Jump to content

z3r0x

Members
  • Posts

    154
  • Joined

  • Last visited

Everything posted by z3r0x

  1. Randomn crashes are hard to diagnose..like I tell my beta testers.. Write down exactly what you were doing at that moment.. and include anything you noticed going on around you like a faction invading a planet or what the droid advisor was saying.
  2. Whats the glitch?
  3. 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.
  4. Simple buy annoying bug... The game crashes as the new faction may want to retreat but they cant... So open up XML/AI/PerceptualEquations/BasicLandEquations.xml Locate this section <Allowed_To_Retreat_From_Land> Game.IsCampaignGame * Variable_Self.CanRetreat * (1.0 - Variable_Self.IsFaction {Parameter_Faction = "Pirates", Parameter_Faction = "Hutts"}) </Allowed_To_Retreat_From_Land> Add your faction... so it looks like this <Allowed_To_Retreat_From_Land> Game.IsCampaignGame * Variable_Self.CanRetreat * (1.0 - Variable_Self.IsFaction {Parameter_Faction = "Pirates", Parameter_Faction = "Hutts", Parameter_Faction = "Corellians", Parameter_Faction = "Mandalorians", Parameter_Faction = "Corporate_Sector_Authority", Parameter_Faction = "Naboo"}) </Allowed_To_Retreat_From_Land> Etc.. and so on. This will solve the issue on land.. now onto space.. open up XML/AI/PerceptualEquations/OffensiveSpaceEquations.xml find <Allowed_To_Retreat_From_Space> Game.IsCampaignGame * Variable_Self.CanRetreat * (1.0 - Variable_Self.IsFaction {Parameter_Faction = "Pirates", Parameter_Faction = "Hutts"}) </Allowed_To_Retreat_From_Space> <Should_Retreat_From_Space> Then add your factions like below <Allowed_To_Retreat_From_Space> Game.IsCampaignGame * Variable_Self.CanRetreat * (1.0 - Variable_Self.IsFaction {Parameter_Faction = "Pirates", Parameter_Faction = "Hutts", Parameter_Faction = "Corellians", Parameter_Faction = "Mandalorians", Parameter_Faction = "Corporate_Sector_Authority", Parameter_Faction = "Naboo", Parameter_Faction = "Vong"}) </Allowed_To_Retreat_From_Space> <Should_Retreat_From_Space> You should be all set after that... no more crashes.
  5. ue32.... best editor ever.
  6. Read your PMs dark lord.
  7. Its not Land_Team_Container_Locomotor...
  8. You need to give the base unit this behavior.. "LAND_TEAM_INFANTRY_LOCOMOTOR"
  9. Yes but the proton beam is not a projectile.
  10. Like I said there are work arounds. The empire would be the problem. The Rebels dont research tech the way the Empire does. Neither does the UW.
  11. If the model is animated then it needs a line in the SFX animation map text file.
  12. You cant go to tech 99.. ROFL.. the reason some Unique units have tech 99 is just way to make it NOT buildable on the builbar. They do this so the unit can be built via Story XMLS.. and not be tech based.
  13. You can also remove the unit from play also.. not just make it no longer buildable
  14. You can have up to 16 factions also but they all show up as Pirates.. What dont you unnderstand about "HARDCODED".. There are workarounds for tech.. but its not really a new tech.
  15. Hate to bust your bubbles.. Tech levels are Hardcoded.... PG answered this ? during the last IRC dev chat.
  16. Space units MUST have a Space Station level... so if if the level is set to 0 for the unit they will build on land.
  17. <GUI_Row> 0 </GUI_Row> is the bottom row.. <GUI_Row> 1 </GUI_Row> is the top row Arc Hammer code is in the Darktrooper XML files.. Units_land_empire_darktroopers.xml The X_wing thing can be done easily.. and i think this would be a cool way.. <Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red, Proj_Ship_Proton_Torpedo</Projectile_Types> add this ability to it.. to make it neat... <Unit_Ability> <Type>SWAP_WEAPONS</Type> <Alternate_Name_Text>TEXT_TOOLTIP_X_WING_SWAP</Alternate_Name_Text> <Alternate_Description_Text>TEXT_X_WING_SWAP_DESCRIPTION</Alternate_Description_Text> <GUI_Activated_Ability_Name>X_WING_Swap_Weapon</GUI_Activated_Ability_Name> <Must_Be_Bought_On_Black_Market>No</Must_Be_Bought_On_Black_Market> </Unit_Ability>
  18. Correct Elron made the props.. Codeuser skinned them..
  19. I will have some new maps.. with many new props... you guys can use. http://www.everythingeaw.com/showpost.php?p=3494&postcount=388 http://www.everythingeaw.com/showpost.php?p=3498&postcount=392 I also ave a hover train, windmills, silos, sheds, blast furnace lots of new stuff.
  20. Hmm thats interesting.. Some one unit heroes have containers.. and I added a container to one of my new droid units.. works like a champ.
  21. Passability is hardcoded...
  22. Squad or no squad you can still use a container...if they dont move.. then check the animation speed.
  23. Well..since I hate reading code in those viewports..I can tell you that I dont see a container for your unit. I had a few glitches with abilitiesnot showing up. Adding a container fixed it. Also, can you right click the unit and use the abilities or no?
  24. Dont use.. Just use.. That will do what you want it to do.
  25. You need to add in the Idle Animation code..

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...