mod = commander not spawning correctly + De_sink

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mod = commander not spawning correctly + De_sink

Postby REPELLERCOM » 17 Jan 2018, 03:35

my mode works on Supreme Commander + FA but dose not work on the most resent versions of FAF anymore (after loading the Commander doesn't spawn, only the unit selection is visible and every tech is unlocked), not shor what to do and my mod dose not seem to be the only mod affected in this way would love an easy fix or someone that could help me out.
thanks for taking the time to read my plea for help :)
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Re: mod = commander not spawning correctly + De_sink

Postby speed2 » 17 Jan 2018, 09:01

No mod, no log, crystal ball broken.... No idea whats wrong. You will have to give us more
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Re: mod = commander not spawning correctly + De_sink

Postby Franck83 » 17 Jan 2018, 12:29

What is your mod name ? Where to download ?
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Re: mod = commander not spawning correctly + De_sink

Postby REPELLERCOM » 17 Jan 2018, 16:50

Unit:lua =
___________
do

local oldunit = Unit

Unit = Class(oldunit) {

oldunit.Unit,

OnTransportAttach = function(self, attachBone, unit)
self:PlayUnitSound('Load')
self:MarkWeaponsOnTransport(unit, true)
if unit:ShieldIsOn() then
if not EntityCategoryContains(categories.SERAPHIM, unit) then
unit:DisableShield()
end
end
if not EntityCategoryContains(categories.PODSTAGINGPLATFORM, self) then
self:RequestRefreshUI()
end
end,

}

end
___________________________


This is the code i have found that appears to be stopping the mod in its tracks it should alow shields to run on transports so as to protect the transport.

The mod is called OMNI_UNION

If necessary i can post the mod on here but its a mess.

Thank you for your support.
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Re: mod = commander not spawning correctly + De_sink

Postby Franck83 » 17 Jan 2018, 17:05

It's because it's a destroying hook. It seems that FAF modified the vanilla 'OnTransportAttach' to 2 states functions ('OnAttachedToTransport', 'OnDetachedFromTransport')

You can try this (i did not test it) after deleting your 'OnTransportAttach' function :

Code: Select all
   OnAttachedToTransport = function(self, transport, bone)
        self:MarkWeaponsOnTransport(true)
        if self:ShieldIsOn() then
         if not EntityCategoryContains(categories.SERAPHIM, self) then   
            self:DisableShield()
            self:DisableDefaultToggleCaps()
         end
        end
        self:DoUnitCallbacks('OnAttachedToTransport', transport, bone)
    end,


If i understand well, your mod keep unit shield when transport units (except for seraphim units) ?
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: mod = commander not spawning correctly + De_sink

Postby REPELLERCOM » 18 Jan 2018, 02:14

Thank you very much i will give that a try.
I am seeing another problem appearing in the mod that relates to de_sink but as of yet don not understand it fully yet so will not post the problem till i have isolated it fully.
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Re: mod = commander not spawning correctly + De_sink

Postby REPELLERCOM » 22 Jan 2018, 03:14

I have a new problem that i am trying to finger out and that is i would like to make a new faction but i cant seem to get any of the UI elements to work i am literally a blank slate wen it comes to this so any help of re-directions would be greatly appreciated ty.
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Re: mod = commander not spawning correctly + De_sink

Postby Franck83 » 22 Jan 2018, 10:41

Hi Repellercom,


Starting a new faction is huge time invest. See the Uveso abstract in this post for a start point.

http://forums.faforever.com/viewtopic.php?f=41&t=15391


Goog modding :)
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Re: mod = commander not spawning correctly + De_sink

Postby REPELLERCOM » 01 Feb 2018, 04:35

I have tried to build a shield for the UEF but the model apeers to have gone walkys in the supcom engen and i dont know how to center it correctly in blender any help would be grate TY very much for that support o have already reseved and hope it will continue.

A path to a solution would be grate if nothing else.
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Re: mod = commander not spawning correctly + De_sink

Postby Franck83 » 01 Feb 2018, 12:55

Hi repellercom,

I would suggest you should start from an existing shield model that you modify.

Follow carefully the blender use instructions https://github.com/Oygron/SupCom_Import_Export_Blender for example this one :

When creating a new unit, the central bone (parent of all other bones of the armature) of the unit MUST have the same name as the unit
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