Forged Alliance Forever Forged Alliance Forever Forums 2018-08-08T00:40:32+02:00 /feed.php?f=45&t=16388 2018-08-08T00:40:32+02:00 2018-08-08T00:40:32+02:00 /viewtopic.php?t=16388&p=166645#p166645 <![CDATA[Re: When weapons don't fire]]>

Statistics: Posted by stardust — 08 Aug 2018, 00:40


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2018-08-07T07:48:52+02:00 2018-08-07T07:48:52+02:00 /viewtopic.php?t=16388&p=166626#p166626 <![CDATA[Re: When weapons don't fire]]> Statistics: Posted by Franck83 — 07 Aug 2018, 07:48


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2018-08-07T01:16:08+02:00 2018-08-07T01:16:08+02:00 /viewtopic.php?t=16388&p=166612#p166612 <![CDATA[Re: When weapons don't fire]]>

Statistics: Posted by Uveso — 07 Aug 2018, 01:16


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2018-08-06T17:24:33+02:00 2018-08-06T17:24:33+02:00 /viewtopic.php?t=16388&p=166598#p166598 <![CDATA[Re: When weapons don't fire]]>
*tries it*

Shucks, didn't do anything. MOST INTERESTING. It didn't break anything at least!

Statistics: Posted by stardust — 06 Aug 2018, 17:24


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2018-08-06T01:53:53+02:00 2018-08-06T01:53:53+02:00 /viewtopic.php?t=16388&p=166581#p166581 <![CDATA[Re: When weapons don't fire]]> The antimissile flare weapon is attached to the ShipBone "FlareBone".

If you now change the flare weapon with a nuklear launcher that was attached on the old unit at bone "NukeBone",
then you need to rename the bone from the launcherblueprint from "NukeBone" to "FlareBone".
Thats all, the weapon should work now.

Now you want to attach a weapon turret to the same place.
A Weapon turret has 3 bones; "PitchBone", "YawBone" and "MuzzleBone".

Because the ship has only 1 available bone for the weapon, you can't add that weapon there.
In this case you need a 3d model program and add 2 more bones or it will not work.

Statistics: Posted by Uveso — 06 Aug 2018, 01:53


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2018-08-04T17:08:56+02:00 2018-08-04T17:08:56+02:00 /viewtopic.php?t=16388&p=166450#p166450 <![CDATA[Re: When weapons don't fire]]>
Also, was able to fix the problem with Orbital Wars Reborn not attacking anything. But it only seems to work in my debugger, with no real errors worth mentioning. If I launch the game thru the FAF client, they still just sit there.

Statistics: Posted by stardust — 04 Aug 2018, 17:08


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2018-08-04T07:53:56+02:00 2018-08-04T07:53:56+02:00 /viewtopic.php?t=16388&p=166439#p166439 <![CDATA[Re: When weapons don't fire]]>
stardust wrote:
Is there a quick and easy way of changing the name of a weapon bone? Or does one need modeling programs for that?


If you want to change the name of a bone you need a modeling program.

But there is no need to rename a bone inside the model.
You only need to copy the model-bone-name into the blueprint file.

Just be sure you use the same name inside the model and the blueprint file.

Statistics: Posted by Uveso — 04 Aug 2018, 07:53


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2018-08-04T01:13:02+02:00 2018-08-04T01:13:02+02:00 /viewtopic.php?t=16388&p=166430#p166430 <![CDATA[Re: When weapons don't fire]]>
Is there a quick and easy way of changing the name of a weapon bone? Or does one need modeling programs for that?

Statistics: Posted by stardust — 04 Aug 2018, 01:13


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2018-07-26T23:43:20+02:00 2018-07-26T23:43:20+02:00 /viewtopic.php?t=16388&p=166245#p166245 <![CDATA[Re: When weapons don't fire]]> Statistics: Posted by stardust — 26 Jul 2018, 23:43


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2018-07-26T02:43:22+02:00 2018-07-26T02:43:22+02:00 /viewtopic.php?t=16388&p=166224#p166224 <![CDATA[Re: When weapons don't fire]]>
(I don't have time to check another mod^^)

Statistics: Posted by Uveso — 26 Jul 2018, 02:43


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2018-07-26T00:43:50+02:00 2018-07-26T00:43:50+02:00 /viewtopic.php?t=16388&p=166220#p166220 <![CDATA[Re: When weapons don't fire]]>
Am still tinkering with the old Orbital Wars Reborn as well. I lowered the elevation of the big ships a bit, and added all the layers all the weapons could fire at (was just air beforehand) but still no glorious pew pew of lasers. Nothing in the restrictions or the target priorities jumped out at me as preventing any sort of fire effect, but any attempt by any big ship to attack any hostile target... well, it's like an anti-air tower not attacking tanks. And I'd really like to figure this out.

Here's what i've got:
https://www.dropbox.com/sh/8tfabrnn9mwp ... VHWFa?dl=0

Statistics: Posted by stardust — 26 Jul 2018, 00:43


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2018-07-25T05:31:35+02:00 2018-07-25T05:31:35+02:00 /viewtopic.php?t=16388&p=166177#p166177 <![CDATA[Re: When weapons don't fire]]>
stardust wrote:
As for AI support, how does one go about fixing that so the AI - particularly Sorian Water AIs - will make use of the new stuff?


Shift-Y = BuildAiScripts

You only need to press [SHIFT]+[y] and the mod will print all AI tables into the log.
Remove the "info: " from each line, and you can copy past the tables to your files inside /mod/lua/CustomUnits/

I also made a smal tutorial:
http://forums.faforever.com/viewtopic.php?f=41&t=14688

Statistics: Posted by Uveso — 25 Jul 2018, 05:31


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2018-07-25T02:51:38+02:00 2018-07-25T02:51:38+02:00 /viewtopic.php?t=16388&p=166173#p166173 <![CDATA[Re: When weapons don't fire]]>
As for AI support, how does one go about fixing that so the AI - particularly Sorian Water AIs - will make use of the new stuff?

Statistics: Posted by stardust — 25 Jul 2018, 02:51


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2018-07-25T02:03:23+02:00 2018-07-25T02:03:23+02:00 /viewtopic.php?t=16388&p=166170#p166170 <![CDATA[Re: When weapons don't fire]]> If you click on the log window and try then to use one of the shortcuts you will only hear a ping sound.

Statistics: Posted by Uveso — 25 Jul 2018, 02:03


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2018-07-25T02:05:05+02:00 2018-07-25T01:54:22+02:00 /viewtopic.php?t=16388&p=166169#p166169 <![CDATA[Re: When weapons don't fire]]>
Code:
INFO: Uveso Debugger: [unitdebug.lua, line:22] - Starting debugger
INFO: Supreme Commander: Forged Alliance version 3696
INFO: Uveso Debugger: [UnitDebug.lua 59] - version.lua = true - Gameversion=(3696)
INFO: Supreme Commander: Forged Alliance version 3696
INFO:  Gameversion=(3696)
INFO:  - Shift-H = Print KeyBindings
INFO: 
INFO:  - Shift-Q = ModUnitCheck
INFO:  - Shift-W = ValidateCategories
INFO:  - Shift-E = ValidateUnitIcons
INFO:  - Shift-R = Validate Strategic Icons
INFO:  - Shift-T = CheckDisplayAbilities
INFO:  - Shift-Z = Check Selection Size
INFO:  - Shift-U = Check Unit Enhancements
INFO:  - Shift-I = Unit Statistics
INFO: 
INFO:  - Shift-A = CkeckWeaponAnimation
INFO:  - Shift-S = ModWeaponProjIDCheck
INFO:  - Shift-D = ModDisplayMeshCheck
INFO:  - Shift-F = ModUnitSoundCheck
INFO:  - Shift-G = ModWeaponSoundCheck
INFO: 
INFO:  - Shift-Y = BuildAiScripts
INFO:  - Shift-X = GetUnitList
INFO:  - Shift-C = Game File Check
INFO: 
INFO:  - Shift-V = Execute function Check()
INFO:  - Shift-B = CheckBlacklistedUnits
INFO:  - Shift-N = Check localisation
INFO:  - Shift-M = Print localisation
INFO: H    Q W E R T Z U   A S D F G    Y X C N M  (V B)
INFO: Uveso Debugger: [UnitDebug.lua 70] - Default Moddirectory to check= (NAVAL UNIT PACK 1.0)
INFO: Uveso Debugger: [UnitDebug.lua 71] - If you want to change the default Moddirectory go to "UnitDebug.lua" Line  69)


Do you have those lines in your log ?

[Edit]
If you use the checks with [SHIFT]+[s] or [SHIFT]+[d] then the game will freeze for 30 or more seconds. Just wait, it will come back.
And don't open the "F1" key menu, this will overwrite the keysettings from the debugger mod.

Btw, did you know, if you are play/test in skirmish mode, you can restart the game by pressing [CTRL]+[F10] to reload all unit scripts.

Statistics: Posted by Uveso — 25 Jul 2018, 01:54


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