Fort turrets

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bendib
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Fort turrets

Post by bendib »

Hi, I'm making a mod called fortwarz which will be mostly for amusement, nothing balanced about it, but I need to know what to change to unhide the cannon fort turret. I'm pretty new to this pseudo-API with wz, so please make things a bit simple. :oops: I'm not messing with research at this time. I replaced the guts of the light cannon in weapons.txt with the rocket bastion turret, leaving only the weapon name the same, and wz hides the weapon from the design screen. And no luck. What precisely do I do here? I have a copy of the latest pre-alpha attached, but all you will get is fort hardpoints and such. anyways, you will see what I am trying to accomplish. Any help is appreciated.

P.S. I know it's a dumb idea, which is what makes it so amusing to me. :lol2:


EDIT: I figured it out! Change the second to last 0 of the string to a 1! See below for available release info.
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Last edited by bendib on 22 May 2011, 18:37, edited 5 times in total.
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Iluvalar
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Re: Fort turrets

Post by Iluvalar »

Stop that right now !!! :)

look here : viewtopic.php?f=5&t=7688
I'll get result today or tomorrow. It will include all of this and many many more . Trying to edit res tree manually is crazy.
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lav_coyote25
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Re: Fort turrets

Post by lav_coyote25 »

actually - leave it here as it makes for a good teaching tool. thanks :)
bendib wrote:Hi, I'm making a mod called fortwarz which will be mostly for amusement, nothing balanced about it, but I need to know what to change to unhide the cannon fort turret. I'm pretty new to this pseudo-API with wz, so please make things a bit simple. :oops: I'm not messing with research at this time. I replaced the guts of the light cannon in weapons.txt with the rocket bastion turret, leaving only the weapon name the same, and wz hides the weapon from the design screen. And no luck. What precisely do I do here? I have a copy of the latest pre-alpha attached, but all you will get is fort hardpoints and such. anyways, you will see what I am trying to accomplish. Any help is appreciated.

P.S. I know it's a dumb idea, which is what makes it so amusing to me. :lol2:


EDIT: I figured it out! Change the second to last 0 of the string to a 1! Updating attachment to include... Alpha 2 (updated again from A1) of FortWarz... lav_coyote, please move to SHOWCASE.... :^D

Changes in Alpha 2 are: Cheap fort production, machinegun replaced by somewhat weak Gauss cannon (on par with needle really) Changed truck to retaliation hover, fixed names in research (tree is still a holocaust however) fixed structure names, added Alex's superweapon as a turret, but it costs around 10000 in power, swapped mini-rockets for scourge, changed mortar pit turret to a shakey, and generally made a futile attempt at balancing this mod.
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bendib
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Re: Fort turrets

Post by bendib »

Iluvalar wrote:Stop that right now !!! :)

look here : viewtopic.php?f=5&t=7688
I'll get result today or tomorrow. It will include all of this and many many more . Trying to edit res tree manually is crazy.
If you go into T3 Illu, you will see that it is possible to create your avatar X^D
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Re: Fort turrets

Post by bendib »

Released Alpha 3. The only reason I'm getting this done so quick is because I am not messing with the tech tree yet. Just replacing other weapons XD
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Re: Fort turrets

Post by bendib »

Alpha 4 completed. See above for changes.
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Iluvalar
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Re: Fort turrets

Post by Iluvalar »

Bendib. I told you that in game, but i'll repeat here : You can't.... you really really can't pack a mod the way you did it. That break the game for every one else. believe me, i understand that you want to show it and play with everybody believe me. But you can't like that. It's the wrong way.
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bendib
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Re: Fort turrets

Post by bendib »

Iluvalar wrote:Bendib. I told you that in game, but i'll repeat here : You can't.... you really really can't pack a mod the way you did it. That break the game for every one else. believe me, i understand that you want to show it and play with everybody believe me. But you can't like that. It's the wrong way.
This here is a perfectly valid mod. A mod. The map thing is just sad. I expected people smart enough to find this game could delete a map when they were told this is what fixes the issue. Anyways, I'm trying to fix it.
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effigy
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Re: Fort turrets

Post by effigy »

bendib wrote: This here is a perfectly valid mod. A mod. The map thing is just sad. I expected people smart enough to find this game could delete a map when they were told this is what fixes the issue. Anyways, I'm trying to fix it.
Believe it or not, we spent about a 1/2 hour last night trying to explain this to people. 1 of the 2 finally got it figured out.

edit: tomato's figured it out though, so that's good news: "[08:05] <wzbot> RBL-effigy: 1 game: delet mod on map folder fk (TomatoNTW_3vs5-T1 by tomato_Cat) [5/8] (version: 2.3.7)"
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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bendib
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Re: Fort turrets

Post by bendib »

Again, not rocket science. Sorry it caused issues anywhos. :oops:
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Iluvalar
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Re: Fort turrets

Post by Iluvalar »

bendib wrote: If you go into T3 Illu, you will see that it is possible to create your avatar X^D
Oh yeah ? try this one then :
Image

A Lassat Whale on anti-gravity propulsion. :3
Only avalaible in my last mod :P

it's here : viewtopic.php?f=5&t=7688
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bendib
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Re: Fort turrets

Post by bendib »

piestats.wrf has an extra "/" at the end for a few lines, those cause a crash, and it crashes when you try to design a body anyways. Bug fixing funtime for you! YAAY!!! :lol2:
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bendib
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Re: Fort turrets

Post by bendib »

Alpha 5. Fixed Seraph Borg slowness by reducing seraph weight, fixed borg names, fixed Medium Gauss Borg body and sound fx.
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Iluvalar
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Re: Fort turrets

Post by Iluvalar »

bendib wrote:piestats.wrf has an extra "/" at the end for a few lines, those cause a crash, and it crashes when you try to design a body anyways. Bug fixing funtime for you! YAAY!!! :lol2:
I fixed the "/" (V05). But can you get me a error message for the design crash please ?
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bendib
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Re: Fort turrets

Post by bendib »

Iluvalar wrote:
bendib wrote:piestats.wrf has an extra "/" at the end for a few lines, those cause a crash, and it crashes when you try to design a body anyways. Bug fixing funtime for you! YAAY!!! :lol2:
I fixed the "/" (V05). But can you get me a error message for the design crash please ?
It just keeps repeating the same crap in the log for a few pages when you select a propulsion:

Code: Select all

: 'N/A'
error   |01:11:24: [displayComponentButton] No ComponentIMD
error   |01:11:24: [displayComponentButton] Assert in Warzone: ../../../src/component.c:602 (ComponentIMD), last script event: 'N/A'
error   |01:11:24: [getComponentRadius] No ComponentIMD!
error   |01:11:24: [getComponentRadius] Assert in Warzone: ../../../src/component.c:190 (ComponentIMD), last script event: 'N/A'
error   |01:11:24: [displayComponentButton] No ComponentIMD
error   |01:11:24: [displayComponentButton] Assert in Warzone: ../../../src/component.c:602 (ComponentIMD), last script event: 'N/A'
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