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#21 Guest_Drieick_*

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Posted 13 February 2008 - 12:39 AM

Heroes are quite risky to hire in Skirmish. You could be 90% through one, and an enemy fighter captures the space structure and *poof*, no hero (and no refund as far as I can tell)!

That's why they operate on the upgrade queue. But I would prefer it if you couldn't re-capture stations once they've already been captured once, but I'm not sure how to do that (you probably can't).


ええと。。。 Yes you can, Phoenix Risingさま. Here's something quick I whipped up that *should* solve your problem, but it's untested:

require("PGStateMachine")function Definitions()	Define_State("State_Init", State_Init)endfunction State_Init(message)	if message == OnUpdate then		Object.Disable_Capture(true)	endend

I'm not going to go into how to attach a Lua script to an XML object, since I'm pretty sure you know how to do that. :blink:

If you have any problems, just post; I'll be checking your site every other day, like always. :lol:

#22 Casen

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Posted 14 February 2008 - 03:05 PM

I hope that when new walkers are implemented they are given GOOD walking animations...

I want an AT-PT that looks and works good. =P

#23 Phoenix Rising

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Posted 15 February 2008 - 12:06 AM

ええと。。。 Yes you can, Phoenix Risingさま. Here's something quick I whipped up that *should* solve your problem, but it's untested:

Thanks, Drieick! I tend to overlook LUA, but I probably should've checked for such a function. I'll have to test it. You're sure it won't just activate when the station is neutral?

I hope that when new walkers are implemented they are given GOOD walking animations...

Well, that's the trick, isn't it? Without any artists, we're kind of at the mercy of the community. But let me know if you can find a reliable animator (of course, he wouldn't have work until we get a modeler and a skinner though).

#24 Casen

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Posted 15 February 2008 - 02:38 AM

Could we have All-Terrain Advance Raiders too? I'm quite fond of those...could be like a light attack walker with one laser like the hover tank.

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And I'm willing to help find people. I'll see what I can do.

Edited by Kacen, 15 February 2008 - 02:39 AM.


#25 Guest_Drieick_*

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Posted 16 February 2008 - 12:47 AM

ええと。。。 Yes you can, Phoenix Risingさま. Here's something quick I whipped up that *should* solve your problem, but it's untested:

Thanks, Drieick! I tend to overlook LUA, but I probably should've checked for such a function. I'll have to test it. You're sure it won't just activate when the station is neutral?


You're welcome. :)

And, to answer your question, that's what the if message == OnUpdate is for; it'll load whenever the object is modified (The first possible modification is when it's captured, since you can't attack or interact with it).

I'm not sure if there's a function that'll freeze State_Init once Disable_Caputre is run, except for giving it a really long sleep duration. Since decline of health is does qualify as an OnUpdate and running the function over and over again without getting any new results is kind of wasteful (At least on big maps). So I can't help you there, in case you were wondering. :)

#26 Drieick

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Posted 16 February 2008 - 10:13 AM

Okay, apparently I was wrong - the OnUpdate runs even when the object hasn't been "updated." (Either that, or there's an update I don't know about).

Here's the new source, which should work Phoenix Risingさま, for I have tested it this time:

require("PGStateMachine")function Definitions()	Define_State("State_Init", State_Init)	Define_State("State_Controlled", State_Controlled)endfunction State_Init(message)	if message == OnEnter then		Object.Disable_Capture(false)	elseif message == OnUpdate then		faction = Object.Get_Owner().Get_Faction_Name()		if faction == "REBEL" or faction == "EMPIRE" or faction == "UNDERWORLD" then			Set_Next_State("State_Controlled")		end	endendfunction State_Controlled(message)	if message == OnEnter then		Object.Disable_Capture(true)	endend

Basically like the source in SecondaryHeavyFactory.lua and SecondaryMiningFacility.lua.
Just a note when you test it - if it reverts back to Neutral control, it means the player hasn't fully captured it; I didn't remember that and almost thought it didn't work. :)

Also, if the game crashes, can you tell me? I'm debugging right now, and it usually crashes during skirmish. I'm trying to narrow down the problem, so it'd help if you verified this for me, if it's not too much trouble. (Though, knowing you, I think you'd tell me anyway. :))

Oh and sorry for the double posting - I think the reason why I double posted is pretty obvious. ;)

EDIT: Okay... this'll work even better: <Ownership_Sticks>Yes</Ownership_Sticks>. I found it in SecondaryStructures.xml... try that...

Edited by Drieick, 17 February 2008 - 08:04 AM.


#27 LUKAS

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Posted 25 February 2008 - 12:28 AM

i m sure some one already say this but you should if possible fixed the mini map and the planets would be better if they would be in control of empire or rebellion from beginning because i hate going to every planed to take it

every time i play the mod i don't have the ai i dl it again 2 times now and still happening i played it before and it worked but now i don't have any ai any more .
the only differents from now and when it worked is that i reinstall the game once but it still should work help pleas.

Edited by LUKAS, 25 February 2008 - 03:20 AM.


#28 Timius

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Posted 25 February 2008 - 01:15 PM

i m sure some one already say this but you should if possible fixed the mini map and the planets would be better if they would be in control of empire or rebellion from beginning because i hate going to every planed to take it

every time i play the mod i don't have the ai i dl it again 2 times now and still happening i played it before and it worked but now i don't have any ai any more .
the only differents from now and when it worked is that i reinstall the game once but it still should work help pleas.



Did you reinstall the FoC 1.1 patch when you reinstalled your game ?... thats the main reason the ai stops working.

#29 Phoenix Rising

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Posted 26 February 2008 - 07:48 AM

Could we have All-Terrain Advance Raiders too?

I haven't really decided on the land units yet. But there are a number of walkers in that range that could potentially end up being redundant if not done right.

Okay, apparently I was wrong - the OnUpdate runs even when the object hasn't been "updated." (Either that, or there's an update I don't know about).

Good point; the neutral land factories operate the same way, except they explode and spawn things as well. <Ownership_Sticks> actually prevents you from having to station a unit near the object in order to maintain control, such as is the case with the abandoned turbolaser tower, so I'm actually already using that tag. But the scripting should do the trick. I'll update Skirmish capturables accordingly.

i m sure some one already say this but you should if possible fixed the mini map

Huh?

and the planets would be better if they would be in control of empire or rebellion from beginning because i hate going to every planed to take it

That really depends on the campaign.

Edited by Phoenix Rising, 26 February 2008 - 07:54 AM.


#30 slornie

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Posted 26 February 2008 - 02:20 PM

i m sure some one already say this but you should if possible fixed the mini map

Huh?

I think he is referring to the white box stuck across the GC minimap (the one that should indicate which bit of the galactic map you're looking at in the main game pane). If you dont know what i mean, i'll get a screenshot later.
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#31 Phoenix Rising

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Posted 26 February 2008 - 06:50 PM

Well, I'd fix it if I knew how, obviously, but it may just be a side effect of making the galaxy so big. In other words, I'm not sure that's modulated by data in any way (or if it is, I haven't been able to find it).

#32 slornie

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Posted 26 February 2008 - 08:19 PM

Well, I'd fix it if I knew how, obviously, but it may just be a side effect of making the galaxy so big. In other words, I'm not sure that's modulated by data in any way (or if it is, I haven't been able to find it).

Well, the box itself is in CommandBarComponents.xml (Its "g_radar_view"). Maybe there is something there?

Or one of the other radar related items (namely "radar_galactic", "radar", "radar_blip", and "radar_galactic_adv_map").

But i dunno, maybe something for you to look into sometime (unless you already have) :xcahik_:
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#33 LUKAS

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Posted 26 February 2008 - 09:44 PM

i m sure some one already say this but you should if possible fixed the mini map and the planets would be better if they would be in control of empire or rebellion from beginning because i hate going to every planed to take it

every time i play the mod i don't have the ai i dl it again 2 times now and still happening i played it before and it worked but now i don't have any ai any more .
the only differents from now and when it worked is that i reinstall the game once but it still should work help pleas.



Did you reinstall the FoC 1.1 patch when you reinstalled your game ?... thats the main reason the ai stops working.



thank you i was missing the patch lol thank you again .

#34 Phoenix Rising

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Posted 07 March 2008 - 08:23 PM

Well, the box itself is in CommandBarComponents.xml (Its "g_radar_view").

Hmm, I'm not sure why it stopped scrolling though. I guess I can try making it smaller.

#35 Badwolfwho

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Posted 13 April 2008 - 10:04 AM

Wouldn't X-wings and the like be able to repair themselves as well because they have R2 units in them?

#36 Casen

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Posted 13 April 2008 - 06:17 PM

X-Wings, Y-Wings, and E-Wings should have that ability methinks.

#37 HyperBlade

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Posted 14 April 2008 - 03:02 PM

yes but past a certain point the droid can't repair the ship ... and what if the droid itself is destroyed ?

#38 Badwolfwho

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Posted 14 April 2008 - 04:01 PM

yes but past a certain point the droid can't repair the ship ... and what if the droid itself is destroyed ?

That might be hard to program unless there is a Droid hardpoint on X-wings, Y-wings etc unless it could be made to stop after a certain amount of damage is taken
I'm not a programmer though so it might actually be easy

#39 Guest_Sion4000_*

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Posted 17 April 2008 - 12:25 AM

Are you planning to add any new maps? Me and several of my friends have been wondering if you can make something similar to the 'Equal Footing' map in corruption but with one starting planet. Also is there anything you can do to improve framerates. Great mod

#40 coinich

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Posted 21 April 2008 - 01:30 AM

Are you planning to add any new maps? Me and several of my friends have been wondering if you can make something similar to the 'Equal Footing' map in corruption but with one starting planet. Also is there anything you can do to improve framerates. Great mod


A Galaxy Far Far Away should be what you are looking for; its similar. If you want, it shouldn't be too hard to deactivate the planets you don't want in the beginning with a small bit of modding.

Framerate is more determined by your system, but try using the new map pack out; it seems to reduce lag.



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