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 UniTec (1.0.0 - CC1.0) - DISCONTINUED 
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: UniTec (B23_1.2.2)
Perhaps you could have an abandon mechanic when the cockpit has been breached...


Sat Jul 04, 2009 11:38 am
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Post Re: UniTec (B23_1.2.2)
Pretty trivial thing, but the mech weapons are all named "Aegis *Weapon Name*"
Its just that the mech names are all different and I thought they are all individual model names, so the guns that belong to them would also have those names.

Then I managed to do something really wierd and I was playing an "imaginary fight" with Aegis VS. Geti zombies as guerilla fighters. I shot the cockpit cover off and killed the pilot normally.
Then, suddenly the mech died in flames and started repeatedly spamming copies of its weapon until there was a huge pile of them. I bet its a bug, since there might be something funny with your weapon respawn code. When the mech dies normally by means of health reduction, it will repeateadly drop its weapons due to hardcode and this causes the code to flip the ♥♥♥♥ out.

While its a bug, it made cool piles of destroyed missile launchers which pretty much looked nice as a monument that you destroyed the mech.

EDIT: Make a boss style activities with the mechs. And also add the mechs to the MIX activities.

A boss activity would look like this:
Very slow rate of spawning, sligthly higher starting funds and only mechs.

Code:
//BOSS MODE ACTIVITIES

AddActivity = GABaseDefense
   PresetName = Skirmish Defense
   SceneName = Grasslands
   TeamCount = 2
   PlayerCount = 1
   TeamOfPlayer1 = 0
   FundsOfTeam1 = 20000
   FundsOfTeam2 = 20000
   CPUTeam = 1
   Difficulty = 3
   SpawnIntervalEasiest = 150000   //2,5 minutes per spawn
   SpawnIntervalHardest = 60000   //1 minute per spawn

// BOSS MODE
   AddAttackerSpawn = AHuman
      CopyOf = UniTec Aegis
      
   AddAttackerSpawn = AHuman
      CopyOf = UniTec Nimbus
      
   AddAttackerSpawn = AHuman
      CopyOf = UniTec Cygnus
      
//ADDITIONALLY SOME HEAVY SOLDIERS MAYBE?   


Sat Jul 04, 2009 12:02 pm
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Joined: Mon Jul 30, 2007 5:16 am
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Post Re: UniTec (B23_1.2.2)
W0w00t wrote:
How the fudge do I get the standard actors to appear, because when I comment out the presets.ini the standard actors don't show up

Also I love the tank even if it is hardly usuable


Sat Jul 04, 2009 4:25 pm
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Post Re: UniTec (B23_1.2.2)
W0w00t wrote:
W0w00t wrote:
How the fudge do I get the standard actors to appear, because when I comment out the presets.ini the standard actors don't show up

Also I love the tank even if it is hardly usuable


Only because it can JUMP.

Honestly though, it needs to be able to aim higher than it does currently.


Sat Jul 04, 2009 5:39 pm
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Joined: Sun Jan 11, 2009 5:27 pm
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Post Re: UniTec (B23_1.2.2)
W0w00t wrote:
How the fudge do I get the standard actors to appear, because when I comment out the presets.ini the standard actors don't show up

same problem here :???:


Sat Jul 04, 2009 8:01 pm
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Post Re: UniTec (B23_1.2.2)
hurf fixed it myself, all the actors were set to buyable = 0


Sat Jul 04, 2009 8:23 pm
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Post Re: UniTec (B23_1.2.2)
I liked it alot! I look forward to your next installment :D


Sat Jul 04, 2009 10:11 pm
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Joined: Mon May 18, 2009 2:54 am
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Post Re: UniTec (B23_1.2.2)
This looks great! I love this mod because you make it SO easy to dual wield :D
Nice job on the mechs as well. But I don't think they're supposed to be able to do this are they? :P
Attachment:
File comment: Mech with a RPC
ScreenDump004.JPG
ScreenDump004.JPG [ 25.96 KiB | Viewed 4532 times ]

EDIT: I also gotta say, the sheer amount of weapons in your mod is amazing, great work! :grin:

EDIT2: I also had the gun-spawning problem as numgun, but it happened only with the Nimbus mech, and it happened whenever that mech died (not just by the pilot being killed).

EDIT3: Nevermind, the gun-spawning thing happens whenever a mech isn't killed by an explosion directly below it.


Last edited by Sparx on Mon Jul 06, 2009 2:10 am, edited 2 times in total.



Sat Jul 04, 2009 11:35 pm
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Post Re: UniTec (B23_1.2.2)
Yeah, they can wield any weapon you add during purchase. To my knowledge there's not really a way to circumvent that.

I don't understand those spawning weapons though. I haven't had the issue myself. :???:


Sun Jul 05, 2009 1:19 am
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Post Re: UniTec (B23_1.2.2)
Just make the weapons gib explosively. It's not a bug, it's a feature!


Sun Jul 05, 2009 5:18 am
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Post Re: UniTec (B23_1.2.2)
It seems the infinite weapon thing doesn't only occur when the mech is destroyed.

I tried something on the Aegis, dunno if that's common to all mechs. If you drop your weapon, it'll gib, and you'll immediately get a new one, reloaded.


Sun Jul 05, 2009 4:44 pm
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Post The Presets
Epic Mod :D

Trouble is, I can't figure out how to use the presets.
I made myself a Coalition Engineer, following the instructions, but apparently there's some glitch with line 356, which is GoldValue for the WEC Elite Stormtrooper's shotgun. Zero coding experience here. Game crashes whenever I load. Anybody know how to help?


Attachments:
File comment: The Presets.
Presets.ini [14.65 KiB]
Downloaded 137 times
Sun Jul 05, 2009 6:31 pm
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Post Re: UniTec (B23_1.2.2)
Lines between /* and */ aren't counted, so I think it's "CopyOf = Soldier Light" that is giving you problems. This would make sense, since you can't make references to other .rte's (apart from base.rte).
However, putting it down like this solves your problem: "CopyOf = Coalition.rte/Soldier Light"

@The Decaying Soldat: The attached lua files take care of that, so that the mechs don't run out of weapons if you accidentally drop them.


Sun Jul 05, 2009 10:27 pm
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Post Re: UniTec (B23_1.2.2)
But that would make reloading unnecessary.


Mon Jul 06, 2009 1:39 am
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Post Re: UniTec (B23_1.2.2)
Gotcha! wrote:
Yeah, they can wield any weapon you add during purchase. To my knowledge there's not really a way to circumvent that.
I don't understand those spawning weapons though. I haven't had the issue myself. :???:

Ask Darlos, he has a little flying drone thing that can't pickup any weapons or wield any one you add during purchase.
Code:
   if not self:HasObject("Aegis Mortar") then
     AegisGun2 = CreateHDFirearm("Aegis Mortar")
     self:AddInventoryItem(AegisGun2)

When the mech dies, it drops its weapon because it died. So the script repeatedly creates new weapons for the mech. But the mech can't pick them up because its dead. So they keep spawning until the script stops running.
EDIT:
The Decaying Soldat wrote:
But that would make reloading unnecessary.

Either way it doesn't save you much time because the mech has short reload times.


Last edited by Sparx on Mon Jul 06, 2009 2:14 am, edited 2 times in total.



Mon Jul 06, 2009 1:43 am
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