Forged Alliance Forever Forged Alliance Forever Forums 2020-02-03T20:56:46+02:00 /feed.php?f=41&t=5558 2020-02-03T20:56:46+02:00 2020-02-03T20:56:46+02:00 /viewtopic.php?t=5558&p=181714#p181714 <![CDATA[Re: Seiya Mods]]>
Well, lets see if that fixes the problem.

Thank you for finding that so quickly.

Statistics: Posted by seiya — 03 Feb 2020, 20:56


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2020-02-03T20:31:17+02:00 2020-02-03T20:31:17+02:00 /viewtopic.php?t=5558&p=181713#p181713 <![CDATA[Re: Seiya Mods]]>
seiya wrote:
I am, in theory, working on mods again.

My first attempt was the bouncer shield. I can get it to bounce projectiles no problem, but I have been trying for, literally, years to get get a flat shield. I also worked on making the bounce work better than its current implementation. Yeah, that was a work in frustration. I know more now, but neither of those want to work.

So I moved on to trying to fix something in one of my oldest mods, the Advanced PD Turrets. One of them broke for some reason that I cannot figure out. The Aeon version will not fire a custom projectile.

I compared it to the UEF turret and nothing is different. They both should work.

I then pulled out all custom code and told it to use the standard T2 PD code in everything but its name. Still does not work.

https://drive.google.com/open?id=1utpSsDR0A28HwIUrvZjmjrvN-x_ERXL3
https://drive.google.com/open?id=1KNblhXlkX5Fu4i-v_FgXYZarYniA_3de

INFO: seiya_at3_abyss:Abyss:CreateProjectile: no projectile blueprint, doing instahit instead.

This is one of the most annoying errors to get in the game. No feedback whatsoever, and even following the code projectiles use to get made, I cannot find where the BP is being lost.

Any help would be appreciated

Hi, so in your unit you have a link to this bp
Code:
ProjectileId = 'SEIYACOMMON/projectiles/seiya_death_orb/death_orb_proj.bp',

so it searches for a projectile blueprint with this name, however when I open the death_orb_proj.bp file, I find inside a Emmiter bp instead of a projectile. That's the problem.

Statistics: Posted by speed2 — 03 Feb 2020, 20:31


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2020-02-03T19:13:20+02:00 2020-02-03T19:13:20+02:00 /viewtopic.php?t=5558&p=181708#p181708 <![CDATA[Re: Seiya Mods]]>
My first attempt was the bouncer shield. I can get it to bounce projectiles no problem, but I have been trying for, literally, years to get get a flat shield. I also worked on making the bounce work better than its current implementation. Yeah, that was a work in frustration. I know more now, but neither of those want to work.

So I moved on to trying to fix something in one of my oldest mods, the Advanced PD Turrets. One of them broke for some reason that I cannot figure out. The Aeon version will not fire a custom projectile.

I compared it to the UEF turret and nothing is different. They both should work.

I then pulled out all custom code and told it to use the standard T2 PD code in everything but its name. Still does not work.

https://drive.google.com/open?id=1utpSsDR0A28HwIUrvZjmjrvN-x_ERXL3
https://drive.google.com/open?id=1KNblhXlkX5Fu4i-v_FgXYZarYniA_3de

INFO: seiya_at3_abyss:Abyss:CreateProjectile: no projectile blueprint, doing instahit instead.

This is one of the most annoying errors to get in the game. No feedback whatsoever, and even following the code projectiles use to get made, I cannot find where the BP is being lost.

Any help would be appreciated

Statistics: Posted by seiya — 03 Feb 2020, 19:13


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2016-04-10T23:51:52+02:00 2016-04-10T23:51:52+02:00 /viewtopic.php?t=5558&p=124963#p124963 <![CDATA[Re: Seiya Mods]]>
you could also specify or prepare a text to go with the mods and we can get a nice page running for you.

tbh i dont know much about these mods, are they faf compatible?

Statistics: Posted by Exotic_Retard — 10 Apr 2016, 23:51


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2016-04-10T23:48:50+02:00 2016-04-10T23:48:50+02:00 /viewtopic.php?t=5558&p=124962#p124962 <![CDATA[Re: Seiya Mods]]>
If anyone has a place to they want/can host the mods, I will send you the files.

And just to be clear, the reason for this not something sad like, "I just dont want it anymore". No, it is because a medical problem is running me out of extra money right now. I am still very proud of the work I did on making a lot of early experimental mods for Supcom.

Statistics: Posted by seiya — 10 Apr 2016, 23:48


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2014-08-21T09:45:33+02:00 2014-08-21T09:45:33+02:00 /viewtopic.php?t=5558&p=79194#p79194 <![CDATA[Re: Seiya Mods]]>
I opened the FAF client, clicked vaults, clicked mods, typed "auto" and I don't see it. I only see three things.

Statistics: Posted by Innomen — 21 Aug 2014, 09:45


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2013-12-15T15:50:57+02:00 2013-12-15T15:50:57+02:00 /viewtopic.php?t=5558&p=59537#p59537 <![CDATA[Re: Seiya Mods]]> Statistics: Posted by rockoe10 — 15 Dec 2013, 15:50


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2013-12-14T19:26:09+02:00 2013-12-14T19:26:09+02:00 /viewtopic.php?t=5558&p=59510#p59510 <![CDATA[Re: Seiya Mods]]>
rockoe10 wrote:
What about a transport ship similar to the one in Total Annihilation? I think that would add alot of strategy to the game. Its not game breaking and might even be implementable to the core game. I'm not sure why Gas PoweredGames never put one in the game. Its not something new and would be very helpful in making land assaults by sea when you have totally lost the air game, but control the sea.



I will just re-quote myself from a few months ago :D:
The Mak wrote:
I am just going to link my response from a similar thread from earlier this year.

It works by the way, but it has issues.

Statistics: Posted by The Mak — 14 Dec 2013, 19:26


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2013-12-14T10:51:10+02:00 2013-12-14T10:51:10+02:00 /viewtopic.php?t=5558&p=59501#p59501 <![CDATA[Re: Seiya Mods]]> Statistics: Posted by rockoe10 — 14 Dec 2013, 10:51


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2013-11-04T00:35:06+02:00 2013-11-04T00:35:06+02:00 /viewtopic.php?t=5558&p=57120#p57120 <![CDATA[Re: Seiya Mods]]>
Krapougnak wrote:
Where can I get hold of the Bouncer Shield ?


I havent released that one yet, there are two more bugs that I need to get worked out first.

One is easy (how to detect and fix it if a projectile has vectors of 0), and the other is taking a bit more decision making. What to do about beam weapons.

The first is because you will sometimes have a projectile that drops all of its directional information before I can snag it. That causes it to either just float in mid air doing nothing or fall through the shield very slowly. There are ways to fix both of them, I just have other things eating into my free time right now (like having a job again).

The second is not a programming problem per se, just one where I need to decide if I want to do it as beams damage the shield or beams pass through the shield. Neither is all that hard, just they do change how you use them.

Statistics: Posted by seiya — 04 Nov 2013, 00:35


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2013-11-03T09:52:04+02:00 2013-11-03T09:52:04+02:00 /viewtopic.php?t=5558&p=57060#p57060 <![CDATA[Re: Seiya Mods]]> Statistics: Posted by Krapougnak — 03 Nov 2013, 09:52


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2013-11-03T04:01:51+02:00 2013-11-03T04:01:51+02:00 /viewtopic.php?t=5558&p=57053#p57053 <![CDATA[Re: Seiya Mods]]>
Shields are fixed. I had left something from testing in on accident so the ratio of the shield shouldnt change when it levels up.

Did some more optimizations. It will not change much with normal games, but in coop and singleplayer, it should help... a little. There is a one minute delay before anything starts leveling up.

SCUs are where they should have been on their scaling. They still level quicker than a normal unit, but slower than the ACU.

And that crash on the coop of Black day should not happen. Still not taking fault for it, but the fix was easy enough.

Statistics: Posted by seiya — 03 Nov 2013, 04:01


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2013-10-28T08:42:05+02:00 2013-10-28T08:42:05+02:00 /viewtopic.php?t=5558&p=56698#p56698 <![CDATA[Re: Seiya Mods]]>
Code:
warning: Error running lua script: ...rever\gamedata\lobby_coop.cop\lua\ui\lobby\lobby.lua(5148): attempt to call method `SetText' (a nil value)
         stack traceback:
            ...rever\gamedata\lobby_coop.cop\lua\ui\lobby\lobby.lua(5148): in function `StressCPU'
            ...rever\gamedata\lobby_coop.cop\lua\ui\lobby\lobby.lua(3657): in function <...rever\gamedata\lobby_coop.cop\lua\ui\lobby\lobby.lua:3657>



This is coupled with immediately afterwards a custom BluePrints.lua (which is used for sea wreckage)is being used and it overwrites the standard one. It does not hook it at all. On a guess, the map invulnerable gunships in the opening are combining with the wreckage code and with my projectile code (plane wreckage is a projectile) and puking.

I will put out an update that fixes my part after I get the SCU scaling fixed (I already know how to), and do something about those shields. Wont be tonight, but it should be soon-ish.

Statistics: Posted by seiya — 28 Oct 2013, 08:42


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2013-10-28T05:05:58+02:00 2013-10-28T05:05:58+02:00 /viewtopic.php?t=5558&p=56694#p56694 <![CDATA[Re: Seiya Mods]]>
I am going to have to look into the SCUs Shadow. I thought I had the double level up bug fixed for them. I will sit down and play that level in the coop setting. In normal campaign mode, that is one of the hardest levels to get past the first and third sections (the second was only a couple of minutes due to some good pre-planning), but I did not see the first Seraphim SCU last all the long.

The shields... I didnt think they were that bad, even though I had seen what you were describing. I probably should try and get them to play nice again, but there is actually a lot that needs to be changed to get them to scale right. The reason I do it at 1 tick intervals now is that the delay when starting each phase, you would have up to a minute delay before it would start if I did all the leveling in one go. With the interval method, you get a much smaller delay.

Statistics: Posted by seiya — 28 Oct 2013, 05:05


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2013-10-27T21:30:43+02:00 2013-10-27T21:30:43+02:00 /viewtopic.php?t=5558&p=56673#p56673 <![CDATA[Re: Seiya Mods]]>
Code:
bp.Physics
first it could well be that the crash is occuring because the table doesnt exist in a projectile bp.

Code:
for id,bp in all_bps.Projectile do
   if bp.Physics then
      if bp.Physics.Lifetime then
         bp.Physics.Lifetime = bp.Physics.Lifetime * RangeScale
      else
         bp.Physics.Lifetime = 30
      end
   else
      bp.Physics = {}
      bp.Physics.Lifetime = 30
   end
end


with bp editing its always best to check a bp table exists before adding to it.
this might not fix it, but its better coding etiquette

Statistics: Posted by Domino — 27 Oct 2013, 21:30


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