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Offline Annihilationzh  
#21 Posted : Thursday, December 17, 2020 1:38:39 AM(UTC)
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Well, you can only try InitialPayload on the overlord and the bunker. If it doesn't do anything on either then that's all she wrote.

OCLs should work regardless.
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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thanks 1 user thanked Annihilationzh for this useful post.
haggis on 12/17/2020(UTC)
Offline haggis  
#22 Posted : Saturday, December 19, 2020 9:15:46 PM(UTC)
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Originally Posted by: Annihilationzh Go to Quoted Post
The Tank general's overlord uses the regular overlord gattling cannon.


I actually have an extra question regarding this, just so I understand better how it all works:

Tank general's Overlord Gattling is positioned further forward than the normal Overlord's, correct? If it just uses the regular one, and the draw modules are in the Gattling objects, how can this be?

Also does Draw affect anything else than weapon bone locations, game mechanics wise?
Offline Annihilationzh  
#23 Posted : Sunday, December 20, 2020 3:33:33 PM(UTC)
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Quote:
Tank general's Overlord Gattling is positioned further forward than the normal Overlord's, correct? If it just uses the regular one, and the draw modules are in the Gattling objects, how can this be?

The addons attach to the bone FIREPOINT01 on the overlord model. The two models have this bone in different places.

Quote:
Also does Draw affect anything else than weapon bone locations, game mechanics wise?

The models themselves determine a lot. As you discovered earlier, the bones on an overlord are not setup for a flamethrower, so you ended up with a strange trajectory. Likewise if you want a visible rotating turret it needs to be supported by the model. Models also have parts that change colour (blue/red/green/etc) depending on who owns them.

The draw modules determine which models are being used and in what situation. They hide/show parts of a model. They tell models to animate (treads, scaffolding, turrets, recoil). They tell buildings which direction they should face by default. They add particles (sparks, smoke and similar) to bones. Basically they handle everything around how the game interacts with models.
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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thanks 1 user thanked Annihilationzh for this useful post.
haggis on 12/20/2020(UTC)
Offline haggis  
#24 Posted : Sunday, December 20, 2020 4:21:12 PM(UTC)
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Originally Posted by: Annihilationzh Go to Quoted Post
The addons attach to the bone FIREPOINT01 on the overlord model. The two models have this bone in different places.


Aha, so I got it backwards... I thought the addons added firepoints, instead they attach to existing firepoints.

Quote:
Likewise if you want a visible rotating turret it needs to be supported by the model.


Hmm by supported you mean having a proper firepoint/bone for it? E.g. a supply truck would not support a (visible rotating) turret since it has no firepoints in its model?

Does this also mean I can't just add Overlord Contain to anything I want? Since it's something that attaches to an existing firepoint?

Edited by user Sunday, December 20, 2020 6:02:10 PM(UTC)  | Reason: Not specified

Offline Annihilationzh  
#25 Posted : Sunday, December 20, 2020 8:04:03 PM(UTC)
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Quote:
Does this also mean I can't just add Overlord Contain to anything I want? Since it's something that attaches to an existing firepoint?

It won't crash but most models don't have a FIREPOINT01. You'd need another bone to attach it to, or the addon would just be put at the center of the model, on the floor.

For example, the Paladin has a bone for its laser, and you could mount an overlord gattling cannon on it no problem.

Quote:
Hmm by supported you mean having a proper firepoint/bone for it? E.g. a supply truck would not support a (visible rotating) turret since it has no firepoints in its model?

No sorry, I meant turret like a battlemaster's turret. It's a named part of the model. These turrets have to be designed to function as a turret. I.E. imagine a tank's turret moving but the cannon stays still - and shoots shells out sideways.

Overlord addons are technically just buildings in the code. The speaker tower and bunker don't even have turrets.
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thanks 1 user thanked Annihilationzh for this useful post.
haggis on 12/21/2020(UTC)
Offline haggis  
#26 Posted : Tuesday, January 12, 2021 1:28:03 AM(UTC)
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Originally Posted by: Annihilationzh Go to Quoted Post

You can then use ObjectCreationUpgrade to spawn the OCL. And if you don't want it to require an upgrade then you can give them the upgrade for free (see Dr Thrax's Command Center - he gets anthrax beta for free).


I tried this to no avail today.

In Overlord's bunker (well the Gattling cannon since it has the bunker) I had:

Quote:
Behavior = GrantUpgradeCreate ModuleTag_BunkerTroops
UpgradeToGrant = Upgrade_Tank_ChinaBunkerTroops
End
Behavior = ObjectCreationUpgrade ModuleTag_BunkerOCL
UpgradeObject = OCL_Tank_ChinaBunkerTroops
TriggeredBy = Upgrade_Tank_ChinaBunkerTroops
End



In ObjectCreationList.ini I had:

Quote:
ObjectCreationList OCL_Tank_ChinaBunkerTroops
CreateObject
ObjectNames = Tank_ChinaInfantryTankHunter
Count = 3
ContainInsideSourceObject = Yes
End
CreateObject
ObjectNames = Tank_ChinaInfantryRedguard
Count = 2
ContainInsideSourceObject = Yes
End
End


In Upgrades.ini I had:

Quote:
Upgrade Upgrade_Tank_ChinaBunkerTroops
DisplayName = UPGRADE:TankChinaBunkerTroops
Type = OBJECT
BuildTime = 15.0
BuildCost = 400
ButtonImage = SNHelixUp03
ResearchSound = HelixVoiceUpgradeBunker
UnitSpecificSound = OverlordExpansion
End


What am I missing?

Also I added ECM behavior to the Overlord instead of one of its contained modules this time just to see if it's the correct code, works fine; only I got a "serious error" crash, the first I've had so far that was not caused by me alt-tabbing. Do you think it could be related to the ECM behavior?

EDIT actually my ECM behavior had a duplicate module tag, I'll fix it and post again if it comes up again.

EDIT2 those lines of pseudocode work when I put them in a bunker (the building). So I guess OverlordContain is the issue...?

Edited by user Tuesday, January 12, 2021 2:08:05 AM(UTC)  | Reason: Not specified

Offline Annihilationzh  
#27 Posted : Tuesday, January 12, 2021 4:00:07 AM(UTC)
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GrantUpgradeCreate on most units will crash saved games.

If you remove Type = OBJECT from upgrade.ini you can move GrantUpgradeCreate to the war factory.

Quote:
Also I added ECM behavior to the Overlord instead of one of its contained modules this time just to see if it's the correct code, works fine; only I got a "serious error" crash, the first I've had so far that was not caused by me alt-tabbing. Do you think it could be related to the ECM behavior?

My memory is getting foggy here, but I'm pretty sure ECM and PDL count towards the weapon limit (3 per unit). That could be the cause of the crash.

Quote:
EDIT2 those lines of pseudocode work when I put them in a bunker (the building). So I guess OverlordContain is the issue...?

I'm honestly surprised that didn't work. I could have sworn I've seen it done before. You may have to give the overlord slots by default (like the helix) and have the OCL spawn in the overlord.
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 haggis  
#28 Posted : Wednesday, January 13, 2021 1:05:22 AM(UTC)
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Originally Posted by: Annihilationzh Go to Quoted Post
GrantUpgradeCreate on most units will crash saved games.


Oh... good to know.

Originally Posted by: Annihilationzh Go to Quoted Post
If you remove Type = OBJECT from upgrade.ini you can move GrantUpgradeCreate to the war factory.


Wouldn't that make the Overlord spawn with inf inside it? Rather than having the inf be generated upon getting the bunker?

Quote:
My memory is getting foggy here, but I'm pretty sure ECM and PDL count towards the weapon limit (3 per unit). That could be the cause of the crash.


I tried removing the TERTIARY weapon from the Overlord, in 1 of the test runs it crashed again but not the others. There was a lot of crap going on the screen however.

Quote:
I'm honestly surprised that didn't work. I could have sworn I've seen it done before. You may have to give the overlord slots by default (like the helix) and have the OCL spawn in the overlord.


I got it to work by putting the OCL in the Overlord and having the condition be the GattlingCannon upgrade (well the GattlingBunker in my case). The Gattling main gun has some weird targeting behavior when I tested (such as not shooting when I tell the tank to shoot at a building), not sure if it's related at all to the inf inside.

Also, somehow the Gattling gun will refuse to shoot (or even turn) if I add a TERTIARY weapon to the Gattling upgrade. Any idea why that is?
Offline Annihilationzh  
#29 Posted : Wednesday, January 13, 2021 5:05:20 AM(UTC)
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Quote:
Wouldn't that make the Overlord spawn with inf inside it? Rather than having the inf be generated upon getting the bunker?

GrantUpgradeCreate will make the OCL activate immediately regardless of where it is.

Quote:
I tried removing the TERTIARY weapon from the Overlord, in 1 of the test runs it crashed again but not the others. There was a lot of crap going on the screen however.

You mean like glitchy graphics?

Quote:
Also, somehow the Gattling gun will refuse to shoot (or even turn) if I add a TERTIARY weapon to the Gattling upgrade. Any idea why that is?

Not off the top of my head but I could take a look at the code if you want.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
Offline haggis  
#30 Posted : Wednesday, January 13, 2021 12:35:19 PM(UTC)
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Originally Posted by: Annihilationzh Go to Quoted Post
You mean like glitchy graphics?


As in a lot of units were doing things (like half a screen of inf fighting each other). There was also some bugged units: rocket attacks coming from a spot without units, may be where my Overlord died, maybe not... but I think I've also seen this bug in the base game so it might not be due to my messing.

Quote:
Not off the top of my head but I could take a look at the code if you want.


Here's my current full GattlingBunker code, I basically only added the bunker contain/draw, and the tertiary weapon (I tried both with and without the tertiary being bound to turret): (the initial payload for the contain doesn't work, maybe I should comment it out so that it doesn't add to glitching?)

Quote:
Object Tank_ChinaTankOverlordGattlingCannon

; *** ART Parameters ***
SelectPortrait = SNGatTower_L
ButtonImage = SNGatTower

;UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo1 = Upgrade_ChinaUraniumShells
UpgradeCameo2 = Upgrade_ChinaNuclearTanks
;UpgradeCameo4 = NONE
UpgradeCameo5 = Upgrade_ChinaOverlordGattlingCannon


Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = Yes
AttachToBoneInContainer = FIREPOINT01

DefaultConditionState
Model = NVOvrlrd_G
Turret = TURRET01
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
End
ConditionState = CONTINUOUS_FIRE_SLOW
Model = NVOvrlrd_G
Animation = NVOvrlrd_G.NVOvrlrd_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_MEAN
Model = NVOvrlrd_G
Animation = NVOvrlrd_G.NVOvrlrd_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST
Model = NVOvrlrd_G
Animation = NVOvrlrd_G.NVOvrlrd_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End

ConditionState = REALLYDAMAGED
Model = NVOvrlrd_GD
Turret = TURRET01
TurretPitch = TURRETEL
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponMuzzleFlash = SECONDARY MuzzleFX
ParticleSysBone = Smoke01 SmokeFactionMedium
ParticleSysBone = Smoke02 SmokeFactionMedium
ParticleSysBone = Smoke03 SmokeFactionMedium
ParticleSysBone = SparkM01 SparksMedium
ParticleSysBone = SparkM02 SparksMedium
End
ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED
Model = NVOvrlrd_GD
Animation = NVOvrlrd_G.NVOvrlrd_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.1 0.1 ;set this state to animate s l o w l y
End
ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED
Model = NVOvrlrd_GD
Animation = NVOvrlrd_G.NVOvrlrd_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.2 0.2 ;set this state to animate medium-fast
End
ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED
Model = NVOvrlrd_GD
Animation = NVOvrlrd_G.NVOvrlrd_G
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.3 0.3 ;set this state to animate vryfst
ParticleSysBone = Muzzle01 GattlingMuzzleSmoke
ParticleSysBone = Muzzle02 GattlingMuzzleSmoke
End

End

Draw = W3DDependencyModelDraw ModuleTag_01x
OkToChangeModelColor = Yes
AttachToBoneInContainer = FIREPOINT01

ConditionState = NONE
Model = NVOvrlrd_B
End
ConditionState = REALLYDAMAGED
Model = NVOvrlrd_BD
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
; night
ConditionState = NIGHT
Model = NVOvrlrd_B
End
ConditionState = NIGHT REALLYDAMAGED
Model = NVOvrlrd_BD
ParticleSysBone = Smoke01 SmolderingSmoke
ParticleSysBone = Smoke02 SmolderingSmoke
ParticleSysBone = Flame01 SmolderingFire
ParticleSysBone = Flame01 SmolderingFlameCore
ParticleSysBone = Spark01 LiveWireSparks
End
End


; ***DESIGN parameters ***
Side = ChinaTankGeneral
EditorSorting = SYSTEM
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY GattlingBuildingGun
Weapon = SECONDARY GattlingBuildingGunAir
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
Weapon = TERTIARY DragonTankFlameWeaponUpgraded
End

ArmorSet
Conditions = None
Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module
End
VisionRange = 200

; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End

; *** ENGINEERING Parameters ***
KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = VeterancyGainCreate ModuleTag_07
StartingLevel = VETERAN
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
TurretTurnRate = 60 // turn rate, in degrees per sec
TurretPitchRate = 60
AllowsPitch = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = TransportContain ModuleTag_08
Slots = 5
PassengersAllowedToFire = Yes
AllowInsideKindOf = INFANTRY
InitialPayload = Tank_ChinaInfantryTankHunter 5
EnterSound = GarrisonEnter
ExitSound = GarrisonExit
DamagePercentToUnits = 50%
End


Behavior = DestroyDie ModuleTag_04
;nothing
End

Behavior = WeaponBonusUpgrade ModuleTag_05
TriggeredBy = Upgrade_ChinaChainGuns
End

Behavior = StealthDetectorUpdate ModuleTag_06
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ; Defaults to VisionRange
CanDetectWhileContained = Yes
End

Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 9.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

Edited by user Wednesday, January 13, 2021 12:37:48 PM(UTC)  | Reason: Not specified

Offline Annihilationzh  
#31 Posted : Wednesday, January 13, 2021 1:11:07 PM(UTC)
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My guess would be that it's struggling to pitch the turret for the flamethrower and it's just getting stuck. Flamethrowers (and toxin streams) are very finnicky.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me.
thanks 1 user thanked Annihilationzh for this useful post.
haggis on 1/16/2021(UTC)
Offline beng  
#32 Posted : Monday, November 8, 2021 12:17:20 AM(UTC)
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Yes you can use OCL to populate the bunker with a mix of different infantry types. However note that the infantry will not have horde bonus since they are not in a group on the ground. You have to exit them, let the horde bonus appear, then garrison them again in the bunker.

Also only the first draw module in the bunker gattling will attach to the correct bone in the tank model. Best for this to be the gattling model. The bunker will just appear at the same place rather than at the back of the turret.

I will try to attach an example map.ini mod with a test mission map here.
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