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darkrider

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Everything posted by darkrider

  1. theres this that makes the AI want to attack shield generators more: <Unit_Needs_To_Be_Disabled> Function_Allowed_As_Defender_Space.Evaluate * (1 - Function_Is_Space_Structure_Indestructable.Evaluate) * ( 4.0 * ((Variable_Target.Location.FriendlyForce - Variable_Target.Location.EnemyForce) > 0.0) + 3.0 * (1.0 - Variable_Target.Location.EnemyForce) + 3.0 * (Variable_Target.HardPointHealth {Parameter_Hard_Point_Type = HardPointType[Shield_Generator]} > 0.0) + 2.0 * (Variable_Target.Shield > 0.66) + 2.0 * Variable_Target.ForceNBTD + 1.0 * Variable_Target.Health ) </Unit_Needs_To_Be_Disabled> in offensivespaceequations.xml
  2. ive figured out why the AI will build new heros you add in skirmish but nothing else, its cos the AI have much less stopping them building units compared to heros, look at landheros.lua (in AI/LANDMODE/) The generic unit build counterpart is similar but has some stuff to stop them building if the AI is saving money. Also rather than including all landheros, the generic one lists all units, which seems a bit strange...
  3. hmm, my PGAICommands.lus isnt decompiled properly... is that the whole of it youve posted or is there more cos it sounds like it could have more stuff to reveal ... in PGBaseDefinitions.lua there is this interesting block: -- Remove all invalid or dead units from a list and return it. function Cull_Unit_List(unit_list) for k, unit in pairs(unit_list) do if not TestValid(unit) then unit_list[k] = nil end end return unit_list end which sounds a lot like it is referencing a unit_List, anybody know anything else concerning this?
  4. im concentrating on skirmish cos i think if thats working then gc shouldnt be too hard, but i have had no results so far... nothing to even suggest anything has been changed...
  5. i think the number is to build between 0 and 1 or 0 and 3 of that unit cos for the barracks: "Republic_Ground_Barracks | Separatists_Ground_Barracks = 1" i think the space units counterpart file works the same, is the TacticalMultiplayerBuildSpaceUnitsGeneric.lua the only file u changed to get AI building space units?
  6. hmm, i edited the TacticalMultiplayerBuildLandUnitsGeneric.lua in landmode, is there anything i have to do to it to get the game to read it other than putting it in my mod folder in the correct place? Also does it matter which row you add the units to and i have no idea what the numbers at the end mean... ie: ,"Rebel_Speeder_Wing | Gallofree_HTT_Company | Rebel_MDU_Company = 0,1" is there some libary of all the units in the game that the lua files use?
  7. the sleep duration sounds like it is how long the AI wait b4 attacking in galactic conquest, in seconds. Has anybody managed to get the AI to use new units btw like build them, the AI will attack or whatever with the starting units but never seems to build any new ones except heros, any ideas?
  8. i have the shield sub mesh name right in the code i dont particularly want to hide and reveal as anims as the game blends anims 2gether and the shield tends to rise from the ground or whatever, it just looks wierd... and yeah its for IA2 so a no can do on the model release. Adding a shield isnt really hard, just use an alo viewer to get the settings off the consortiums droidekka
  9. has anybody managed to replicate the droidekkas shield off when moving? for some reason i cant get it to work, looking at the code it all seems pretty simple, i think i may be missing something small. I have added the old separatists droidekka and all the animations are named exactly the same, as well as the shield and all, and even if i just replace the existing consortium's droidekka, the shield off when moving doesnt work. Also when it stops it plays the deploy anim but then does not actually stay deployed (or at least look deployed), its all rather wierd and im just wondering if anybody else has looked into the droidekkas code?
  10. the problem is that no matter how much we point at the game saying, "they did it", i cant seem to do it, i have used exactly the same names and everything but it just wont work, only one of the turrets moves, if you use hardpoints then it is irrelevant what names u use as long as you reference it all correctly. im not saying what the game developers have done doesnt work, because it obviously does, im saying we dont have exactly the same tools to do it as the developers so we have missed something somehow...
  11. the juggernaut has no hardpoints, the "EV_JUGGERNAUT_HP_F_TURRET_00.ALO" is not used in the xml files at all. The developers may have used some sort of settings in the model, or hardcoded a little bit or something, but anyway, i cant get it to work without hardpoints, if you can then all power to you, but until you do i stand by my judgement. when i tried to copy the juggernauts turrets (bone names, code and everything) only one of the turrets shot. however i have found a problem with the turret hardpoints method, you cant have muzzle flashes, or at least i dont think you can, the gargantium doesnt have any...
  12. and youve tried this?? im telling you it doesnt work, only having turrets as hardpoints seems to work
  13. yeah they do have to be seperate and be linked properly, you also cant use the same turret model for all the turrets, they have to be different files and have different names for the turrets, barrels and muzzles
  14. the only problem is that it doesnt work for some reason, i think the juggernaut is just magical ??? ah well, look at the new rebel hero, the gargantium, or whatever, that has hardpoints that are turrets and it works perfect, i recon tats the way to go...
  15. ist not the names in the juggernaut (tried it), its summin else, and yea, both turrets move in it
  16. has anybody got multiple turrets working in FOC, im trying 2 do it for a laat but with little sucess...
  17. my buildable turrets seem to be working fine, ive coppied zann and i didnt even copy the turrets for my new faction im just using the zann ones, now to fiddle with the GC, arg...
  18. how did i miss this in multiplayer structure markers... lol, well thx, i havent sorted the turret pads yet so ill look into them, i cant seem 2 get GC to work tho, i can select the side but then the advanced options and start game buttons become greyed out and un-pressable. i think it may be cos the game doesnt know what planets to give me and units and stuff, but i dont really know where 2 set this?
  19. im having exactly the same problem, the building just dont show up at all, ive done all the buildpad stuff but still nothing...
  20. has anybody managed to get an animated model ingame using 3ds 6 and the skin modifier? with the rskin shader of course? u dont have 2 say what it is if you wanna keep it a secret, its just i cant seem to get mine 2 work...
  21. try making sure the model is correct in the team code (where it specifies) dunno if this makes a difference but its worth checking
  22. as the name suggests all or some of the bits of my model that are using the rskinbumpcolourise.fx shader are streached across the map to the bottom left corner and no matter how the dude moves (its a land unit) they stay stretched to the same place the bits of the model that are using the normal meshbumpcolourise.fx shader are fine. has anyone ever heard of this problem before or know what may help?

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