Forged Alliance Forever Forged Alliance Forever Forums 2016-09-09T07:11:49+02:00 /feed.php?f=41&t=13018 2016-09-09T07:11:49+02:00 2016-09-09T07:11:49+02:00 /viewtopic.php?t=13018&p=134928#p134928 <![CDATA[Re: Civilians V2 Useful civilians mod]]> Statistics: Posted by RavenCurow — 09 Sep 2016, 07:11


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2016-09-03T23:24:47+02:00 2016-09-03T23:24:47+02:00 /viewtopic.php?t=13018&p=134510#p134510 <![CDATA[Re: Civilians V2 Useful civilians mod]]> Statistics: Posted by RavenCurow — 03 Sep 2016, 23:24


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2016-09-02T16:12:42+02:00 2016-09-02T16:12:42+02:00 /viewtopic.php?t=13018&p=134404#p134404 <![CDATA[Re: Civilians V2 Useful civilians mod]]>
EDIT:

WARNING: SCR_LuaDoFileConcat: Loading "c:\program files\steam\steamapps\common\supreme commander forged alliance\mods\civiliansv2\units\xsc2201c\xsc2201c_unit.bp" failed: ...mmander forged alliance\mods\civiliansv2\units\xsc2201c\xsc2201c_unit.bp(150): `}' expected (to close `{' at line 129) near `s'

Keeps repeating in the debug log for me.

Statistics: Posted by Tanksy — 02 Sep 2016, 16:12


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2016-09-02T13:51:23+02:00 2016-09-02T13:51:23+02:00 /viewtopic.php?t=13018&p=134374#p134374 <![CDATA[Re: Civilians V2 Useful civilians mod]]>
EDIT: I have updating the link for the lastest version of my mod version 1.1. 1.1 includes a major unit mechanic change so be sure to check the changelog.

Statistics: Posted by RavenCurow — 02 Sep 2016, 13:51


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2016-09-02T10:09:14+02:00 2016-09-02T10:09:14+02:00 /viewtopic.php?t=13018&p=134331#p134331 <![CDATA[Re: Civilians V2 Useful civilians mod]]>
Uveso wrote:
Code:
    UnitList = {
       MassStorage = {
          UEF = {'UAC1401c', 50}, -- Experimental Mass Storage & Fabricator
       },
    }

"50" after the UnitId means, if the AI want's to build a MassStorage it will be to 50% your unit UAC1401c.

Thats all, now the AI can build it.


THAT'S what that mystery number means! Brilliant!

Uveso wrote:
Lets take a look at the unit XSC2201c:
Hitbox/Skirt Stuff


This is great info, thanks for posting this!

RavenCurow wrote:
Ah so the size factor there is hotbox size? No wonder. The tutorial I had used said those values were used to change the model size independent of the uniform size values. Lol. As for the skirt size I was hoping to make the building the same size as a T1pgen or storage, but perhaps this is the best compromise.

The Uniform Scale is AFAIK the only way of controlling the model size, without manually editing the models yourself. Sadly this does mean there's no X/Y/Z stretching you could do (Taller Mass Extractors/Towers would be loooovely.) .. (Unless I'm wrong.)

I like the look of all this stuff. I'll check it out ingame, I might even share it with my friends to include in our own collection of mods we always use. (EDIT: Or not, Link's dead)

Statistics: Posted by Tanksy — 02 Sep 2016, 10:09


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2016-09-02T02:04:09+02:00 2016-09-02T02:04:09+02:00 /viewtopic.php?t=13018&p=134304#p134304 <![CDATA[Re: Civilians V2 Useful civilians mod]]> Statistics: Posted by RavenCurow — 02 Sep 2016, 02:04


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2016-09-01T23:05:03+02:00 2016-09-01T23:05:03+02:00 /viewtopic.php?t=13018&p=134289#p134289 <![CDATA[Re: Civilians V2 Useful civilians mod]]>
Image

To show the blue Hitbox, press [SHIFT]+[CTRL]+[ALT]+[C]
you see, the hitbox is way to big for the small building and the Skirt is to small for the background tarmac and the (4)selectors are also to small (see next picture).

Changing the hitbox is easy, just remember that "y" is the unit height.
Code:
    SizeX = 1.5,
    SizeY = 2.0,
    SizeZ = 1.5,

With adjusted Size settings, the unit will now look like this:
Image

To fix the Skirt size, we need to change also the Skirtoffset.
Skirtoffset can only be set to 0.5, 1.5, 2.5, 3.5 and so on. If you use a offset of 1.0 or 2.0 then you cant attach the building to another building.
Original offset is 0.5, and the only possible next bigger offset is 1.5.
So with those settings:
Code:
        SkirtOffsetX = -1.5,
        SkirtOffsetZ = -1.5,
        SkirtSizeX = 4,
        SkirtSizeZ = 4,

your unit now looks like this:
Image

Now we change the size of the selectors:
Code:
    SelectionSizeX = 1.0,
    SelectionSizeZ = 1.0,

Image

[edit] If you think, the skirtsize is to big for the building have in mind, units need some space to drive between buildings.

Statistics: Posted by Uveso — 01 Sep 2016, 23:05


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2016-09-01T22:32:19+02:00 2016-09-01T22:32:19+02:00 /viewtopic.php?t=13018&p=134284#p134284 <![CDATA[Re: Civilians V2 Useful civilians mod]]> Statistics: Posted by RavenCurow — 01 Sep 2016, 22:32


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2016-09-01T02:31:28+02:00 2016-09-01T02:31:28+02:00 /viewtopic.php?t=13018&p=134123#p134123 <![CDATA[Re: Civilians V2 Useful civilians mod]]> Statistics: Posted by RavenCurow — 01 Sep 2016, 02:31


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2016-08-31T23:49:58+02:00 2016-08-31T23:49:58+02:00 /viewtopic.php?t=13018&p=134108#p134108 <![CDATA[Re: Civilians V2 Useful civilians mod]]>
Inside unitblueprint you wrote:


MaintanenceConsumptionPerSecondEnergy = 150,


but should be:


MaintenanceConsumptionPerSecondEnergy= 150,


Also change inside the unitscript:
from:
Code:
local CStructureUnit = import('/lua/cybranunits.lua').CStructureUnit

to
Code:
local CMassFabricationUnit = import('/lua/cybranunits.lua').CMassFabricationUnit


Remember to change the class everywhere:
Code:
URC1401 = Class(CMassFabricationUnit) {

and
Code:
CMassFabricationUnit.OnCreate(self)


Script lua should look like this then:
Code:
local CMassFabricationUnit = import('/lua/cybranunits.lua').CMassFabricationUnit
URC1401 = Class(CMassFabricationUnit) {
    OnCreate = function(self)
        CMassFabricationUnit.OnCreate(self)

        self.WindowEntity = import('/lua/sim/Entity.lua').Entity({Owner = self,})
        self.WindowEntity:AttachBoneTo( -1, self, 'URC1401' )
        self.WindowEntity:SetMesh('/effects/Entities/URC1401_WINDOW/URC1401_WINDOW_mesh')
        self.WindowEntity:SetDrawScale(0.1)
        self.WindowEntity:SetVizToAllies('Intel')
        self.WindowEntity:SetVizToNeutrals('Intel')
        self.WindowEntity:SetVizToEnemies('Intel')         
        self.Trash:Add(self.WindowEntity)
    end,
}
TypeClass = URC1401


Thats all :)

Statistics: Posted by Uveso — 31 Aug 2016, 23:49


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2016-08-31T06:38:14+02:00 2016-08-31T06:38:14+02:00 /viewtopic.php?t=13018&p=134047#p134047 <![CDATA[Re: Civilians V2 Useful civilians mod]]>
Unit bp

Code:
UnitBlueprint {
   Adjacency = 'T3MassFabricatorStorageAdjacencyBuffs',
    Audio = {
        DeathExplosion = Sound {
            Bank = 'URLDestroy',
            Cue = 'URB_Destroy_Lrg_PreDestroy',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Destroyed = Sound {
            Bank = 'URLDestroy',
            Cue = 'URB_Destroy_Huge',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        DoneBeingBuilt = Sound {
            Bank = 'URB',
            Cue = 'URB1101_Activate',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        UISelection = Sound {
            Bank = 'Interface',
            Cue = 'Cybran_Select_Structure',
            LodCutoff = 'UnitMove_LodCutoff',
        },
    },
    Categories = {
        'CYBRAN',
        'STRUCTURE',
        'BUILTBYTIER3ENGINEER',
        'BUILTBYTIER3COMMANDER',
        'TECH3',
        'ECONOMIC',
        'MASSSTORAGE',
        'MASSPRODUCTION',
        'MASSFABRICATION',
        'DRAGBUILD',
        'SELECTABLE',
        'SIZE16',
        'LAND',
        'VISIBLETORECON',
        'RECLAIMABLE',
        'SORTECONOMY',
    },
    CollisionOffsetX = 0,
    CollisionOffsetY = 0,
    CollisionOffsetZ = 0,
    Defense = {
        AirThreatLevel = 0,
        ArmorType = 'Structure',
        EconomyThreatLevel = 4,
        Health = 10000,
        MaxHealth = 10000,
        RegenRate = 0,
        SubThreatLevel = 0,
        SurfaceThreatLevel = 0
    },
    Description = 'Experimental Mass Storage & Fabricator',
    Display = {
        DamageEffects = {
            {
                Bone = 0,
                OffsetX = 0,
                OffsetY = 3,
                OffsetZ = 0,
            },
            {
                Bone = 0,
                OffsetX = -1.5,
                OffsetY = 1,
                OffsetZ = 0.5,
            },
            {
                Bone = 0,
                OffsetX = 0.25,
                OffsetY = 0.75,
                OffsetZ = -1.5,
            },
        },
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    LODCutoff = 120,
                    Scrolling = true,
                    ShaderName = 'Insect',
                },
                {
                    AlbedoName = 'urc1401c_lod1_albedo.dds',
                    LODCutoff = 300,
                    ShaderName = 'Insect',
                    SpecularName = 'urc1401c_lod1_specteam.dds',
                },
            },
        },
        PlaceholderMeshName = 'URC1401',
        SpawnRandomRotation = true,
        Tarmacs = {
            {
                Albedo = 'Tarmacs/Tar12x_cybran_01_albedo',
                FadeOut = 150,
                Length = 12.8,
                Normal = 'Tarmacs/Tar12x_cybran_01_normals',
                Orientations = {
                    0,
                    90,
                    180,
                    270,
                },
                RemoveWhenDead = false,
                Width = 12.8,
            },
        },
        UniformScale = 0.1,
    },
    Economy = {
       AdjacentMassProductionMod = 0.5,
        BuildCostEnergy = 36000,
        BuildCostMass = 2400,
        BuildTime = 3000,
        MaintanenceConsumptionPerSecondEnergy = 2330,
        ProductionPerSecondMass = 8,
        StorageMass = 40000,
        RebuildBonusIds = {
            'URC1401c',
        },
    },
    Footprint = {
        SizeX = 5,
        SizeZ = 5,
    },
    General = {
        Category = 'Economy',
        Classification = 'RULEUC_Resource',
        CommandCaps = {
            RULEUCC_Attack = false,
            RULEUCC_CallTransport = false,
            RULEUCC_Capture = false,
            RULEUCC_Guard = false,
            RULEUCC_Move = false,
            RULEUCC_Nuke = false,
            RULEUCC_Patrol = false,
            RULEUCC_Reclaim = false,
            RULEUCC_Repair = false,
            RULEUCC_RetaliateToggle = false,
            RULEUCC_Stop = false,
            RULEUCC_Transport = false,
        },
        FactionName = 'Cybran',
        Icon = 'land',
        SelectionPriority = 5,
        TechLevel = 'RULEUTL_Secret',
        ToggleCaps = {
            RULEUTC_ProductionToggle = true,
        },
        UnitName = 'Cybran Agricultural Center',
        UnitWeight = 1,
    },
    Interface = {
        HelpText = 'Experimental Mass Storage & Fabricator',
    },
    LifeBarHeight = 0.075,
    LifeBarOffset = 1.95,
    LifeBarSize = 4,
    Physics = {
        BankingSlope = 0,
        BuildOnLayerCaps = {
            LAYER_Air = false,
            LAYER_Land = true,
            LAYER_Orbit = false,
            LAYER_Seabed = false,
            LAYER_Sub = false,
            LAYER_Water = false,
        },
        DragCoefficient = 0.2,
        FlattenSkirt = true,
        MaxSteerForce = 0,
        MeshExtentsX = 4.75,
        MeshExtentsY = 2.75,
        MeshExtentsZ = 4.75,
        MinSpeedPercent = 0,
        MotionType = 'RULEUMT_None',
        SkirtOffsetX = -1.5,
        SkirtOffsetZ = -1.5,
        SkirtSizeX = 8,
        SkirtSizeZ = 8,
        TurnRate = 0,
    },
    SelectionSizeX = 2.65,
    SelectionSizeZ = 2.35,
    SelectionThickness = 0.36,

    # height
    SizeX = 3.75,
    SizeY = 2.75,
    SizeZ = 3.75,
    StrategicIconName = 'icon_experimental_generic',
    StrategicIconSortPriority = 200,
    Wreckage = {
        Blueprint = '/props/DefaultWreckage/DefaultWreckage_prop.bp',
        EnergyMult = 0,
        HealthMult = 0.9,
        MassMult = 0.9,
        ReclaimTimeMultiplier = 1,
        WreckageLayers = {
            Air = false,
            Land = true,
            Seabed = false,
            Sub = false,
            Water = true,
        },
    },
}


Unit Script

Code:
local CMassFabricationUnit = import('/lua/cybranunits.lua').CMassFabricationUnit

URC1401 = Class(CMassFabricationUnit) {
   OnCreate = function(self)
      CMassFabricationUnit.OnCreate(self)

        self.WindowEntity = import('/lua/sim/Entity.lua').Entity({Owner = self,})
        self.WindowEntity:AttachBoneTo( -1, self, 'URC1401' )
        self.WindowEntity:SetMesh('/effects/Entities/URC1401_WINDOW/URC1401_WINDOW_mesh')
        self.WindowEntity:SetDrawScale(0.1)
        self.WindowEntity:SetVizToAllies('Intel')
        self.WindowEntity:SetVizToNeutrals('Intel')
        self.WindowEntity:SetVizToEnemies('Intel')         
        self.Trash:Add(self.WindowEntity)
   end,
   
   OnStopBeingBuilt = function(self,builder,layer)
        CMassFabricationUnit.OnStopBeingBuilt(self,builder,layer)
        self.WindowEntity = import('/lua/sim/Entity.lua').Entity({Owner = self,})
        self.WindowEntity:AttachBoneTo( -1, self, 'URC1401' )
        self.WindowEntity:SetMesh('/effects/Entities/URC1401_WINDOW/URC1401_WINDOW_mesh')
        self.WindowEntity:SetDrawScale(0.1)
        self.WindowEntity:SetVizToAllies('Intel')
        self.WindowEntity:SetVizToNeutrals('Intel')
        self.WindowEntity:SetVizToEnemies('Intel')         
        self.Trash:Add(self.WindowEntity)
    end,

   
   
   
}


TypeClass = URC1401

Statistics: Posted by RavenCurow — 31 Aug 2016, 06:38


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2016-08-30T16:35:31+02:00 2016-08-30T16:35:31+02:00 /viewtopic.php?t=13018&p=133944#p133944 <![CDATA[Re: Civilians V2 Useful civilians mod]]>
Code:
UnitList = {
       T3MassCreation= {
          UEF = {'UAC1401c', 50}, -- Experimental Mass Storage & Fabricator
       },
       MassStorage= {
          UEF = {'UAC1401c', 50}, -- Experimental Mass Storage & Fabricator
       },
    }


Now if the AI wants to build a T3MassCreation or MassStorage it will be to 50% your unit.

Statistics: Posted by Uveso — 30 Aug 2016, 16:35


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2016-08-30T09:04:26+02:00 2016-08-30T09:04:26+02:00 /viewtopic.php?t=13018&p=133912#p133912 <![CDATA[Re: Civilians V2 Useful civilians mod]]> Statistics: Posted by RavenCurow — 30 Aug 2016, 09:04


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2016-08-30T08:36:39+02:00 2016-08-30T08:36:39+02:00 /viewtopic.php?t=13018&p=133907#p133907 <![CDATA[Re: Civilians V2 Useful civilians mod]]>
Code:
UnitList = {
       T3MassCreation= {
          UEF = {'UAC1401c', 50}, -- Experimental Mass Storage & Fabricator
       },
    }


And if you want the AI to build your Mass Storage & Fabricator if it needs an Tech2 Radar :
Code:
UnitList = {
       T2Radar= {
          UEF = {'UAC1401c', 50}, -- Experimental Mass Storage & Fabricator
       },
    }


Makes no sense, but will work.

Statistics: Posted by Uveso — 30 Aug 2016, 08:36


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2016-08-30T05:30:52+02:00 2016-08-30T05:30:52+02:00 /viewtopic.php?t=13018&p=133890#p133890 <![CDATA[Re: Civilians V2 Useful civilians mod]]> This way if it needs storage it will build it 50% of the time or if it needs a fabricator it would build it 50% of the time.

Statistics: Posted by RavenCurow — 30 Aug 2016, 05:30


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