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Kodor

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Everything posted by Kodor

  1. OK, I've got good news and bad news, oh yeah and a question. The good news is, I can continue work. ;D The bad news is, I have to use someone elses mod to do it (lotsa more work) and I'm still operating under coding restrictions (e.i. no unit tag name changes or wholly new units). As well, I will not be able to release a mod that is built on someone else's. :'( The show must go on so I'll work with this for the time being... I have been using Dreamweaver to do all of my XML editing. As far as I can tell DW looks to be a likely culprit for my issues. After the last test I found myself asking, "Why does other modified code work but my own changes are cuasing problems?". The obvious answer is it is the changes themselves (ruled this out over and over again) or perhaps the editor I am using. My question is this: Has any heard or does anyone know of any issues Dreamweaver can cause for this kind of XML editing? Dreamweaver is meant for webpage developement. Perhaps it is trying to do something with the code I am not seeing and the game is puking it up... Thanks again for the replies and even if not as it was before, the work will go on. After I get some of this aggrevation out (Republic Commando style)
  2. Done it... Several times... I've even reinstalled the game twice. I don't mean just uninstalled and installed. I mean uninstalled, deleted the folders in program files and reinstalled fresh and new. Tried with and without the 1.5 update as well. Like I said, I can make minor changes to the variables in an existing unit in the source, but none of the added units and no newly added unit will work. I can even have an existing source unit like the stormtroopers use a diferent or custom model and skin. But once I add a new unit or change the ground unit or ground company tag name the game fails on load up.
  3. Here is the thing. I maintain a backup of the last working version. Yes, sometimes I get carried away and write alot of code in between tests but that's what the backup is for. I have isolated the problem a bit more. It would seem I can make simple modifications to groundinfantry and groundcompanies (these are what I've worked with, don't know about others), but when I add an entirely new unit the game gives me an exception on load up. For example: I'll copy and paste the xml for a stormtrooper unit and attach it's tags to new icons and DAT text, change the unit names (in groundinfantry, and both unit name and squad units in groundcompaniesempire). A very simple and concise way of modding new units into the game. I've been using the technique for weeks. However, any time I do it now the game wigs out. If I change the number of units in a stormtrooper squad or the maximum squad size or something small like that it's fine. I can even use different models for the stormtrooper unit, but if I mess with that stormtrooper or imperial_stormtrooper_squad tag or add a entirely new unit its crap. Hope this helps a bit. Thanks alot for the replies.
  4. OK, I've been editing and testing xml and re-skinning for a few weeks now. This all has strictly been for a personal EAW clone wars mod. If it's decent I may put it up on file front. I'm not sure how many people will be interested in a mod for the original EAW but who knows... Everything has been just peachy (well, as peachy as it gets when your messin around with someone else's design). Lotsa progress and lotsa extra code not originally in the XML. However, recently I have found everytime I try to alter the XML the game will not start up. Let me get specific. I was experimenting, trying to get a Nova Corps Marine unit in the game when BAP! I got hit with the every now and then nuisance of a no start. Some alteration I had just made will not allow the game to load up and thus must be removed or at least altered. No biggy, this happens all the time I'll just revert to my last working XML and try the new code a different way. Right, here's where it gets rotten. So I keep plugging away at the Marine idea but nothing will work. Eventually I take all the marine code out of the xml files. That would do it right. I mean I had a perfectly functioning game before this damn Nova Corps idea. Wrong, for some reason the game will not run with any but the most subtle alterations to the XML. I even uninstalled the old game and deleted it's folders. After reinstallation and fresh xml files I tried again. Same. I have been trying to work around the problem but I am against a wall. If I can't edit the code the way I did before this whole project that I have yet to sit down and enjoy (not that dreamweaver and fireworks aren't fun) will be scrap. *sigh* Any info would help, thanks
  5. Niccce, Thanks
  6. I am telling a stormtrooper company to use the acclamator as it's transport. The problem is two fold. I have not actually tried (nor do I want to) landing the company with the actual acclamator. However how do I assign a different transport for the landing? For this I used the landing transport variant tag mentioned above. The code looks like this: Acclamator_Assault_Carrier Imperial_Landing_Craft I initially tried: Acclamator_Assault_Carrier Imperial_Landing_Craft I changed the name of the Acclamator and may reintroduce it as a seperate non-troop carrying vessel later. Right now I just want to get this mechanism working so I can use a accurate clone army for the first two tech levels. I'd like to get an LAATi gunship as the actual lander (and bombing run-with Acclamator in orbit, or maybe just an artillery-like strike for the acclamator bombing run...) but I will settle for the imperial lander for the time being. It's the coding mechanism I'm after right now. By the way D803 your help has been great. From my searches on the web your the guy I was hoping to talk to about this.
  7. Hmmm, I've been having alot of difficulties with this idea. It is my first attempt at modding and I've learned alot over the past few days. I may be doing something else wrong but the tag doesn't seem to work. Is it only useable with FoC? I'm using original EaW.
  8. Sounds nice. Will try it, thanks. Their about to kick off, gotta go...
  9. Well, not a squad. I'm trying to make a special ground company that uses the acclamator as a space transport and then uses the regular lander for ground deployment. So far I have gotten closest by using telling the company to use the Acclamator as it's transport. Works fine in space but it crashes at the land battle screen. Need some way to differentiate space transport from ground transport in the groundcompany XML. Or maybe a way to for go the acclamator as transport idea all together and just attach the company to a hardpoint on the acclamator. Would that work? Attach a ground company to ship's hardpoint?
  10. Does anyone know the XML code for making an Acclamator carry CloneTroopers? I've tried alot of different ideas but to no avail. Something is never quite right. I read a post on petroglyph by swgbex about attaching a capital ship to a company so they would build together but it requires using the regular transport for the ground. The post was kinda vague about how this is written into the XML. I know the models for land and space can be different for units in the transport XML file, but this is not the same thing. Any advice?

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