Disabling technologies in skirmish/MP.
Disabling technologies in skirmish/MP.
I've read the devs' wiki but I think I need more help on this. I'm kinda newbie in modding.
I have an idea of several mods that disable different technologies. I wouldn't mind if someone else makes them for me. But I also want to learn how to make them myself, and I don't yet understand how to do it. The first one seem to be the simpliest - it looks like it's enough to change just one bit in the game - but I don't know which one - the *research.txt files are so big! I've made several attempts but nothing changed in the game and no error messages were reported.
1. T0/T1/T2 mods that disable SynapticLink/DedicatedSynapticLinc/NeuralSynapseResearchBrain technologies respectively (and everything they lead to). I've seen an old "T1 mod" but it doesn't work with current versions anymore. (and unpacking it didn't give me any understanding how it works)
2. A mod to disable all defensive structures (walls, towers, bunkers, hardpoints, emplacements, mortar pits, fortresses). This would prevent turtling. Maybe It would be good to leave MG towers and tank traps to prevent early rushes as well. All sensors and artillery are allowed only as vehicles. The Satellite Uplink Center and Laser Satellites are allowed since there are no vehicles that can replace them. Another good idea is to introduce a tower limit (eg. no more then 20 defensive structures), but it's offtopic and must be more difficult.
3. (Maybe) a mod to disable VTOLs.
These are mostly MP-oriented, but I still wish to see the feature of sending mods as maps implemented (which is already in the accepted wishes list).
I have an idea of several mods that disable different technologies. I wouldn't mind if someone else makes them for me. But I also want to learn how to make them myself, and I don't yet understand how to do it. The first one seem to be the simpliest - it looks like it's enough to change just one bit in the game - but I don't know which one - the *research.txt files are so big! I've made several attempts but nothing changed in the game and no error messages were reported.
1. T0/T1/T2 mods that disable SynapticLink/DedicatedSynapticLinc/NeuralSynapseResearchBrain technologies respectively (and everything they lead to). I've seen an old "T1 mod" but it doesn't work with current versions anymore. (and unpacking it didn't give me any understanding how it works)
2. A mod to disable all defensive structures (walls, towers, bunkers, hardpoints, emplacements, mortar pits, fortresses). This would prevent turtling. Maybe It would be good to leave MG towers and tank traps to prevent early rushes as well. All sensors and artillery are allowed only as vehicles. The Satellite Uplink Center and Laser Satellites are allowed since there are no vehicles that can replace them. Another good idea is to introduce a tower limit (eg. no more then 20 defensive structures), but it's offtopic and must be more difficult.
3. (Maybe) a mod to disable VTOLs.
These are mostly MP-oriented, but I still wish to see the feature of sending mods as maps implemented (which is already in the accepted wishes list).
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Re: Disabling technologies in skirmish/MP.
Yeah, reasearch is way too complicated for me.
I never did anything with researches in my mods.
There is no need for "No VTOL" mod, because you can simply disable VTOL Factory in limits menu.
About tower limits;
You can't limit type of structure (DEFENSE) now, but you can easily limit single structure and make them ajdustable.
Look at "multilim.slo" and "multilim.vlo".
I never did anything with researches in my mods.
There is no need for "No VTOL" mod, because you can simply disable VTOL Factory in limits menu.
About tower limits;
You can't limit type of structure (DEFENSE) now, but you can easily limit single structure and make them ajdustable.
Look at "multilim.slo" and "multilim.vlo".
Re: Disabling technologies in skirmish/MP.
Well, I'm about to make my first mod once again but it doesn't work
Here is what I put into the archive:And then I start it as --mod=my.wz
It says mod is enabled but I don't see any new structure limits in the skirmish limit screen.
Code: Select all
// multilim.slo
//
// define maximum limits for structures in limits screen here
// only stats mentioned here will be added to limits screen.
public STRUCTURESTAT factory;
public STRUCTURESTAT oilDerrick;
public STRUCTURESTAT powerGen;
public STRUCTURESTAT research;
public STRUCTURESTAT comdroid;
public STRUCTURESTAT cybfac;
public STRUCTURESTAT repair;
public STRUCTURESTAT vtolfact;
public STRUCTURESTAT vtolpad;
public STRUCTURESTAT mgtower;
event initialisedEvent(init)
{
setStructureLimits(mgtower, 5, 0);
setStructureLimits(factory, 5, 0);
setStructureLimits(oilDerrick, 30, 0);
setStructureLimits(powerGen, 10, 0);
setStructureLimits(research, 5, 0);
setStructureLimits(comdroid, 1, 0);
setStructureLimits(cybfac, 5, 0);
setStructureLimits(repair, 5, 0);
setStructureLimits(vtolfact, 5, 0);
setStructureLimits(vtolpad, 50, 0);
}
Code: Select all
// multilim.vlo
//
// define maximum limits for structures in limits screen here
// only stats mentioned here will be added to limits screen.
script "multilim.slo"
run
{
//structures
mgtower STRUCTURESTAT "CO-Tower-MG3"
factory STRUCTURESTAT "A0LightFactory"
oilDerrick STRUCTURESTAT "A0ResourceExtractor"
powerGen STRUCTURESTAT "A0PowerGenerator"
research STRUCTURESTAT "A0ResearchFacility"
comdroid STRUCTURESTAT "A0ComDroidControl"
cybfac STRUCTURESTAT "A0CyborgFactory"
repair STRUCTURESTAT "A0RepairCentre3"
vtolfact STRUCTURESTAT "A0VTolFactory1"
vtolpad STRUCTURESTAT "A0VtolPad"
}
Code: Select all
./base
./base/multiplay
./base/multiplay/script
./base/multiplay/script/multilim.vlo
./base/multiplay/script/multilim.slo
It says mod is enabled but I don't see any new structure limits in the skirmish limit screen.
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Re: Disabling technologies in skirmish/MP.
ALWAYS put new things on end of that file.
And make sure that they are in same order in all lists.
In first list you placed new entry on first place, and on others on last place.
And command line isn't "--mod=mod.wz", it is "--mod mod.wz".
Your archive isn't supposed to have "base" folder in it.
So structure should be:
I need to see your mod to tell you exactly what are you doing wrong.
That kind of thing you did, describing and writing your mod in post isn't good.
Simply post your mod.
This is mine version of it: It look like this: You need to learn lot more things.
But I see you are going to be a good modder later.
And make sure that they are in same order in all lists.
In first list you placed new entry on first place, and on others on last place.
And command line isn't "--mod=mod.wz", it is "--mod mod.wz".
Your archive isn't supposed to have "base" folder in it.
So structure should be:
- <root>
- <root>/multiplay
- <root>/multiplay/script
- <root>/multiplay/script/multilim.vlo
- <root>/multiplay/script/multilim.slo
I need to see your mod to tell you exactly what are you doing wrong.
That kind of thing you did, describing and writing your mod in post isn't good.
Simply post your mod.
This is mine version of it: It look like this: You need to learn lot more things.
But I see you are going to be a good modder later.
Re: Disabling technologies in skirmish/MP.
Yeah, thanks,fixed multiple mistakes and it's working now.
BTW, command "--mod=..." works fine for me (linux).
But now the mod is totally useless since all the towers I've found are campaign-only scavenger towers.
Where do I find some sort of list of skirmish buildings?
BTW, command "--mod=..." works fine for me (linux).
But now the mod is totally useless since all the towers I've found are campaign-only scavenger towers.
Where do I find some sort of list of skirmish buildings?
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Re: Disabling technologies in skirmish/MP.
Skirmish buildings are in "mp.wz".hao wrote:But now the mod is totally useless since all the towers I've found are campaign-only scavenger towers.
Where do I find some sort of list of skirmish buildings?
And there are lot more of other towers and defenses.
Those are mainly structures with DEFENSE type (Hardpoints, bunkers, emplacements... ) .
Re: Disabling technologies in skirmish/MP.
Working
Testing it right now; bash and awk saved me a lot of time.
The limit page is limited to four pages only and still there are lots of scav towers here
And I couldn't just disable them totally, so I still can build one of a kind by default.
Testing it right now; bash and awk saved me a lot of time.
The limit page is limited to four pages only and still there are lots of scav towers here
And I couldn't just disable them totally, so I still can build one of a kind by default.
- Attachments
-
- notowers.wz
- (3.35 KiB) Downloaded 275 times
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Re: Disabling technologies in skirmish/MP.
Works only when you explicitly apply the limits (i.e. click ok on the structure limit screen)
:-S
:-S
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Re: Disabling technologies in skirmish/MP.
And it's a completely different game.
Thanks a lot 13KukYNexus666!
But still we have the mod #1 to do :rolleyes:
Thanks a lot 13KukYNexus666!
But still we have the mod #1 to do :rolleyes:
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Re: Disabling technologies in skirmish/MP.
In future, if nobody posted after you, do not make new post, just edit your old post.
That multi-posting makes Zarel angry. xD ( viewtopic.php?f=5&t=4267#p42496 )
You realy have nothing to do, do you?
You placed limit on all defensive structures in game.
That multi-posting makes Zarel angry. xD ( viewtopic.php?f=5&t=4267#p42496 )
You realy have nothing to do, do you?
You placed limit on all defensive structures in game.
Re: Disabling technologies in skirmish/MP.
No, I just did it automatically with shell scripts. Now I have to find out which towers are actually buildable. UNIX makes people lazy you know ... :rolleyes:You realy have nothing to do, do you?
Sorry.That multi-posting makes Zarel angry
(some forum engines automatically join the messages from one user )
(oh, what an offtopic message I just wrote ...)
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Re: Disabling technologies in skirmish/MP.
You use UNIX?hao wrote:UNIX
Let me remember what that is...
It isn't actually offtopic.hao wrote:(some forum engines automatically join the messages from one user )
(oh, what an offtopic message I just wrote ...)
I warned you. ---> That isn't either offtopic or connected to topic (ontopic xD ) - It is simply a warning.
You replied to me. ---> You had to reply. (You haven't, but...)
EDIT: Is UNIX that server OS specialized for multi users?
Re: Disabling technologies in skirmish/MP.
Most people these days, when they say "Unix", mean a Unix-like, like Linux, or a Unix-compatible OS, like Mac OS X or BSD.