together. Can't use them like this and they've halted the production for far too many days now =s
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#662
Posted 14 September 2008 - 02:59 AM
#663
Posted 14 September 2008 - 03:22 AM
I remember when Turn-A-Gamer, CKW and Myself were working on Red Alert 2: Retaliation and we found there were 9 cases of unit abbreviation code that had hardcoded side effects. In other words name a unit something like [SPLANE] (IIRC this was years ago now) and the unit wouldn't do anything but sit on the ground.
Like rob Said, try from the ground up again and see what happens, if you want, tell me what you want and I'll give it a crack for you Nazgûl
#664
Posted 14 September 2008 - 06:52 PM
I suspect the model has somekind of conflict that makes this happen..
Redo them will create the same set of codes as I know no other way of adding units but using existing codes. And these miners are bound to the Guardian bones...
I did the same for Easterling cavalry, and they work. It must be the model itself. To verify this though, I will change the model into another model, without changing the code. If I'm right, the horde will work. If not, then at least we know it's the codes and not the model.
Any further help would be greatly appreciated Skywaters Not sure what you can do though, except try to do the same. Won't expect you to do that though I'll be back with a report once I've tried switching models...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#665
Posted 16 September 2008 - 06:07 PM
Behavior = ProductionUpdate ModuleTag_UpgradeProducer GiveNoXP = No;Yes //ADDED!!! End Behavior = QueueProductionExitUpdate ModuleTag_07 //ADDED!!! UnitCreatePoint = X:0.0 Y:0.0 Z:0.0 NaturalRallyPoint = X:100.0 Y:0.0 Z:0.0 //X:75.0 Y:-70.0 Z:0.0 ExitDelay = M_STANDARD_HORDE_EXIT_DELAY UseReturnToFormation = No ;PlacementViewAngle = -45 End
It doesn't seem to be eought though? (Trying to make Lumber Mills spawn hordes, but get the same problem as Miners)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#667
Posted 16 September 2008 - 11:51 PM
EDIT: darn, the LumberMill already had that
Edited by Nazgûl, 16 September 2008 - 11:54 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#668
Posted 18 September 2008 - 12:51 AM
I finally "solved" the problem with the Lumber Mills too. And my logic was right... This time it was not a matter of something that needed to be added, but the opposite. Which in turn unfortionately caused another problem, but I think we can live with that for now.
For the Mines to spawn Miners as a Horde, I had to add the:
Behavior = QueueProductionExitUpdate
But when I added the same code to Lumber Mills, nothing changed and the horde still spawned as individual units. This turned out to be, after a lot of testing and head aches, apparently caused by a conflict with these:
Behavior = SupplyCenterCreateand
Behavior = SupplyCenterProductionExitUpdateThe game need those to make the Orc Laborers go to work, and chop trees, but the same Behavior also rendered the QueueProductionExitUpdate "obsolete" and unused. So, it comes down to a choice. Either we have Orc Snagas as hordes from the Lumber Mills and idle workers that await manual command before starting to work. Or we have workers as usual and no snagas. I need the Snagas for the general idea/setup of the factions, so we'll have to live with this until I find another solution to force them to go to work automatically. There should be a way to do that too, most likely in the Unit INI *thinking*
I'll be skinning a number of random textures for Snagas and then post an ingame shot in SEE Forums shortly
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#671
Posted 18 September 2008 - 03:36 AM
@Rob: Unfortionately not =/ I got the LUA from Lauri, but I also think I learned to understand LUA now, after studying it hard, and I can't see anything wrong with it. The mesh names in the model and the LUA are correct ("SHOVEL" & "PICKAXE") and the reference to the XML is correct. I don't get why the lua won't work, so I simply chose to hide the shovel in the unit ini instead and only use the pickaxe. It works, but it would look even better with random "weapons"...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#672
Posted 19 September 2008 - 05:01 AM
Behavior = GrantUpgradeCreate ModuleTag_ChangeAragornCostume UpgradeToGrant = Upgrade_GandalfWhite End Behavior = SubObjectsUpgrade Armor_Upgrade TriggeredBy = Upgrade_GandalfWhite HideSubobjects = SHOVEL PICKAXE End
Than you would only need this in your LUA:
function OnDwarvenMinerCreated(self) arms = GetRandomNumber() if arms <= 0.50 then ObjectHideSubObjectPermanently( self, "SHOVEL", false ) else ObjectHideSubObjectPermanently( self, "PICKAXE", false ) end endDon't know if this will do anything for you but it's worth a try.
#673
Posted 19 September 2008 - 02:10 PM
Well, it works on all of my LUAs, so if it's something best used for BFME1 or not, I don't knowI'm not sure if it's possible to both HideSubObjectPermanently and then cancel HideSubObjectPermanently.
Besides, I'm pretty sure I've added this kinda LUA to SEE units before
The 4th Age version 0.8 has been released: Link
#674
Posted 19 September 2008 - 03:11 PM
@Rob: I'll try to experiment with that, if I can figure out exactly how to implement it. Thanks =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#675 Guest_Guest_*
Posted 24 September 2008 - 07:44 PM
Here's some pics
http://www.tolkienli...Hurin_cover.jpg
http://www.tolkienli...Dragon_Helm.jpg
#677 Guest_Guest_*
Posted 27 September 2008 - 04:28 PM
#678
Posted 10 January 2016 - 11:04 AM
i like all changement of your mod exept the blue forged blade for evil faction red is better
He was the first...
#679
Posted 15 January 2016 - 05:37 PM
Wow... this was a bump of serious proportions...
All glow is gone in the new SEE-dc.
Anyways, could a moderator/admin move this topic into SEE Development please. I could really use this as reference when coding since this is the complete topic from start
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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