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 UniTec (1.0.0 - CC1.0) - DISCONTINUED 
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Joined: Mon Oct 25, 2010 5:51 am
Posts: 1198
Location: Sydney
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Post Re: UniTec (B27_1.2.0)
Jobee88 wrote:
The school has blocked the site I can't get on to it at school. I don't think a flash drive is going to unblock the site.
Besides I have my own school laptop that I take home.


Keyword - 'a' library. Not one with DET filtering.


Fri Sep 07, 2012 10:08 am
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Joined: Sat Sep 01, 2012 6:27 am
Posts: 50
Location: Australia
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Post Re: UniTec (B27_1.2.0)
oh. oh well I've got it now so it doesn't really matter.


Fri Sep 07, 2012 10:27 am
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Joined: Wed Apr 25, 2012 4:17 am
Posts: 202
Location: Brisbane
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Post Re: UniTec (B27_1.2.0)
I got an error:


---------------------------
RTE Aborted! (x_x)
---------------------------
Reading of a preset instance "Ammo Crate 1" of class MOSRotating failed in file Missions - City.rte/Scenes/Suburbs.ini, shortly before line #3304

The last frame has been dumped to 'abortscreen.bmp'

You can copy this message with Ctrl+C
---------------------------
OK
---------------------------


Wed Sep 12, 2012 9:19 am
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: UniTec (B27_1.2.0)
I think that belongs in a different topic, Sir. :)
Looks like you're using the mission pack.

Did you run MP3RUNME.BAT yet, located in the maps objects folder?


Wed Sep 12, 2012 12:34 pm
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Joined: Wed Apr 25, 2012 4:17 am
Posts: 202
Location: Brisbane
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Post Re: UniTec (B27_1.2.0)
Oops, looks like you're right. I think I meant to post in Shield Under Siege. Never works for me for some reason.


Wed Sep 12, 2012 12:46 pm
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Joined: Mon Aug 27, 2012 11:13 am
Posts: 151
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Post Re: UniTec (B27_1.2.0)
It seems that the mod is not fully compatible with 1.0. When a Unitech dropship comes, the game lags like hell. I checked the console and it was spamming turret errors.


Sat Sep 29, 2012 6:42 pm
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: UniTec (B27_1.2.0)
Thanks, I'll go check it out as soon as possible.

Edit: Seems the vanilla turret ai script changed and I keep a copy of it in my mod.
It's fixed now. I'll update it tomorrow, after doing some more testing. If you find anything else, please let me know. :)


Sat Sep 29, 2012 7:01 pm
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Joined: Mon Aug 27, 2012 11:13 am
Posts: 151
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Post Re: UniTec (B27_1.2.0)
One last bug, but I never tested if it still happens in 1.0. It would usually happen in b27. The AI chooses to use his guns over diggers and he chooses to use hyper sprayers to dig over anything. When I try to switch from his gun to his digger, he just switches it back and does absolutely nothing. If you give him a hyper sprayer he will try to use it to dig and fill up the gold mine with concrete.

EDIT: Can you make the faction separator batch file seperate Doom and WEC characters from Unitech and SHIELD?


Sun Sep 30, 2012 5:23 am
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 666
Location: Halifax, Canada
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Post Re: UniTec (B27_1.2.0)
I'm not sure why the ai chooses diggers over guns, that seems strange.
As for using sprayers, the ai just looks for tools, rather than diggers specifically. So it'll use scanners or grappling hooks to try to dig too.


Sun Sep 30, 2012 6:20 am
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: UniTec (B27_1.2.0)
@Someone64: Does this only happen with UniTec actors?
Like Bad Boy said: The AI just searches for a 'tool' (as defined in the ini as "addtogroup = tools) in his inventory to start digging. Unfortunately there are a lot of tools that aren't used for digging, but the AI doesn't know that.

Data should make a new category for diggers.

About Doom and WEC: You can edit them out easily by modifying the files Presets.ini in the UniTec folder and UT_SHIELD folder.


Sun Sep 30, 2012 12:20 pm
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Joined: Sun Sep 30, 2012 12:07 pm
Posts: 1
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Post Re: UniTec (B27_1.2.0)
The Bounty Uplink is broken, whenever I place it and even hit an enemy actor my gold gets set to extremely high negative values, along the lines of mulitiple billions of minus gold. I only tested this in skirmish so far though.


Sun Sep 30, 2012 1:00 pm
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Joined: Mon Aug 27, 2012 11:13 am
Posts: 151
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Post Re: UniTec (B27_1.2.0)
Meh, I'm too lazy to edit :P. Oh well.


Sun Sep 30, 2012 3:05 pm
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: UniTec (1.0.0 - CC1.0)
Turret thing fixed. If there's anything else amiss, do drop a note.


Mon Oct 01, 2012 12:54 am
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 666
Location: Halifax, Canada
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Post Re: UniTec (1.0.0 - CC1.0)
More on that, apparently it's a hard coded issue that hasn't been fixed by data. So I was mistaken to some degree, since the issue isn't with Abdul's AI. In short, as far as I know the only solution at the moment is not to give them sprayers if you expect them to do some digging. Hopefully it'll be sorted out in the next bugfix release.


Mon Oct 01, 2012 3:39 am
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Joined: Mon Aug 27, 2012 11:13 am
Posts: 151
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Post Re: UniTec (1.0.0 - CC1.0)
Why does the game always lag like hell when the Unitech lifter's magnet/claw thing is extended. The further extended it is thw worse it gets. It still does that even while holding something, but less since it's not extended that far.


Mon Oct 01, 2012 6:43 am
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