
Kodor
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Re: deployed fighters don't guard in FOC???
Kodor replied to trauma's topic in EAW Mods General Workshop
I had this problem for a while. Although I really am not sure if I still have it or even what was causing it. I have been spending so much time modding I haven't actually played the game in quite a while. I am at work right now but I'll check it out when I get home. -
I'll agree with you 1upD. (No one mention midichlorians....)
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Anyone know where to find a c-9979 lander? I've been looking for a while but I can't find one at all. I thought it'd been easy since the trade federation lander is such a prominent piece of hardware in the CIS army. Anyway, all I really need is the model, would like a texture with it very much and code too would be sweet. Thanks
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I'm coding the Juggernuat into my original EAW. Great Idea. I know from the get go that it would not be able to use the Garrison ability in EAW. However I figured I could get some sort of unit spawning or deployment going. Deploy troopers does not seem to work with the juggernaut(I would assume it does not have all the anims necessary). Unit spawning works fine. However, unless I can toggle the unit spawing with deployment I wont use it. Kind of cheap when your juggernaut is plopping out troopers in full charge toward or away from enemy forces. You get the idea. Beyond trooper deployment and spawning I'd like to attach some other abilities like bacta healing or repair station. This is done easily enough but again the only way it really makes sense is if it can be toggled. For the juggernaut it makes sense to toggle special abilities with deployment. In other words the Juggernaut will move from point A the point B. Once deployed it will begin replenishing and healing troops as well as repairing any vehicles in the area. Not exactally beneficial to my own playstyle but useful none the less. So, my issue is this; How do I toggle Spawn squadron, Bacta heal and repair station with the Deploy ability? Of course if someone knows how to get deploy troopers to work or how to get the juggernaut to use it's own anims(ei. walk down ramp rather than slide down ropes)that would be helpful as well.
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I was being sarcastic (I need to state that more). Of course I'll probably post a skin pack on eaw files by the end of next week. I'll include the phase 1s and 2s and some unit specific skins (501st, Nova, Star Corps). Not sure how good the Star corps will look though. If we could get someone to model an Arc Trooper for us that would be great. Something like a Mando(Arc Trooper) or Stormy(Star Corps) model with the Kama and pauldron.
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Oh, nice. Zero G troopers, now that's just cool.
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Yeah, dude I think I'll object to you using petroglyph's hard work. Although not in the original plan I am temted to add a Sky Corps unit. Something about an entire squad jetpacking around the map just sounds too fun to pass up. And yes I will probably hex and skin the Mando model for Commandos. As well these Phase 1 skins are only preliminary. They are actually a near copy of the ones I had intended to go on the Boba model, but I lost interest in the idea(the massive backpack became more annoying than the stormy helmet, at least for a phase 1 specifically). Now I just need to get the LAATi and the AT-TE working and I'll have half the mod done.
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Thankyou very much THX, worked great. Knew it had to be something simple. I'll post some more pics when I get the textures done.
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Take a look, the textures a still need a few passes but that is the least of my worries with this unit right now. I can't get the anims to work. They'll look good I have no doubt. But the anims are uncooperable right now. Any insight into using FOC indiginous anims in EAW would be helpful.
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Slick Idea, wish I new more about FOC. So you actually made the capital a troop transport for fighters? Did the fighters deploy from it as if from a troop transport or did they just spawn? If they deployed as if from a troop transport and didn't spawn I would think they "getting them back in" problem is a tag variable somewhere. Either something in the file inhibiting it or something extra needed to facilitate it. As well if it did work and the fighters deployed as if from a troop transport I would think the idea is possible. Of course we all know how finicky the game can get when it doesn't want something to happen. Of course that healing fighters at close range thing has me brain rollin... How could I do that in eaw and not make it look cheesy(without FOC's troop transport of course)...
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HAH! It works! I can hex edit now! Look at that pretty green lightsaber... ;D
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Har, har, dude. Yes I did and now that you mention it I do remember a bit of discussion about why TGAs can but shouldn't be used in place of DDS. Something about texture scaling or something. Thanks. Oh, yeah I almost forgot. Heh, and I know this is porting so no need to point it out. This modification will remain among my private collection but can FOC models be used in EAW? I ask because I'm trying to use the Mandalorian model and anims from FOC to make a Phase 1 Clone trooper, for my personal collection, of course. It will load the model fine, but it doesn't seem to like the Anims at all. I've tried with and without anim_overrides as both standard ground infantry units/squads and hero units/company. I'm coming to the conclusion EAW just doesn't like the FOC ALA files. Why that would be I haven't a clue, really doesn't make much sense, unless of course I'm doing something wrong. Everything is right mind you. The code I've got for the Phase 1 Troopers is perfect with the EAW models and the Mando model I just cant get the anims in.
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Huh? Ok, Ok, I have never used a hex editor before. I have also very rarely run into a program I was such a brickwall for me. I have been attempting to begin hex editing with HexEdit and XVI32. This should be the easiest part of the process, at least this is what I'm hearing. However, whatever file I open and whatever text I search for nothing is found. For example I cannot find W_Laser_small.dds or ei_palpatine.dds in ei_palpatine.alo I am a total newb with this and I can be slow sometimes but this makes no sense to me. I have looked for a tutorial to make comment of something I am missing or need to know, but not with any luck. If someone can clue me in it would be much appreciated.
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Heh, nevermind I got it. I may be slow but I ain't stupid. :
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Didn't work, thanks for the clever idea though. Still experimenting.
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Ok here is the code, GROUNDINFANTRY Note: EI_TROOPER_sand.ALO has a modified skin. TEXT_UNIT_CLONETROOPER Rebel_Trooper Plex_Soldier MPTL Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret EI_TROOPER.ALO Temperate, EI_TROOPER_sand.ALO, Urban, EI_TROOPER_sand.ALO, Arctic, EI_TROOPER_sand.ALO, Volcanic, EI_TROOPER_sand.ALO, Desert, EI_TROOPER_sand.ALO, Forest, EI_TROOPER_sand.ALO, Swamp, EI_TROOPER_sand.ALO EI_TROOPER.ALo SELECTABLE SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING Yes No Yes yes 1.0 i_button_clone_trooper.tga Generic_Footprint, Good_Ground 0.8 20.0 .366 .537 0.8 20.0 3.5 2.0 2.0 Land Infantry .3 10 0.05 0.05 2 1.5 Walk No Empire 0 10 1 20 0 40 0 0 0 No Armor_Infantry 3 10.0, 10.0 B_Chest 1 yes Proj_Hand_Blaster_Red 130.0 7.0 10.0 1.0 Infantry, 3.0 Vehicle, 5.0 Air, 70.0 Structure, 10.0 Unit_Select_Storm_Trooper Unit_Move_Storm_Trooper Unit_Fleet_Move_Storm_Trooper Unit_Attack_Storm_Trooper Unit_Guard_Storm_Trooper Unit_Storm_Trooper_Fire Unit_Stormtrooper_Death Unit_Assist_Move_Storm_Trooper Unit_Assist_Attack_Storm_Trooper EHD_Reinforcements_En_Route EHD_Reinforcements_Available EHD_Reinforcements_Cancelled Infantry Infantry Fodder 1x1 3 5.0, 5.0 Generic_Shadow B_Chest 99 99 Yes Yes Yes 7 5.0 AvoidAntiInfantryTurrets 140.0 50.0 200.0 150.0 3.0f .5 Infantry TEXT_TOOLTIP_CLONETROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY TEXT_ENCYCLOPEDIA_CLASS_INFANTRY Damage_Force_Whirlwind, Stormtrooper_Force_Whirlwind_Death_Clone Damage_Crush, Stormtrooper_Crush_Death_Clone 0.25 0.0 Attention, Emperor_Palpatine, Darth_Vader, SPREAD_OUT SPEED_MULTIPLIER, 0.5f TAKE_DAMAGE_MULTIPLIER, 0.5f Unit_Take_Cover_Storm_Trooper GROUNDCOMPANIESEMPIRE: TEXT_UNIT_CLONEUNIT Rebel_Trooper Plex_Soldier MPTL Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret TEXT_TOOLTIP_CLONETROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY TEXT_ENCYCLOPEDIA_CLASS_INFANTRY 1 Yes 18 100 Empire 60 15 Yes Yes 1 0 1 0 E_Ground_Barracks DUMMY_GROUND_COMPANY 1 yes infantry Imperial_Landing_Craft Clonetrooper_Team Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper, Clone1trooper 24 i_button_clone_trooper.tga EI_TROOPER.ALO EI_TROOPER.ALO 5 0 0 5 45 EHD_Build_Troops EHD_Recruitment_Canceled Unit_Complete_Storm_Trooper Unit_Fleet_Move_Storm_Trooper 300 5 Tactical_Units SPREAD_OUT SPEED_MULTIPLIER, 0.5f TAKE_DAMAGE_MULTIPLIER, 0.5f 0.05 1 54 CONTAINERS: 65 TEXT_UNIT_CLONETROOPER Rebel_Trooper Plex_Soldier MPTL Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret TEXT_TOOLTIP_CLONETROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY TEXT_ENCYCLOPEDIA_CLASS_INFANTRY No TEAM,SELECTABLE,UNIT_AI REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING REVEAL 200.0 800.0 Infantry .8 12.0 Land Infantry 1 Infantry 1x1 true 4.0 Rows 2 .1 .1 Yes 80 200 i_button_clone_trooper.tga 140.0 50.0 200.0 130.0 200.0 SPREAD_OUT SPEED_MULTIPLIER, 0.5f TAKE_DAMAGE_MULTIPLIER, 0.5f Infantry All of these are modified from the Stormtrooper counterparts. I wish I had the definitions of all of these commands. Their are several tags that I have no idea what they do but most are simple to figure out. I say simple and then I can't even get the formations or selection blob right. If you see anything out of place let me know, but all I really need is to get these guys marching and selection highlighted properly. Thanks.
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Screwed up the laptop? I've burnt up a processor before but that was a hardware issue. Any way if the speed should be the same all around then yes I have got at least that right. If it isn't suppose to be the same all around then I can't figure out how they should be different(experimented with it). This has been the thorn in my side with this mod. I can get all these nifty special abilities working and some very efficient and sharp skinning and balancing going on but damn it I just can't get the little buggers to march properly. The oddest thing about it is when the ground company is landed onto the map they are just a big gaggle. As well I noticed, with squads of nine, the unit marches with two rows of four and one following in back rather than three rows of three like they should. I don't understand why this is. The coding (except, text, icon and terrain model mapping) is the same as the stormtroopers. Unless however it has to do with not using the Squad_ attachment to the GroundCompany units listing, like Squad_Nova_Trooper rather than Nova_Trooper. I've tried it and EAW don't like it. I would love to just post the code for....Hang on I'll get it. This sucks...
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Does that replace the walk locomotor? Once between tags do I have to insert Squad_ before each of the company units in the ground company?
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Hows this. The formation is fine once they get moving. As you can see in the first image when they first start out on the ground their just a gagle. My biggest annoyance however, is the selector blob wondering all around. I see alot of tags that may control this but I'm really not in the mood for "change a number and test". Especially if one of you guys has solved this before. Thanks
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Speed adjustments are not helping but I never changed the speed before, so why would they? Now that I have a new container for the company the formation is working somewhat. The problem is that the selector circle under the company is doing a terrible job following the unit. It's like it just cant figure out where it's supposed to be in relation to the company.
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BTW, a thought, would the groundcompanies container have any effect on it's ability to form up? I have the clonetrooper unit's create team type set to stormtrooper. Perhaps the stormtrooper team doesn't like the new skin(same model just a modded skin)?
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The primary problem is that the units are not formed up(as in line formation). They will 'try' to get into formation once they are moved to a location but even then there is usually one or two out of formation and the don't seem to be "sticking" to it. I tried including squad_ before the infantry name in the company_units tag, like the stormtrooper squad. This worked like a charm, for a bit. It turns out this is the bit of code that was causing me so much trouble earlier. It does seem that they are moving a bit too fast for their animation. However beyond that their selection highlighter is not staying with them. The unit moves around the map but the selected highlighter either just stays in one spot or is not aligned with the unit's position. To explain the code, I have simply copied the stormtrooper code for infantryunits and groundcompanies. I have only changed the model to EC_Trooper.alo and the text id, icon and encyclopedia text.
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Ok, with my coding problems out of the way. Btw, it wasn't Dreamweaver, it was my own debugging skills. Didn't someone once say: "Programming is 10% inspiration and 90% debugging"? Anyway, I have a quick question, why are my new units acting so funky? Ok I know that sucked hows this: My units will not form up properly. I have looked at several other mods to see how they have done it (thanks guys) but I don't seem to be doing it right. I am definately missing something with the formations thing. Any info is appreciated, thanks.
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BTW, I may have found DWs problem. Should I save EAWs XML files with Unicode Normalization Form or Include Unicode Signature (BOM)? Right now DW is not using these. I noticed Notepad saves in ANSI. This would seem to be the problem. Why DW worked before and all the sudden the mod crapped out I don't have a clue.
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D803, whatchyou doin coming in here with all your logic and sound advice? I had a real problem goin on... Tried Notepad, worked like a charm. ;D Thanks man, I knew it was something simple like that. Now if I could just get these commandos to the missle turret...