Forged Alliance Forever Forged Alliance Forever Forums 2014-10-26T00:25:27+02:00 /feed.php?f=41&t=8764 2014-10-26T00:25:27+02:00 2014-10-26T00:25:27+02:00 /viewtopic.php?t=8764&p=84241#p84241 <![CDATA[Re: Trying to make a mod]]>
Thanks both of you.

Topic closed, the mod is working.

Statistics: Posted by odin002 — 26 Oct 2014, 00:25


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2014-10-26T00:19:45+02:00 2014-10-26T00:19:45+02:00 /viewtopic.php?t=8764&p=84240#p84240 <![CDATA[Re: Trying to make a mod]]>
Here's what it is now:
Code:
        # Look for newly defeated brains and tell them they're dead
        local stillAlive = {}
        for index,brain in ArmyBrains do
            if not brain:IsDefeated() and not ArmyIsCivilian(brain:GetArmyIndex()) then
                if brain:GetCurrentUnits(categoryCheck) == 0 then
                    brain:OnDefeat()
                    CallEndGame(false, true)
                else
                    table.insert(stillAlive, brain)
                end
            end
        end


Here's what I would try first. This is the only modification to the file:
Code:
        # Look for newly defeated brains and tell them they're dead
        local stillAlive = {}
        for index,brain in ArmyBrains do
            if not brain:IsDefeated() and not ArmyIsCivilian(brain:GetArmyIndex()) then
                if categoryCheck == categories.COMMAND then
                    if brain:GetCurrentUnits(categoryCheck) == 1 then
                        brain:OnDefeat()
                        CallEndGame(false, true)
                    end
                elseif brain:GetCurrentUnits(categoryCheck) == 0 then
                    brain:OnDefeat()
                    CallEndGame(false, true)
                else
                    table.insert(stillAlive, brain)
                end
            end
        end

Statistics: Posted by IceDreamer — 26 Oct 2014, 00:19


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2014-10-26T00:06:13+02:00 2014-10-26T00:06:13+02:00 /viewtopic.php?t=8764&p=84239#p84239 <![CDATA[Trying to make a mod]]>
So, when I saw the engy at spawn mod (no acu mod), I thought of making a mod where you have 2 acu at spawn (the same one obviously, it could be 2 factions but uh... let's keep it easy), and you loose if you loose one of them, so I copy pasta-ed the all factions mod(which add the 3 other com at spawn, like that you have 4 factions), and removed the other coms, and make him spawn a com of your faction.
So for the time being, it's fine, you have 2 com of the same faction. But the problem is the victory condition of assassination, if you loose only one com, you don't loose the game, you need to loose both of them... So I've looked into the files(I never made a mod on this game before, so I'm totally new) and I've found the answer may be in the victory.lua file.
I've tried to do that but uh, no way, it doesn't work, you only loose when you don't have a com anymore...It's weird because I'm pretty sure it's the answer....

Before :
Code:
    local categoryCheck = nil
    if scenarioInfo.Options.Victory == 'demoralization' then
        # You're dead if you have no commanders
        categoryCheck = categories.COMMAND
    elseif scenarioInfo.Options.Victory == 'domination' then
        # You're dead if all structures and engineers are destroyed
        categoryCheck = categories.STRUCTURE + categories.ENGINEER - categories.WALL
    elseif scenarioInfo.Options.Victory == 'eradication' then
        # You're dead if you have no units
        categoryCheck = categories.ALLUNITS - categories.WALL
    else
        # no victory condition
        return
    end

After :
Code:
local categoryCheck = nil
    if scenarioInfo.Options.Victory == 'demoralization' then
        # You're dead if you have no commanders
      if categories.COMMAND == 1 then
         categoryCheck = 0
         else
         categoryCheck = categories.COMMAND
      end
    elseif scenarioInfo.Options.Victory == 'domination' then
        # You're dead if all structures and engineers are destroyed
        categoryCheck = categories.STRUCTURE + categories.ENGINEER - categories.WALL
    elseif scenarioInfo.Options.Victory == 'eradication' then
        # You're dead if you have no units
        categoryCheck = categories.ALLUNITS - categories.WALL
    else
        # no victory condition
        return
    end


Tbh I did nothing special... but uh it doesn't work..weird. You loose only when you loose both of your coms.

I've tried that
Code:
    if scenarioInfo.Options.Victory == 'demoralization' then
        # You're dead if you have no commanders
        categoryCheck = categories.COMMAND +1
    elseif scenarioInfo.Options.Victory == 'domination' then

so you never loose with that. So it looks like the answer is here. But I really don't get why my code doesn't work.



----
PS : Btw my files have that :
mod_info.lua in 2coms folder :
Spoiler: show
name = "2coms"
uid = "WTFISTHATUDISUFIDUSIF2COMS"
version = 2
copyright = "Copyright © 2008, Legion Darrath. Adapted the code to spawn only one com of your faction by odin002"
description = "Spawns an other acu of your faction. You need to turn on prebuild units for this mod to work."
author = "Legion Darrath"
selectable = true
enabled = true
exclusive = false
ui_only = false
requires = {}
requiresNames = {}
conflicts = {}
before = {}
after = {}


victory.lua in 2coms/hook/lua/ :
Spoiler: show
function CheckVictory(scenarioInfo)

local categoryCheck = nil
if scenarioInfo.Options.Victory == 'demoralization' then
# You're dead if you have no commanders
if categories.COMMAND == 1 then
categoryCheck = 0
else
categoryCheck = categories.COMMAND
end
elseif scenarioInfo.Options.Victory == 'domination' then
# You're dead if all structures and engineers are destroyed
categoryCheck = categories.STRUCTURE + categories.ENGINEER - categories.WALL
elseif scenarioInfo.Options.Victory == 'eradication' then
# You're dead if you have no units
categoryCheck = categories.ALLUNITS - categories.WALL
else
# no victory condition
return
end

# tick number we are going to issue a victory on. Or nil if we are not.
local victoryTime = nil
local potentialWinners = {}

while true do

# Look for newly defeated brains and tell them they're dead
local stillAlive = {}
for index,brain in ArmyBrains do
if not brain:IsDefeated() and not ArmyIsCivilian(brain:GetArmyIndex()) then
if brain:GetCurrentUnits(categoryCheck) == 0 then
brain:OnDefeat()
CallEndGame(false, true)
else
table.insert(stillAlive, brain)
end
end
end

# uh-oh, there is nobody alive... It's a draw.
if table.empty(stillAlive) then
CallEndGame(true, false)
return
end

# check to see if everyone still alive is allied and is requesting an allied victory.
local win = true
local draw = true
for index,brain in stillAlive do
for index2,other in stillAlive do
if index != index2 then
if not brain.RequestingAlliedVictory or not IsAlly(brain:GetArmyIndex(), other:GetArmyIndex()) then
win = false
end
end
end
if not brain.OfferingDraw then
draw = false
end
end

if win then
if table.equal(stillAlive, potentialWinners) then
if GetGameTimeSeconds() > victoryTime then
# It's a win!
for index,brain in stillAlive do
brain:OnVictory()
end
CallEndGame(true, true)
return
end
else
victoryTime = GetGameTimeSeconds() + 15
potentialWinners = stillAlive
end
elseif draw then
for index,brain in stillAlive do
brain:OnDraw()
end
CallEndGame(true, true)
return
else
victoryTime = nil
potentialWinners = {}
end

WaitSeconds(3.0)
end
end

function CallEndGame(callEndGame, submitXMLStats)
if submitXMLStats then
SubmitXMLArmyStats()
end
if callEndGame then
gameOver = true
ForkThread(function()
WaitSeconds(3)
EndGame()
end)
end
end

gameOver = false


the aibrain.lua in 2coms/hook/lua/ :
Spoiler: show
local origBrain = AIBrain

AIBrain = Class(origBrain ) {


OnSpawnPreBuiltUnits = function(self)
local factionIndex = self:GetFactionIndex()
local resourceStructures = nil
local initialUnits = nil
local posX, posY = self:GetArmyStartPos()

if factionIndex == 1 then

initialUnits = { 'UEL0001' }
elseif factionIndex == 2 then

initialUnits = { 'UAL0001' }
elseif factionIndex == 3 then

initialUnits = { 'URL0001' }
elseif factionIndex == 4 then

initialUnits = { 'XSL0001' }
end

if resourceStructures then
# place resource structures down
for k, v in resourceStructures do
self:CreateResourceBuildingNearest(v, posX, posY)
end
end

if initialUnits then
# place initial units down
for k, v in initialUnits do
self:CreateUnitNearSpot(v, posX, posY)
end
end

self.PreBuilt = true

end,

}

Statistics: Posted by odin002 — 26 Oct 2014, 00:06


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