Sidious_Invader Posted June 17, 2007 Posted June 17, 2007 I added a new playable faction, and it's working well. But does anybody know how to get it to accept a new story mode script for that faction? Story_Plots_Rebel_AI_Heroes_EXP. xmlStory_Plots_Empire_AI_Heroes_EX P.xmlStory_Plots_Underworld_AI_H eroes.xml I tried this... Story_Plots_Underworld_AI_H eroes.xml ...but it did not work. http://i199.photobucket.com/albums/aa197/knivesdamaster/tags/sith_omguserbar_member.jpg
Dr. Nick Posted June 17, 2007 Posted June 17, 2007 So you want to be able to select a campaign mode for your new faction? http://i55.photobucket.com/albums/g154/codeuser/sigcopy.jpghttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar2.jpg[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....[3:52:47 PM] Arbiter says: Except with the side effect of probable death.
Sidious_Invader Posted June 17, 2007 Author Posted June 17, 2007 Yes, exactly! The faction works fine, though I just have a hero, barracks, and a fighter squadron. I didn't want to code all the other stuff in until I got it workings, I was able to complete a space battle, and land battle. http://i199.photobucket.com/albums/aa197/knivesdamaster/tags/sith_omguserbar_member.jpg
Dr. Nick Posted June 17, 2007 Posted June 17, 2007 Well that would probably be in the GUI then, since there isn't a slot in the campaign menu for your faction. http://i55.photobucket.com/albums/g154/codeuser/sigcopy.jpghttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar2.jpg[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....[3:52:47 PM] Arbiter says: Except with the side effect of probable death.
Sidious_Invader Posted June 17, 2007 Author Posted June 17, 2007 Maybe I missunderstood you. I wanted to be able to include a story mode script to activate heros for my faction in GC. If it's in the GUI can that be changed? http://i199.photobucket.com/albums/aa197/knivesdamaster/tags/sith_omguserbar_member.jpg
Dr. Nick Posted June 17, 2007 Posted June 17, 2007 Oh, I thought you meant making a story campaign, as in the thing with the cliffhanger ending. I'm afraid I can't help you there in that case. Good luck making em work! http://i55.photobucket.com/albums/g154/codeuser/sigcopy.jpghttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar2.jpg[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....[3:52:47 PM] Arbiter says: Except with the side effect of probable death.
Daft_vader_pff Posted June 17, 2007 Posted June 17, 2007 For it to work there must be; 1 hero, 1 infantry unit, 1 fighter squadron, 1 corvette, 1 frigate, 1 Cpital Ship, 1 Barracks and a few other things coded in for that faction You also have to add them into the Campaigns_Underworld XML File for GC's http://i55.photobucket.com/albums/g154/codeuser/omgbar_membercopy.jpg
1upD Posted June 17, 2007 Posted June 17, 2007 You have to use a different faction's XML. I just put my faction's heroes as starting units. It works great. For it to work there must be; 1 hero, 1 infantry unit, 1 fighter squadron, 1 corvette, 1 frigate, 1 Cpital Ship, 1 Barracks and a few other things coded in for that factionNot true. His faction can work with any arrangement of units. "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
Daft_vader_pff Posted June 17, 2007 Posted June 17, 2007 yes, but there is a large chance for an exception error if these are not added http://i55.photobucket.com/albums/g154/codeuser/omgbar_membercopy.jpg
Sidious_Invader Posted June 17, 2007 Author Posted June 17, 2007 I got an exception error when I had a fighter, and starbase. When I finally coded a Ground Barracks, it worked. I did already make a hero as a starting unit, and he's in game now, but I would still like to use story mode scripts for other things. I looked at a couple other mods, and only one other uses a new "playable" faction, Trek Wars. They have the same result. Since I worked out the bugs in my first attempt at a new faction I have not have exception errors. I am now adding units for the faction. http://i199.photobucket.com/albums/aa197/knivesdamaster/tags/sith_omguserbar_member.jpg
Droid803 Posted June 17, 2007 Posted June 17, 2007 You don't need a frigate. I'm sure of that much.My mando faction was lacking a frigate for a looong time and I could still finish GCs without any exceptions. I just put my faction's heroes as starting units. It works great. Yea, that's what I do too. So much simpler. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
1upD Posted June 17, 2007 Posted June 17, 2007 yes, but there is a large chance for an exception error if these are not addedNot true. "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
Droid803 Posted June 17, 2007 Posted June 17, 2007 From my experience, the exeption error came from missing something in the Enemies list. IE, the rebels think I'm and enemy, but i think the rebels are allied. When the rebels attack me, it exceptions...that's the only exception I've ever gotten from faction coding (thankfully) http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
z3r0x Posted June 20, 2007 Posted June 20, 2007 No the exception comes as the factions need a structure named to debug IF they are playable.... a simple default structure. By making his barracks which it loaded fine.
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