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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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 Re: UniTec (B27_1.0.1)
Tried to figure out why your techs crash the game. It seems that metagame can't create objects defined in loadouts from other modules. Replaced unitec ship with default and it worked ok the ship was spawned, but without unitec brain in it. Default brain worked ok. So it tries to create a dropship, can't and then adds brain to nil actor and crashes. I guess something like that. And even if it could, anyway all actors and weapons belong to unitech tech, with prices set accordingly.
UPD:
Check out attached example with SHIELD, kinda works I guess.
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Thu Jun 07, 2012 11:02 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.1)
@Azakan: Will do ofcourse. Thanks.  @Weegee: Thank you as well. 
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Thu Jun 07, 2012 1:13 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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 Re: UniTec (B27_1.0.1)
Added Zealots, turned out that you can't use just the craft in loadout, you must add some actor in it.
Gotcha!, you'll probably want to disable non-UniTec presets in UniTec.rte =)
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Thu Jun 07, 2012 1:18 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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 Re: UniTec (B27_1.0.1)
Gotcha! wrote: Edit: @Arcalane: After re-reading this post, sorry for sounding so pissed off. Didn't mean to. It's cool, it was a pretty random shot in the dark anyways. Does it really not make that much sense, though? I mean, the T stands for Thrown, does it not? RPG Launchers might fire 'Rocket-Propelled Grenades', but they don't fire actual hand-thrown grenades with rockets strapped to them, they fire specially-designed munitions. You see where I'm coming from? Anyway, I digress. So I'll digress some more- I found another loadout/preset option, "Installation Brain", that defines the braincases used by autobuild; Code: AddLoadout = Loadout PresetName = Installation Brain DeliveryCraft = ACRocket PresetName = Base.rte/Rocket MK1 AddCargoItem = Actor PresetName = Base.rte/Brain Case Thought that might interest you.
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Thu Jun 07, 2012 1:59 pm |
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Azakan
Joined: Mon Jan 25, 2010 7:43 pm Posts: 572 Location: Joined: Thu Jun 11, 2009 8:28 pm
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 Re: UniTec (B27_1.0.1)
I can confirm that "Installation brain" does nothing to for the base building-bug.
As if it's not present in the Loadouts.ini it uses the default brain which works. If you remove custom brain actors it seems to work fine though...
So it must have to do with that, some placement bug perhaps? Or as weegee said, a placement bug of any custom units bu the defult base builder.
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Thu Jun 07, 2012 2:27 pm |
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PFCDev
Joined: Sun Jan 29, 2012 7:11 pm Posts: 73 Location: A little town in Missouri, USA
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 Re: UniTec (B27_1.0.1)
I have a bug with the weapon maintenance, when I try to repair the UAC pistol it gives my people either the SV Dragunov or the Unitec energy sniper (the one with red) the A13, or something, I forgot if that's the assault rifle or sniper's name, but I know that it gives him/her a sniper. I haven't had trouble otherwise. Sorry for the delay, but the WEC sidearm switches (after maintenance) to a needler I don't see anything about it in the change list, though. (Sorry ahead of time if I was supposed to make a new post.)
Last edited by PFCDev on Tue Jun 12, 2012 2:27 am, edited 1 time in total.
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Fri Jun 08, 2012 1:01 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.1)
Thanks.  I saw what I did wrong there. Will be fixed in next update!
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Fri Jun 08, 2012 11:07 am |
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Rifle
Joined: Mon Nov 07, 2011 2:05 am Posts: 3
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 Re: UniTec (B27_1.0.2)
Oh god, this mod is amazing but I'm wondering if there's there any way I can disable units healing themselves. Makes the game waaaay to easy.
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Fri Jun 08, 2012 11:38 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.2)
Well, you could open AI Human.lua, AI Human Brain.lua, AI Mech.lua, AI Mech Brain.lua and AI Medic.lua and change: Code: if self.Health < 80 then to Code: if self.Health < 1 then and for brains Code: if self.Health < 100 then to Code: if self.Health < 1 then
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Sat Jun 09, 2012 12:04 am |
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Rifle
Joined: Mon Nov 07, 2011 2:05 am Posts: 3
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 Re: UniTec (B27_1.0.2)
Gotcha! wrote: Well, you could open AI Human.lua, AI Human Brain.lua, AI Mech.lua, AI Mech Brain.lua and AI Medic.lua and change: Code: if self.Health < 80 then to Code: if self.Health < 1 then and for brains Code: if self.Health < 100 then to Code: if self.Health < 1 then C-can I give you a dollar? Seriously. Someone should give you a dollar for being such a bro. Thanks! Also, sorry for asking this here but "Mod Requests" didn't supply any answers; why is it, that for my ModuleIcons (the ones that I make myself, not the default ones), that they appear in grayscale with some transparencies instead of certain colors?
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Sat Jun 09, 2012 8:04 am |
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alexglitch
Joined: Mon Feb 07, 2011 5:06 am Posts: 23
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 Re: UniTec (B27_1.0.2)
I think there's is a problem when I play as SHIELD in the metagame: when I select end turn after an auto-build, the game keeps crashing without giving an error. Any possible fix?
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Sat Jun 09, 2012 8:47 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.2)
@Rifle: Your question has been answered.  (I Hope.) @alexglitch: Known problem. Something for Data to fix.
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Sat Jun 09, 2012 12:28 pm |
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Zebten
Joined: Sun May 06, 2012 11:43 pm Posts: 75 Location: Right behind you.
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 Re: UniTec (B27_1.0.2)
I love unitec. thnx for making it b27.
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Sun Jun 10, 2012 3:11 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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 Re: UniTec (B27_1.0.2)
So, what happened to the WEC and Doom actors? Are they just disabled? I haven't looked into the files yet, so maybe I should just do that.
EDIT: Yeah, I just found the Presets file. Never mind. Cool.
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Sun Jun 10, 2012 9:04 pm |
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mslug player
Banned
Joined: Thu Jun 07, 2012 4:39 pm Posts: 14
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 Re: UniTec (B27_1.0.2)
this is THE best mod ever! i only dont like the characters jetpack
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Sun Jun 10, 2012 10:29 pm |
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