Interceptor Weapons

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Giani
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Re: Interceptor Weapons

Post by Giani »

I tested the mod in 2.3.9 and there is no way to get the weapons :augh:

I started whit T3, used DEBUG and "research all" and still couldnt use it.
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Re: Interceptor Weapons

Post by Searge-Major »

Giani, sorry about that, I actually posted here so that I could test it with others on mp, however I found that debug does not work in mp, so that went down like a lead balloon. :(

To get the weapon with that version, you must use the debug, "give all", as the weapon is not currently researchable, despite all attempts. :(

On that subject, I need some help regarding research, I need to know which files to edit, and how. Hope I am not bothering with all my questions. :wink:

Here is my current attempt. Warning: attempting to use this mod in-game will cause it to crash.
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Re: Interceptor Weapons

Post by KEN+J »

I tried your mod(VTOLWeapons-0-0-2.wz) game will not load after map select.I did use ver.2.3.9
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Shadow Wolf TJC
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Re: Interceptor Weapons

Post by Shadow Wolf TJC »

In the mp.wz folder, go to stats\research\multiplayer, and you'll find a bunch of .txt files regarding research:

research.txt: determines a wide variety of stats for individual research topics, such as price, time-to-research, icon to use for representation, etc. For more information about this, go here.
prresearch.txt: determines the prerequisites of research objects.
researchfunctions.txt: determines which upgrades to apply upon researching the selected item.
researchstruct.txt: presumably, this determines which structures are required in order for the research item to become available. (For example, you'll need an HQ in order to be able to research a whole bunch of defenses.)
resultcomponent.txt: determines which components are made available upon researching the selected item.
resultstructure.txt: determines which structures are made available upon researching the selected item.
redcomponents.txt: presumably, this determines which components are made obsolete upon researching the selected item.
redstructure.txt: presumably, this determines which structures are made obsolete upon researching the selected item.

Once you find them, move them over to the stats\research\multiplayer directory within your mod (creating said directory if necessary), then edit them to your preferences. Hope this helped. :)
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aubergine
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Re: Interceptor Weapons

Post by aubergine »

@Searge-Major - I too struggle with trying to work out how the research tree and techs are defined. I know there's a bunch of stuff in research.txt, but I'm still at a loss as to how the actual research paths are defined. So, if you find out, please post to the forums somewhere as I bet loads of other people are struggling with this too.

I've just posted a ponderance about using JSON (javascript object notation) for defining tech items, what effects they have and their dependencies, in my EggPlant AI topic over in Development > Scripting forum. I've posted a bunch of other stuff based on my ongoing attempts to understand the research tree on the wiki as well: https://warzone.atlassian.net/wiki/display/TechTree
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aubergine
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Re: Interceptor Weapons

Post by aubergine »

@Shadow Wolf TJC -- Great information! Thanks for posting!
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Re: Interceptor Weapons

Post by Searge-Major »

Shadow Wolf TJC wrote:In the mp.wz folder, go to stats\research\multiplayer, and you'll find a bunch of .txt files regarding research:

research.txt: determines a wide variety of stats for individual research topics, such as price, time-to-research, icon to use for representation, etc. For more information about this, go here.
prresearch.txt: determines the prerequisites of research objects.
researchfunctions.txt: determines which upgrades to apply upon researching the selected item.
researchstruct.txt: presumably, this determines which structures are required in order for the research item to become available. (For example, you'll need an HQ in order to be able to research a whole bunch of defenses.)
resultcomponent.txt: determines which components are made available upon researching the selected item.
resultstructure.txt: determines which structures are made available upon researching the selected item.
redcomponents.txt: presumably, this determines which components are made obsolete upon researching the selected item.
redstructure.txt: presumably, this determines which structures are made obsolete upon researching the selected item.

Once you find them, move them over to the stats\research\multiplayer directory within your mod (creating said directory if necessary), then edit them to your preferences. Hope this helped. :)
Thank you, it certainly did. :) However, I have run into yet more problems, this time causing a fatal error on start up. What I did was edit the files as I thought appropriate, but this caused a crash on starting a game (WZ itself started alright). So, after carefully looking over your post, and the links, and the files themselves, I thought I found a couple of discrepancies, and (thought) I fixed them. Now however, the game won't even start. :(

Attached is the log, and the mod in it's current form.
Warning: Do not attempt to load the mod for recreational purposes. Warzone may crash or do something unsightly. :shock:
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Shadow Wolf TJC
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Re: Interceptor Weapons

Post by Shadow Wolf TJC »

Have you tried updating names.txt, located in directory messages\strings, to include whatever research objects, components, and templates you added?
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Re: Interceptor Weapons

Post by Searge-Major »

Shadow Wolf TJC wrote:Have you tried updating names.txt, located in directory messages\strings, to include whatever research objects, components, and templates you added?
Yes, I may indeed have missed something though, that is why I included the mod.
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Shadow Wolf TJC
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Re: Interceptor Weapons

Post by Shadow Wolf TJC »

I don't know what you added in, but perhaps, in the future, you should add a new entry in names.txt each time you add a new research item, weapon, system, body, propulsion, template, structure, etc.
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Re: Interceptor Weapons

Post by Searge-Major »

Is there any particular order in which things should be added? If not, then by far the easiest thing to do would be to add everything at the bottom of each file, aiding future reference.

Note: I am switching to 3.1b6 for modding, considering that I prefer games on it anyway, and that there is no "official support" for 2.3.9 anymore. :)
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Re: Interceptor Weapons

Post by Searge-Major »

While playing with preresearch.txt, I was adding the prerequisites for Spitfire, one of them is VTOL propulsion. I noticed there are three entries for VTOL propulsion, does this mean there are three prerequisites for it? And does this mean that to add a prerequisite for my weapons, all I have to do is add another line?

Code: Select all

R-Vehicle-Prop-VTOL	R-Struc-Factory-Upgrade01	518
R-Vehicle-Prop-VTOL	R-Vehicle-Prop-Hover	518
R-Vehicle-Prop-VTOL	R-Vehicle-Engine03	518
Something which does not seem to make any sense at all is the numbers at the end of the rows.

Code: Select all

R-Wpn-Sunburst	R-Wpn-Rocket01-LtAT	0
R-Defense-Sunburst	R-Wpn-Sunburst	0
R-Wpn-Spitfire	R-Vehicle-Prop-VTOL	0
R-Wpn-Spitfire	R-Wpn-MG2Mk1	0
Sunburst has 0 at the end of it's rows, maybe that is some sort of id?
But I would like to know what, so that I can rule it out as a possible fault in the event of a crash.

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Shadow Wolf TJC
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Re: Interceptor Weapons

Post by Shadow Wolf TJC »

Yes. VTOL Propulsion has 3 prerequisites for research: Automated Manufacturing, Hover Propulsion, and Fuel Injection Engine Mk3, and yes, that's indeed how the list is organized. As for the numbers at the end, I don't think we use them, though just to be safe, I'd add some at the end anyways.
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Re: Interceptor Weapons

Post by Searge-Major »

Shadow Wolf TJC wrote:Yes. VTOL Propulsion has 3 prerequisites for research: Automated Manufacturing, Hover Propulsion, and Fuel Injection Engine Mk3, and yes, that's indeed how the list is organized. As for the numbers at the end, I don't think we use them, though just to be safe, I'd add some at the end anyways.
Thank you very much. :D I'll do some more editing first chance I get. :wink:

One more thing, I tested the mod after editing the stats the first time, and I got... nothing. No crash, no weapons, nothing. There is no message on start-up whether a mod is loaded or not. I checked the log, and there was nothing. The file read, Starting log...; and that was it. Do you have to place mods in a different location for 3.1? Yet the mods/autoload folder was already there, whereas in 2.3.9, I had to create it. O_o :dash1:
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Re: Interceptor Weapons

Post by Shadow Wolf TJC »

The name of your mod should appear at the top-left corner of your screen once it's been loaded. Does it appear there?
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