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Offline Zatsupachi  
#21 Posted : Tuesday, May 5, 2015 3:36:31 PM(UTC)
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Is your PortableStructure facing the wrong way eventhough the model is facing the right way? Is its aiming offset by an angle?

Then, check you attachtoobject bones if you made the pivot point faces the world's x-axis.

Its a little thing, but eh.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
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Next Episode:
precision_bomber's Zero Hour SCIENCE!
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Offline Rrtaya_tsamsiyu  
#22 Posted : Tuesday, May 5, 2015 6:27:17 PM(UTC)
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Modified for clarity and added to the bottom of the red/green section.
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Offline Rrtaya_tsamsiyu  
#23 Posted : Thursday, January 14, 2016 12:29:29 AM(UTC)
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Finally found the answer to something that I've had problems with off and on since I started modding, added it at the top of the first post. I've also seen other people with similar issues here and there. Not sure how it's possible such a thing happens with finalBIG, unless it uses something similar to cookies
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Offline Annihilationzh  
#24 Posted : Thursday, January 14, 2016 6:45:54 AM(UTC)
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Originally Posted by: Rrtaya_Tsamsiyu Go to Quoted Post
Finally found the answer to something that I've had problems with off and on since I started modding, added it at the top of the first post. I've also seen other people with similar issues here and there. Not sure how it's possible such a thing happens with finalBIG, unless it uses something similar to cookies

Originally it was Vista's User Account Control. It 'protected' program files by not allowing programs like FinalBIG to put files in there. I haven't had the problem since I left Vista though.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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Offline Rrtaya_tsamsiyu  
#25 Posted : Thursday, January 14, 2016 6:33:27 PM(UTC)
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I've had it on Windows 10, 7, and xp
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Offline zzc  
#26 Posted : Tuesday, June 28, 2016 10:13:48 AM(UTC)
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Originally Posted by: Zatsupachi Go to Quoted Post
Huh.

I think that's caused because of how sciences are all declared at once during game start.

If you try putting ANY SCIENCE above Science_America/Science_China/Science_GLA that requires those sciences, the game crashes.
However if you the science you put does NOT have any required sciences then it's totally fine.

I've experienced this because of my mod's Tech Tree.
I put the Tech Trees below the Default Intrinsic Sciences but above all other sciences since my mod has 3 whole sets of Sciences for the new factions.

Edited by user Tuesday, June 28, 2016 6:21:20 PM(UTC)  | Reason: Not specified

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Rrtaya_tsamsiyu on 12/26/2018(UTC)
Offline zzc  
#27 Posted : Wednesday, June 29, 2016 8:32:42 AM(UTC)
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Also to make a building perform research;

Behavior = ProductionUpdate ModuleTag_06
; nothing
End

Else the building is only able to use special powers.

To train units the exit and rally modules are needed
Code:

DefaultProductionExitUpdate
[logic requires NaturalRallyPoint x: co-ordinate to match the object GeometryMajorRadius]
	UnitCreatePoint = [x: y: z:]
	NaturalRallyPoint = [x: y: z:]
    UseSpawnRallyPoint = [Yes/No]
End


Code:

ProductionUpdate
[module is required on an object that uses PublicTimer code for any SpecialPower and/or required for units/structures with object upgrades]

	QuantityModifier             = [object name,integer]   [Redguards uses this so they can comeout of the barracks in pairs]
	DisabledTypesToProcess       = [disabled types list]

[Allows the use of the DOOR_x_WAITING_OPEN, DOOR_x_CLOSING, DOOR_x_OPENING Model condition state]
[X is from 1 to 4 since there's a hardcoded limit of four only]
	NumDoorAnimations            = [integer, maximum is 4] [How many doors to use when unit training is complete?]   
    DoorOpeningTime              = [integer, milliseconds] [in mSeconds, how long you want doors to be in open state]
    DoorWaitOpenTime             = [integer, milliseconds] [in mSeconds, time the door stays open, so units can exit]
    DoorCloseTime                = [integer, milliseconds] [in mSeconds, how long you want doors to be in open state]

    MaxQueueEntries              = [integer] [If Set to 1, you can't build multiple upgrades at the same time]
    ConstructionCompleteDuration = [integer, milliseconds] [in mSeconds, wait time so if you have multiple units they don't run over each other]
End


thanks 3 users thanked zzc for this useful post.
CommieDog on 6/29/2016(UTC), Rrtaya_tsamsiyu on 12/26/2018(UTC), Gameanater on 7/26/2020(UTC)
Offline zzc  
#28 Posted : Sunday, March 11, 2018 10:09:50 AM(UTC)
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Make your own faction ini file.

So far its possible to put units, objects, buildings, locomotors, & weapons into a single ini file.

However, following the file structure; objects, locomotors & weapons must be above the rest, as those respective ini files are read first.

I have not tried putting in OCLs and other stuff into it though.

Its easier to keep track if everything is in one file methinks.
thanks 1 user thanked zzc for this useful post.
Rrtaya_tsamsiyu on 12/26/2018(UTC)
Offline klingondragon  
#29 Posted : Sunday, March 11, 2018 10:16:14 AM(UTC)
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Originally Posted by: zzc Go to Quoted Post
Make your own faction ini file.

So far its possible to put units, objects, buildings, locomotors, & weapons into a single ini file.

However, following the file structure; objects, locomotors & weapons must be above the rest, as those respective ini files are read first.

I have not tried putting in OCLs and other stuff into it though.

Its easier to keep track if everything is in one file methinks.


Many people have tried to combine ini files. As far as I know, no one has succeeded thus far. If you genuinely got this to work, would you mind uploading an example file.

Edited by user Sunday, March 11, 2018 10:16:49 AM(UTC)  | Reason: Not specified

Offline zzc  
#30 Posted : Friday, March 16, 2018 12:08:32 AM(UTC)
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Comandset and buttons cannot be taken out of their respective ini files.

I think an example is the GC ini files for chem and stealth generals. Even then they are separated into units,system and buildings. Minus the locomotors and weapons, which are in locomotor and weapon ini.

So you cant really put every single modded thing into a single ini file, but can put most things.
Offline klingondragon  
#31 Posted : Friday, March 16, 2018 12:14:41 AM(UTC)
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That's because units, objects, and structures are all the same thing (the code reads them all as Objects). Any ini file in the Object folder is read.
Offline zzc  
#32 Posted : Friday, March 16, 2018 12:43:48 AM(UTC)
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But I have put custom weapons, weapon objects, and locomotors with custom buildings, units in my file. and it reads fine as long as weapons, objects, and locomotars are above units and buildings. I once put a locomotor at the bottom and it crashed.
Offline klingondragon  
#33 Posted : Friday, March 16, 2018 12:46:46 AM(UTC)
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As I said earlier:
KlingonDragon wrote:
If you genuinely got this to work, would you mind uploading an example file.
Offline zzc  
#34 Posted : Friday, March 16, 2018 1:03:03 AM(UTC)
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my crazy mod

there ya go, its full of crazy stuff.

Can you see whats wrong with the flame weapon I am trying to make in its topic.
Offline zzc  
#35 Posted : Tuesday, March 20, 2018 4:35:47 AM(UTC)
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Originally Posted by: Unknown Editor Go to Quoted Post
I think it's caused by double AIUpdates in your code ; you know , you must have only 1 AIUpdate to make a unit work correctly but you used both "AIUpdateInterface" & "WorkerAIUpdate" in which I wonder if it doesn't give you any errors while starting the game .

it must have ignored the AIUpdateInterface and only included the WorkerAIUpdate . so , you've set the locomotor after "AIUpdateInterface" and you know .

Solution : Delete "AIUpdateInterface" and set the locomotor after "WorkerAIUpdate" .

Good Luke sir WinkThumb Up


The unit locomotor must be set after AIUpdate.

Only one kind of AIUpdate per unit.
Offline UTD^Force  
#36 Posted : Sunday, October 28, 2018 8:56:22 AM(UTC)
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If you mention a weapon's name (or anything else, generally) before writing its code, it will crash the game and wordlbuilder will tell you that the thing's template was not found.
Example, (a weapon created by gameanater):
Code:

;;;THIS WILL CAUSE THE GAME TO CRASH
;======================================
Weapon EMPDefenderMissileWeapon
....
  HistoricBonusTime = 1500
  HistoricBonusCount = 3
  HistoricBonusRadius = 20
  HistoricBonusWeapon = EMPDefenderSmallCreationWeapon
End
Weapon EMPDefenderSmallCreationWeapon
  DamageType = FLAME
  DeathType = BURNED
  FireOCL = SupW_OCL_PatriotEMPEffectSpheroid
End
;======================================
;THIS WILL SOLVE IT, EXPLAINED BELOW
;------------------------------------------------------------------------------
Weapon EMPDefenderSmallCreationWeapon
  DamageType = FLAME
  DeathType = BURNED
  FireOCL = SupW_OCL_PatriotEMPEffectSpheroid
End
;------------------------------------------------------------------------------
Weapon EMPDefenderMissileWeapon
....
  HistoricBonusTime = 1500
  HistoricBonusCount = 3
  HistoricBonusRadius = 20
  HistoricBonusWeapon = EMPDefenderSmallCreationWeapon
End


Treat ini code like a script, the script executes each line from top to bottom, and this is how ini code works when in a single .ini file.
To make it simple, you write the code for the thing (emp creation weapon in this case) you want to use before the code of the other thing that uses it.
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Offline UTD^Force  
#37 Posted : Sunday, October 28, 2018 9:49:59 AM(UTC)
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Changing the behaviour AIUpdateInterface in a map.ini for a tank will cause it to freeze in game, to solve this specify the tank's locomotor again in the code.
Thanks to AcidBrain and SkyMix_RMT for solving this for me.
Example:
Code:
Object ChinaTankGattling
  ReplaceModule ModuleTag_03
    Behavior = AIUpdateInterface ModuleTag_03_Override
      Turret
        ControlledWeaponSlots = PRIMARY SECONDARY
        TurretTurnRate      = 180
        TurretPitchRate     = 180
        AllowsPitch         = Yes
        FiresWhileTurning   = Yes
        NaturalTurretPitch  = 45
        MinIdleScanInterval = 12000
        MaxIdleScanInterval = 20000
        MinIdleScanAngle    = 0
        MaxIdleScanAngle    = 75
      End
      AutoAcquireEnemiesWhenIdle = Yes
      MoodAttackCheckRate        = 250
    End
    Locomotor = SET_NORMAL GattlingTankLocomotor
  End
End
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Offline Rrtaya_tsamsiyu  
#38 Posted : Wednesday, December 26, 2018 2:50:04 AM(UTC)
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ZZC, UTD, your tips have been added, finally. Sorry I don't show up much anymore, and I've worked on maintaining this even less.

Side note, similar to the issues I was having with the show/hide script, I've now apparently hit a forum limit with code boxes. If I add any more the forum starts to ignore some /code tags, and will put big sections in code boxes.
So I've now started coloring code green and manually numbering lines in an attempt to kinda keep it looking pretty.
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UTD^Force on 8/7/2020(UTC)
Offline Gameanater  
#39 Posted : Sunday, July 26, 2020 3:16:36 PM(UTC)
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This is still a great resource Big Smile
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
Offline UTD^Force  
#40 Posted : Friday, August 28, 2020 3:31:35 PM(UTC)
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While trying to understand particle systems, I found this:

Originally Posted by: Zatsupachi Go to Quoted Post
You'll have to check under ParticleSystem.ini for examples.

But here's the gist of what coding in it looks(I don't take credit for this, I took this someplace else that I don't remember):



And Well, the only thing you'd use the image editors for if you want custom textures for your particles. And you'd have to make sure to export them to either .tga or .dds

Edited by user Friday, August 28, 2020 3:39:28 PM(UTC)  | Reason: Edited the code so it becomes more eye-friendly

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