Deribus Modding

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Deribus Modding

Postby Deribus » 26 Feb 2019, 19:39

Hello all!

I've been working on a simple mod to change the gun upgrades of ACUs with the help of Balthazar, but we seem to have hit a snag with the UEF ACU.

We were trying to give it burst fire after gun upgrade via giving it a new weapon, but it doesn't seem to be working properly and we can't figure out why. The ACU cannot fire after getting the upgrade, although it will spawn the additional projectiles upon overcharge. Anyone mind taking a look?
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Re: Deribus Modding

Postby Franck83 » 26 Feb 2019, 20:50

I will give it a look. Stay tuned.
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Re: Deribus Modding

Postby Franck83 » 26 Feb 2019, 23:21

You got a warning at game launch :


WARNING: Error running OnCreate script in Entity uel0001 at 1d531f08: ...\gamedata\units.nx2\units\uel0001\uel0001_script.lua(381): attempt to call method `SetWeaponEnabled' (a nil value)


It seems that you are trying to enable in your uef unit script a weapon that doesn't exist (the new zephyr ?).

You have no unit bp on your UEL0001 UEF ACU directory ?

You need to reference a weapon on the unit bp (/units/uel0001/)
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Re: Deribus Modding

Postby Franck83 » 26 Feb 2019, 23:40

All weapons data must be on the UEL0001_unit.bp in the weapon section.

If you just want to change stuff from the vanilla zephyr without creating a new weapon, you can change damage values in your UEL0001_script.lua, or you can use a buffblueprint (if you want to increase fire speed for example).
The zephyr upgrade is barely just a data change, not a weapon change.

You can also change a projectile on the fly to with the self:ChangeProjectileBlueprint(your.ProjectileBp).

Depending of what you want to do : creating a complete new weapon or just changing some weapon stats or projectile ?
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Re: Deribus Modding

Postby Balthazar » 27 Feb 2019, 06:33

The weapon blueprint is defined in blueprints.lua.
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Re: Deribus Modding

Postby Franck83 » 27 Feb 2019, 17:44

Hum ok, i understand.

It seems that this test never goes ok.
Code: Select all
if (wep:GetBlueprint().Marker == marker) then
    return wep
end

The wep:GetBlueprint().Marker always says nil for all weapons of the UEF ACU. So it seems that the weapon added in blueprints.lua is not taken care.
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