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Bentusi_Core
7th Apr 09, 8:26 PM
Sorry to bother people with this; I've looked around the other threads and I couldn't find a solution anywhere- so here is my problem (please let it be simple).

Essentially, I've just been fiddling around with modding, changing values, tweaking stats, etc. All my minor changes have worked fine, and so (with considerable kind help from ajlsunrise,) I've been trying to get a new ship into the game- a modified carrier. But it just. Won't. Work. I've made sure to follow the tutorials precisely; I can't figure the problem.

Before I go further, here's the ship file [HOD and Event are identical to the normal carrier except for their names, obviously]


--
NewShipType = StartShipConfig()
NewShipType.displayedName = "Flak Carrier"
NewShipType.sobDescription = "$1543"
NewShipType.maxhealth = 128000
NewShipType.regentime = 2000
NewShipType.minRegenTime = 2000
NewShipType.sideArmourDamage = 1.2
NewShipType.rearArmourDamage = 1.2
NewShipType.isTransferable = 0
NewShipType.useEngagementRanges = 1
NewShipType.unitCapsNumber = 1
NewShipType.addedUnitCaps = 101
NewShipType.paradeData = "hgn_carrier_parade"
NewShipType.SquadronSize = 1
NewShipType.passiveFormation = "Spear"
NewShipType.defensiveFormation = "x"
NewShipType.aggressiveFormation = "Claw"
NewShipType.mass = 1000
NewShipType.collisionMultiplier = 1
NewShipType.thrusterMaxSpeed = 101
NewShipType.mainEngineMaxSpeed = 101
NewShipType.rotationMaxSpeed = 8
NewShipType.thrusterAccelTime = 6
NewShipType.thrusterBrakeTime = 2
NewShipType.mainEngineAccelTime = 6
NewShipType.mainEngineBrakeTime = 2
NewShipType.rotationAccelTime = 0.5
NewShipType.rotationBrakeTime = 0.3
NewShipType.thrusterUsage = 1
NewShipType.accelerationAngle = 30
NewShipType.mirrorAngle = 0
NewShipType.secondaryTurnAngle = 0
NewShipType.maxBankingAmount = 10
NewShipType.descendPitch = 10
NewShipType.goalReachEpsilon = 25
NewShipType.slideMoveRange = 350
NewShipType.controllerType = "Ship"
NewShipType.tumbleStaticX = 2
NewShipType.tumbleStaticY = 4
NewShipType.tumbleStaticZ = 3
NewShipType.tumbleDynamicX = 1
NewShipType.tumbleDynamicY = 2
NewShipType.tumbleDynamicZ = 1
NewShipType.tumbleSpecialDynamicX = 1
NewShipType.tumbleSpecialDynamicY = 2
NewShipType.tumbleSpecialDynamicZ = 1
NewShipType.relativeMoveFactor = 1
NewShipType.swayUpdateTime = 10
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0
NewShipType.swayRotateFactor = 0
NewShipType.useTargetRandom = 1
NewShipType.targetRandomPointXMin = -0.2
NewShipType.targetRandomPointXMax = 0.53
NewShipType.targetRandomPointYMin = -0.4
NewShipType.targetRandomPointYMax = 0.5
NewShipType.targetRandomPointZMin = -0.8
NewShipType.targetRandomPointZMax = 0.55
NewShipType.dustCloudDamageTime = 200
NewShipType.nebulaDamageTime = 300
NewShipType.MinimalFamilyToFindPathAround = "MotherShip"
NewShipType.BuildFamily = "SuperCap_Hgn"
NewShipType.AttackFamily = "BigCapitalShip"
NewShipType.DockFamily = "SuperCap"
NewShipType.AvoidanceFamily = "SuperCap"
NewShipType.DisplayFamily = "Capital"
NewShipType.AutoFormationFamily = "CapShip"
NewShipType.CollisionFamily = "Big"
NewShipType.ArmourFamily = "HeavyArmour"
NewShipType.UnitCapsFamily = "Capital"
NewShipType.UnitCapsShipType = "Carrier"
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 10
NewShipType.neutralValue = 5
NewShipType.antiFighterValue = 5
NewShipType.antiCorvetteValue = 0
NewShipType.antiFrigateValue = 0
NewShipType.totalValue = 15
NewShipType.buildCost = 4100
NewShipType.buildTime = 90
NewShipType.buildPriorityOrder = 30
NewShipType.retaliationRange = 4800
NewShipType.retaliationDistanceFromGoal = 160
NewShipType.visualRange = 1000
NewShipType.prmSensorRange = 5000
NewShipType.secSensorRange = 6000
NewShipType.detectionStrength = 1
NewShipType.TOIcon = "Rectangle"
NewShipType.TOScale = 1
NewShipType.TODistanceFade0 = 14000
NewShipType.TODistanceDisappear0 = 12000
NewShipType.TODistanceFade1 = 5500
NewShipType.TODistanceDisappear1 = 5000
NewShipType.TODistanceFade2 = 12000
NewShipType.TODistanceDisappear2 = 35000
NewShipType.TOGroupScale = 1
NewShipType.TOGroupMergeSize = 0
NewShipType.mouseOverMinFadeSize = 0.085
NewShipType.mouseOverMaxFadeSize = 0.15
NewShipType.healthBarStyle = 2
NewShipType.nlips = 0
NewShipType.nlipsRange = 10000
NewShipType.nlipsFar = 0
NewShipType.nlipsFarRange = 0
NewShipType.SMRepresentation = "Mesh"
NewShipType.meshRenderLimit = 19500
NewShipType.dotRenderLimit = 10
NewShipType.visibleInSecondary = 1
NewShipType.goblinsStartFade = 3000
NewShipType.goblinsOff = 3000
NewShipType.upLOD = 4000
NewShipType.upLOD = 5950
NewShipType.downLOD = 4015
NewShipType.downLOD = 5965
NewShipType.minimumZoomFactor = 0.5
NewShipType.selectionLimit = 150000
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 75
NewShipType.militaryUnit = 0
NewShipType.SMHighlightDistMin = 20000
NewShipType.SMHighlightDistMax = 25000
addAbility(NewShipType, "MoveCommand", 1, 0)
addAbility(NewShipType, "CanDock", 1, 0)
NewShipType.dockTimeBetweenTwoFormations = 1
NewShipType.dockTimeBeforeStart = 2
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "delta"
NewShipType.queueFormation = "dockline"
NewShipType.dontDockWithOtherRaceShips = 1
NewShipType.ignoreRaceWhenDocking = 0
addAbility(NewShipType, "CanLaunch")
NewShipType.launchTimeBetweenTwoFormations = 1
NewShipType.launchTimeBeforeStart = 2
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "delta"
addAbility(NewShipType, "ShipHold", 1, 40, 10, "rallypoint", "Fighter,Corvette,Utility", 25,
{
Fighter = "12",
},
{
Corvette = "75", })
addAbility(NewShipType, "ParadeCommand", 1)
addAbility(NewShipType, "WaypointMove")
addAbility(NewShipType, "HyperSpaceCommand", 0, 1, 400, 800, 0, 3)
addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1, "Fighter, Corvette, Frigate, SmallCapitalShip, BigCapitalShip, Utility", "JustShoot")
addAbility(NewShipType, "GuardCommand", 1, 3000, 1000)
addAbility(NewShipType, "CanBuildShips", 1, "Fighter_Hgn, Corvette_Hgn, Frigate_Hgn, Utility_Hgn, Platform_Hgn, SubSystem_Hgn,Shipyard_Hgn, Probe_Hgn", "Utility, Fighter, Corvette, Frigate, Platform, SubSystemModule, SubSystemSensors, Capital")
addAbility(NewShipType, "CanBeCaptured", 160, 0.5)
addAbility(NewShipType, "CanBeRepaired")
addAbility(NewShipType, "CloakAbility", 0, 2, 2000, 4000, 3, 100, 1, 1000)
addAbility(NewShipType, "RetireAbility", 1, 1)
addAbility(NewShipType, "HyperspaceInhibitorAbility", 0, 12000)
LoadModel(NewShipType, 1)
--StartShipWeaponConfig(NewShipType, "Hgn_MSHullDefenseGun", "Weapon_HullDefense1", "Weapon_HullDefense1")
--StartShipWeaponConfig(NewShipType, "Hgn_MSHullDefenseGun", "Weapon_HullDefense2", "Weapon_HullDefense2")
--StartShipWeaponConfig(NewShipType, "Hgn_MSHullDefenseGun", "Weapon_HullDefense3", "Weapon_HullDefense3")
--StartShipWeaponConfig(NewShipType, "Hgn_MSHullDefenseGun", "Weapon_HullDefense4", "Weapon_HullDefense4")
StartShipHardPointConfig(NewShipType, "HullDefense 1", "Hardpoint_HullDefense1", "Weapon", "Innate", "Damagable", "hgn_FlakHullDefenseTurret", "", "", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "HullDefense 2", "Hardpoint_HullDefense2", "Weapon", "Innate", "Damagable", "hgn_FlakHullDefenseTurret", "", "", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "HullDefense 3", "Hardpoint_HullDefense3", "Weapon", "Innate", "Damagable", "hgn_FlakHullDefenseTurret", "", "", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "HullDefense 4", "Hardpoint_HullDefense4", "Weapon", "Innate", "Damagable", "hgn_FlakHullDefenseTurret", "", "", "", "", "", "", "", "")
addShield(NewShipType, "EMP", 10000, 20)
StartShipHardPointConfig(NewShipType, "Production 1", "HardpointProduction1", "System", "Production", "Destroyable", "", "Hgn_C_Production_Fighter", "", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "Production 2", "HardpointProduction2", "System", "Production", "Destroyable", "", "Hgn_C_Production_Corvette", "", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "Production 3", "HardpointProduction3", "System", "Production", "Destroyable", "", "Hgn_C_Production_Frigate", "Hgn_C_Production_FrigateAdvanced", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "Generic 1", "HardpointGeneric1", "System", "Generic", "Destroyable", "", "Hgn_C_Module_Research", "Hgn_C_Module_Hyperspace", "Hgn_C_Module_PlatformControl", "Hgn_C_Module_CloakGenerator", "Hgn_C_Module_HyperspaceInhibitor", "Hgn_C_Module_FireControl", "Hgn_C_Module_ResearchAdvanced", "Hgn_C_Module_BuildSpeed")
StartShipHardPointConfig(NewShipType, "Generic 2", "HardpointGeneric2", "System", "Generic", "Destroyable", "", "Hgn_C_Module_Research", "Hgn_C_Module_Hyperspace", "Hgn_C_Module_PlatformControl", "Hgn_C_Module_CloakGenerator", "Hgn_C_Module_HyperspaceInhibitor", "Hgn_C_Module_FireControl", "Hgn_C_Module_ResearchAdvanced", "Hgn_C_Module_BuildSpeed")
StartShipHardPointConfig(NewShipType, "Sensors 1", "HardpointSensors1", "System", "Sensors", "Destroyable", "", "Hgn_C_Sensors_DetectHyperspace", "Hgn_C_Sensors_AdvancedArray", "Hgn_C_Sensors_DetectCloaked", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "Engine", "Hardpoint_Engine", "System", "Innate", "Damageable", "Hgn_C_Engine", "", "", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "Resource", "Hardpoint_Resource", "System", "Innate", "Damageable", "Hgn_C_Innate_Resource", "", "", "", "", "", "", "", "")
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg03", 1, 0.75, 0, 0, 0, 50, 0, 0, 0, 200, 0, 0, 0, 50, 0, 0, 0, 50)
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg02", 1, 0.05, 30, -20, 200, 25, 300, 150, 85, 50, 0, 0, 0, 85, 0, 0, 0, 50)
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg04", 1, 0.05, 50, 40, -150, 50, 65, 25, 5, 25, 0, 0, 0, 95, 0, 0, 0, 50)
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg05", 1, 0.05, 25, 10, -100, 30, 35, 75, 62, 75, 0, 0, 0, 80, 0, 0, 0, 50)
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Lrg01", 1, 0.05, 60, 30, 150, 25, 35, 125, 65, 75, 0, 0, 0, 60, 0, 0, 0, 50)
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml01", 1, 0.01, 80, 125, 60, 75, 125, 80, 65, 75, 0, 0, 0, 60, 0, 0, 0, 50)
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml02", 1, 0.01, 25, 0, -125, 50, 80, 35, 120, 75, 0, 0, 0, 60, 0, 0, 0, 50)
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml03", 1, 0.01, 60, 95, 200, 50, 15, 200, 20, 125, 0, 0, 0, 60, 0, 0, 0, 50)
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml04", 1, 0.01, 10, 60, -300, 25, 35, 80, 65, 75, 0, 0, 0, 60, 0, 0, 0, 50)
SpawnSalvageOnDeath(NewShipType, "Slv_Chunk_Sml05", 1, 0.01, 60, 10, 30, 75, 35, 25, 65, 75, 0, 0, 0, 60, 0, 0, 0, 50)
NewShipType.battleScarMaxTriBase = 150
NewShipType.battleScarMaxTriInc = 200
NewShipType.sobDieTime = 4
NewShipType.sobSpecialDieTime = 4
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0
NewShipType.deadSobFadeTime = 0
NewShipType.trailLinger = 6
setEngineBurn(NewShipType, 9, 0.2, 0.5, 300, 1.02, 0.1, 0.25, 380)
setEngineGlow(NewShipType, 1, 1, 1.02, 20, 300, 50, 1.5,
{ 0.27, 0.47, 0.69, 0.25, })
loadShipPatchList(NewShipType, "data:sound/sfx/ship/", 0, "Hiigaran/Carrier/Engines/HDestroyerEng", "", 1, "Hiigaran/Carrier/Ambience/HAssaultCarrierAmb", "", 3, "Megaliths/RandomEmit/HANGAR_EMITTERS", "NavLight_BigBay")


And the new subsystem file the ship uses:


--
NewSubSystemType = StartSubSystemConfig()
NewSubSystemType.displayedName = "Carrier Flak Turret"
NewSubSystemType.sobDescription = "Carrier Flak Turret"
NewSubSystemType.tacticalIcon = "hexagon"
NewSubSystemType.tacticalIconMinSize = 0.0035
NewSubSystemType.tacticalIconMinFadeSize = 0.0045
NewSubSystemType.tacticalIconMaxFadeSize = 0.008
NewSubSystemType.groupMergeSize = 0.001
NewSubSystemType.mouseOverMinFadeSize = 0.045
NewSubSystemType.mouseOverMaxFadeSize = 0.1
NewSubSystemType.maxhealth = 5000
NewSubSystemType.regentime = 30
NewSubSystemType.nlips = 0
NewSubSystemType.nlipsRange = 0
NewSubSystemType.nlipsFar = 0
NewSubSystemType.nlipsFarRange = 0
NewSubSystemType.meshRenderLimit = 0.004
NewSubSystemType.minimumZoomFactor = 0.68
NewSubSystemType.selectionLimit = 5000
NewSubSystemType.preciseATILimit = 5000
NewSubSystemType.selectionPriority = 37.5
NewSubSystemType.type = "Weapon"
NewSubSystemType.typeString = "CarrierFlakTurret"
NewSubSystemType.collateralDamage = 100
NewSubSystemType.inactiveTimeAfterDamage = 10
NewSubSystemType.activateHealthPercentage = 0.1
NewSubSystemType.costToBuild = 100
NewSubSystemType.timeToBuild = 10
NewSubSystemType.isResearch = 0
NewSubSystemType.visible = 1
LoadHODFile(NewSubSystemType, 1)
NewSubSystemType.BuildFamily = "SubSystem_Hgn"
NewSubSystemType.AttackFamily = "SubSystem"
NewSubSystemType.DockFamily = "CantDock"
NewSubSystemType.DisplayFamily = "SubSystemodule"
NewSubSystemType.ArmourFamily = "SubSystemArmour"
StartSubSystemWeaponConfig(NewSubSystemType, "hgn_flakhulldefensegun", "Weapon_Top", "Fire_Top")




And the new Build file.

-- LuaDC version 0.9.19
-- 12/22/2008 7:01:58 PM
-- LuaDC by Age2uN
-- on error send source file (compiled lua) and this outputfile to Age2uN@gmx.net
--
Ship = 0
SubSystem = 1
build =
{
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Production_Fighter",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 0,
DisplayedName = "$7000",
Description = "$7001", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Production_Fighter",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 0,
DisplayedName = "$7000",
Description = "$7001", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Production_Corvette",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 0,
DisplayedName = "$7002",
Description = "$7003", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Production_Corvette",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 0,
DisplayedName = "$7002",
Description = "$7003", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Production_Frigate",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 0,
DisplayedName = "$7004",
Description = "$7005", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Production_Frigate",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 0,
DisplayedName = "$7004",
Description = "$7005", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Production_CapShip",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 0,
DisplayedName = "$7006",
Description = "$7007", },
{
Type = SubSystem,
ThingToBuild = "Hgn_SY_Production_CapShip",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 0,
DisplayedName = "$7006",
Description = "$7007", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Module_PlatformControl",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 10,
DisplayedName = "$7008",
Description = "$7009", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Module_PlatformControl",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 20,
DisplayedName = "$7008",
Description = "$7009", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Module_Research",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 0,
DisplayedName = "$7010",
Description = "$7011", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Module_Research",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 0,
DisplayedName = "$7010",
Description = "$7011", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Module_ResearchAdvanced",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 10,
DisplayedName = "$7012",
Description = "$7013", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Module_ResearchAdvanced",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 10,
DisplayedName = "$7012",
Description = "$7013", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Module_Hyperspace",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 30,
DisplayedName = "$7014",
Description = "$7015", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Module_Hyperspace",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 30,
DisplayedName = "$7014",
Description = "$7015", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Module_HyperspaceInhibitor",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 40,
DisplayedName = "$7016",
Description = "$7017", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Module_HyperspaceInhibitor",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 40,
DisplayedName = "$7016",
Description = "$7017", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Module_CloakGenerator",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 50,
DisplayedName = "$7018",
Description = "$7019", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Module_CloakGenerator",
RequiredResearch = "",
RequiredFleetSubSystems = "Research",
DisplayPriority = 50,
DisplayedName = "$7018",
Description = "$7019", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Module_FireControl",
RequiredResearch = "",
RequiredFleetSubSystems = "AdvancedResearch",
DisplayPriority = 60,
DisplayedName = "$7020",
Description = "$7021", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Module_FireControl",
RequiredResearch = "",
RequiredFleetSubSystems = "AdvancedResearch",
DisplayPriority = 60,
DisplayedName = "$7020",
Description = "$7021", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Sensors_DetectHyperspace",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 150,
DisplayedName = "$7036",
Description = "$7037", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Sensors_DetectHyperspace",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 150,
DisplayedName = "$7036",
Description = "$7037", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Sensors_AdvancedArray",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 151,
DisplayedName = "$7022",
Description = "$7023", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Sensors_AdvancedArray",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 151,
DisplayedName = "$7022",
Description = "$7023", },
{
Type = SubSystem,
ThingToBuild = "Hgn_C_Sensors_DetectCloaked",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 152,
DisplayedName = "$7024",
Description = "$7025", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Sensors_DetectCloaked",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 152,
DisplayedName = "$7024",
Description = "$7025", },
{
Type = Ship,
ThingToBuild = "Kpr_Mover",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 53,
DisplayedName = "$7913",
Description = "$7914", },
{
Type = SubSystem,
ThingToBuild = "Hgn_MS_Production_CorvetteMover",
RequiredResearch = "",
RequiredShipSubSystems = "CorvetteProduction",
DisplayPriority = 10,
DisplayedName = "$7910",
Description = "$7911", },
{
Type = Ship,
ThingToBuild = "Hgn_Scout",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 10,
DisplayedName = "$7030",
Description = "$7031", },
{
Type = Ship,
ThingToBuild = "Hgn_Interceptor",
RequiredResearch = "",
RequiredShipSubSystems = "FighterProduction",
DisplayPriority = 20,
DisplayedName = "$7032",
Description = "$7033", },
{
Type = Ship,
ThingToBuild = "Hgn_AttackBomber",
RequiredResearch = "",
RequiredShipSubSystems = "FighterProduction",
DisplayPriority = 30,
DisplayedName = "$7034",
Description = "$7035", },
{
Type = Ship,
ThingToBuild = "Hgn_AssaultCorvette",
RequiredResearch = "",
RequiredShipSubSystems = "CorvetteProduction",
DisplayPriority = 50,
DisplayedName = "$7038",
Description = "$7039", },
{
Type = Ship,
ThingToBuild = "Hgn_PulsarCorvette",
RequiredResearch = "",
RequiredShipSubSystems = "CorvetteProduction",
DisplayPriority = 51,
DisplayedName = "$7040",
Description = "$7041", },
{
Type = Ship,
ThingToBuild = "Hgn_MinelayerCorvette",
RequiredResearch = "GraviticAttractionMines",
RequiredShipSubSystems = "CorvetteProduction",
DisplayPriority = 52,
DisplayedName = "$7042",
Description = "$7043", },
{
Type = Ship,
ThingToBuild = "Hgn_DefenseFieldFrigate",
RequiredResearch = "DefenseFieldFrigateShield",
RequiredShipSubSystems = "FrigateProduction",
DisplayPriority = 80,
DisplayedName = "$7044",
Description = "$7045", },
{
Type = Ship,
ThingToBuild = "Hgn_TorpedoFrigate",
RequiredResearch = "",
RequiredShipSubSystems = "FrigateProduction",
DisplayPriority = 60,
DisplayedName = "$7046",
Description = "$7047", },
{
Type = Ship,
ThingToBuild = "Hgn_AssaultFrigate",
RequiredResearch = "InstaAdvancedFrigateTech",
RequiredShipSubSystems = "FrigateProduction",
DisplayPriority = 65,
DisplayedName = "$7048",
Description = "$7049", },
{
Type = Ship,
ThingToBuild = "Hgn_IonCannonFrigate",
RequiredResearch = "InstaAdvancedFrigateTech",
RequiredShipSubSystems = "FrigateProduction",
DisplayPriority = 70,
DisplayedName = "$7050",
Description = "$7051", },
{
Type = Ship,
ThingToBuild = "Hgn_MarineFrigate",
RequiredResearch = "InstaAdvancedFrigateTech",
RequiredShipSubSystems = "FrigateProduction",
DisplayPriority = 75,
DisplayedName = "$7052",
Description = "$7053", },
{
Type = Ship,
ThingToBuild = "Hgn_Carrier",
RequiredResearch = "",
RequiredShipSubSystems = "CapShipProduction",
DisplayPriority = 110,
DisplayedName = "$7054",
Description = "$7055", },
{
Type = Ship,
ThingToBuild = "hgn_flakcarrier",
RequiredResearch = "",
RequiredShipSubSystems = "CapShipProduction",
DisplayPriority = 200,
DisplayedName = "Flak Carrier",
Description = "$7055", },
{
Type = SubSystem,
ThingToBuild = "hgn_FlakHullDefenseTurret",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 212,
DisplayedName = "Carrier Flak Turret",
Description = "Carrier Flak Turret", },
{
Type = Ship,
ThingToBuild = "Hgn_Destroyer",
RequiredResearch = "DestroyerTech",
RequiredShipSubSystems = "CapShipProduction",
DisplayPriority = 116,
DisplayedName = "$7056",
Description = "$7057", },
{
Type = Ship,
ThingToBuild = "Hgn_Shipyard",
RequiredResearch = "",
RequiredShipSubSystems = "Hyperspace",
DisplayPriority = 117,
DisplayedName = "$7058",
Description = "$7059", },
{
Type = Ship,
ThingToBuild = "Hgn_Battlecruiser",
RequiredResearch = "BattlecruiserIonWeapons",
RequiredShipSubSystems = "CapShipProduction",
DisplayPriority = 118,
DisplayedName = "$7060",
Description = "$7061", },
{
Type = Ship,
ThingToBuild = "Hgn_GunTurret",
RequiredResearch = "",
RequiredShipSubSystems = "PlatformProduction",
DisplayPriority = 141,
DisplayedName = "$7062",
Description = "$7063", },
{
Type = Ship,
ThingToBuild = "Hgn_IonTurret",
RequiredResearch = "PlatformIonWeapons",
RequiredShipSubSystems = "PlatformProduction",
DisplayPriority = 142,
DisplayedName = "$7064",
Description = "$7065", },
{
Type = Ship,
ThingToBuild = "Hgn_ResourceCollector",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 120,
DisplayedName = "$7066",
Description = "$7067", },
{
Type = Ship,
ThingToBuild = "Hgn_ResourceController",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 130,
DisplayedName = "$7068",
Description = "$7069", },
{
Type = Ship,
ThingToBuild = "Hgn_Probe",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 140,
DisplayedName = "$7070",
Description = "$7071", },
{
Type = Ship,
ThingToBuild = "Hgn_ProximitySensor",
RequiredResearch = "SensDisProbe",
RequiredShipSubSystems = "",
DisplayPriority = 150,
DisplayedName = "$7072",
Description = "$7073", },
{
Type = Ship,
ThingToBuild = "Hgn_ECMProbe",
RequiredResearch = "ECMProbe",
RequiredShipSubSystems = "",
DisplayPriority = 160,
DisplayedName = "$7074",
Description = "$7075", },
{
Type = Ship,
ThingToBuild = "Hgn_Shipyard_SPG",
RequiredResearch = "",
RequiredShipSubSystems = "CapShipProduction",
DisplayPriority = 117,
DisplayedName = "$7058",
Description = "$7059", },
}


The ships just don't show up in game. I believe I've narrowed the problem down to the LUA Build file; the game is just ignoring it and going back to the .Big defaults. This might have something to do with the suffix .lua, which is currently attached to the Build file (as in it's called "Build.lua"). When I take the .lua away and try to run the a game, said game crashes back to desktop at the loading "universe" stage.

I've tried to enable the logfiles to check further by activating the luaTrace command line. Inexplicably, this line is not working. I may have typed it wrong, so in the interests of being sure, he's my command line path:


D:\Sierra\Homeworld2\Bin\Release\Homeworld2.exe -luaTrace -overrideBigFile -w 1280 -h 800

This is perplexing me utterly- has anyone else had this problem? Or is there a very simple mistake I'm overlooking somewhere?

Khar Makaan
8th Apr 09, 1:12 AM
Hmm...
Reminds me how i'm unable to add Enterprise-E's Qwaar-Jet II and Vanaar-Jet from his Taiidan Cruisers Minimod :/
Added them in the build.lua of Hiigarans, but they still don't show up, whatever i do and am told to do... :|

Vipey
8th Apr 09, 3:40 AM
I do believe you're just supposed to have it set as "-luatrace"
No uppercase. Works for me. However in some cases it is a fact you won't get any error messages. This is most likely a .Hod error.

Bentusi_Core
8th Apr 09, 8:49 AM
Hmmm... a .Hod error, you say? My computer automatically assumes the .Hod files I have are notepad files, for some reason, and gives them a notepad icon, as it does with .ship and .event files. This couldn't be screwing around with something, could it? I don't think it changes the file itself, but still...

[Oh, thanks for warning me about the case of the command line. Will try changing that.]

Phatboygeo
8th Apr 09, 9:12 AM
tell your computer not to assume that then

Bentusi_Core
8th Apr 09, 11:02 AM
Have tried to tell Vista not to assume they're Notepad files- doesn't seem to be a way. However, on review I don't think this is what's causing the problem (I could be wrong). I'm pretty sure that the notepad thing is just the computer's way of interpreting the file if I want to open it. Again, could be wrong.

ajlsunrise
8th Apr 09, 7:08 PM
Have tried to tell Vista not to assume they're Notepad files- doesn't seem to be a way. However, on review I don't think this is what's causing the problem (I could be wrong). I'm pretty sure that the notepad thing is just the computer's way of interpreting the file if I want to open it. Again, could be wrong.

there should be a way in Vista, but I don't have it, so I can't tell you EXACTLY how it's done on Vista...
You are correct in the fact that the computer just uses Notepad to interpret the file if you want to open. (but then again, NEVER open a .hod file from Windows Explorer, better to use a program that's specifically designed to read .hod files.)

P.S.: No, I haven't had a chance to test out the file I sent you. I've been busy doing other things...

P.P.S: thanks for the props!

Bentusi_Core
8th Apr 09, 7:38 PM
(but then again, NEVER open a .hod file from Windows Explorer, better to use a program that's specifically designed to read .hod files.)

I know! It was an accident! And now Vista won't let me take it back. The Microsoft Corporation continues its insane vendetta against me.

P.P.S: thanks for the props!

You're quite welcome!

S110
8th Apr 09, 8:48 PM
Actually, Vista does allow you to change file asociations. Do the following:

Windows menu button -> Control Panel -> Default Programs -> Associate a file type or protocol with a specific program -> Click on the desired extention in the list to highlight it -> Click the change button and choose the desired program you want its default to be.

What other problems are you having with Vista? All three HW games and most of the tools run fine for me, without wasting time with compatibility modes or mucking with Admin settings.

Then again, I did set it up with one single Admin user account, no others, and shut down the pretty much useless User Access Control. I'd reccomend doing so if you are going to be working with any games or modding tools. This saves on fussiness and irritation.

Edit: Now that I think about it, whatever program is associated with your hod files doesn't matter to the game engine anyway. It should still call and read them as needed.

ajlsunrise
8th Apr 09, 10:07 PM
If anyone's interested in actually mucking around with the files themselves and not just what (I/we) post here, let (me/us) know...

EDIT: So how do you figure out what's actually wrong (in the HOD) if it's a HOD error?

Bentusi_Core
9th Apr 09, 7:48 AM
Thanks, S110. I'm only running one Admin user account, and so far HW1 works fine, HW2 works fine as long as I operate it in Windows NT Compatability Mode to avoid the dreaded Securicom Error. As for modding software, I've just started having some trouble with the latest CfHodEd- some kind of lacking dvx software error, which is odd because I know I have what it needs [that sounds strange]. Windows recommends reinstalling the program, so I will try that. Other than that at the moment everything seems to work fine.

And yes, I second aijsunrise- if anyone wants to try out the files themselves, let I/we/him/us know. Experiment through community, and so forth.

chris80502
9th Apr 09, 8:15 AM
If you post a link to your files I'll take a look.

ajlsunrise
9th Apr 09, 4:50 PM
mod files in big format (http://ajlsunrise33.webs.com/flakcarriermod.big) (~907KB)

mod files in raw data format (http://ajlsunrise33.webs.com/hgn_flakcarrier_mod.rar) packaged in a rar archive. (~789KB)

PM me if you want the actual files themselves, instead of the links to them...

@ ford6: not that shipicons.lua really matters (from my understanding, if the shipicon was not explicitly (sp?) defined, it would just use "Default"...)

Joe 2987
9th Apr 09, 4:57 PM
StartShipHardPointConfig(NewShipType, "HullDefense 1", "Hardpoint_HullDefense1", "Weapon", "Innate", "Damagable", "hgn_FlakHullDefenseTurret", "", "", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "HullDefense 2", "Hardpoint_HullDefense2", "Weapon", "Innate", "Damagable", "hgn_FlakHullDefenseTurret", "", "", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "HullDefense 3", "Hardpoint_HullDefense3", "Weapon", "Innate", "Damagable", "hgn_FlakHullDefenseTurret", "", "", "", "", "", "", "", "")
StartShipHardPointConfig(NewShipType, "HullDefense 4", "Hardpoint_HullDefense4", "Weapon", "Innate", "Damagable", "hgn_FlakHullDefenseTurret", "", "", "", "", "", "", "", "")

Really, it's easier to make a normal turret rather than a subsystem turret. I know nothing about hardpoints and subsystems, but I do know about weapons. You have to make sure that your subsystem is actually in the subsystems folder, and the weapon that in it is in the weapons folder. Weapons just have to have a weapons entry. Try this:

StartShipWeaponConfig(NewShipType, "hgn_FlakHullDefenseTurret", "Weapon_HullDefense1", "Weapon_HullDefense1")
StartShipWeaponConfig(NewShipType, "hgn_FlakHullDefenseTurret", "Weapon_HullDefense2", "Weapon_HullDefense2")
StartShipWeaponConfig(NewShipType, "hgn_FlakHullDefenseTurret", "Weapon_HullDefense3", "Weapon_HullDefense3")
StartShipWeaponConfig(NewShipType, "hgn_FlakHullDefenseTurret", "Weapon_HullDefense4", "Weapon_HullDefense4")

That is, if there is a "hgn_FlakHullDefenseTurret". I'd just use the normal flak turret from the flak frigate. I think it's "hgn_kineticburstcannon".

ajlsunrise
9th Apr 09, 5:07 PM
you are right, it is easier to do just weapons, but (i think) that's not the point.
the point is to learn how to do subsystems.
nitpick: the current problem is that the flakcarrier won't show up in game...

oh, and "hgn_FlakHullDefenseTurret" is the name of the subsystem, "hgn_flakhulldefensegun" is the name of the weapon, and "Hgn_FlakHullDefenseBurst" is the name of the weapon burst effect.
...

so actually it would be:
StartShipWeaponConfig(NewShipType, "hgn_flakhulldefensegun", "Weapon_HullDefense1", "Weapon_HullDefense1")
StartShipWeaponConfig(NewShipType, "hgn_flakhulldefensegun", "Weapon_HullDefense2", "Weapon_HullDefense2")
StartShipWeaponConfig(NewShipType, "hgn_flakhulldefensegun", "Weapon_HullDefense3", "Weapon_HullDefense3")
StartShipWeaponConfig(NewShipType, "hgn_flakhulldefensegun", "Weapon_HullDefense4", "Weapon_HullDefense4")

Bentusi_Core
9th Apr 09, 6:06 PM
Indeed, the point is very much learning how to do subsystems. Although since both the carrier and the attendant subsystems are both failing to show up in the game, I'm pretty sure that whatever's wrong with one will also be wrong with the other.

Also, I've played with luatrace on- not getting an error report from the game, but I think it's definitely something in either the build.lua or .hod files.

adamstrange
9th Apr 09, 7:38 PM
This is why the game crashes at start.
Thu Apr 09 22:25:15 2009
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'C:\PROGRA~1\Sierra\HOMEWO~1\data\locale\english'
Loaded Archive: 'english.big'
Loaded Archive: 'flakcarriermod.big'
Uing ..profiles\ for profiles folder
LOCALIZER -- Requested string range doesn't exists '8500'
LOCALIZER -- Requested string range doesn't exists '8501'
LOCALIZER -- Requested string range doesn't exists '8000'
LOCALIZER -- Requested string range doesn't exists '8001'
LOCALIZER -- Requested string range doesn't exists '8000'
LOCALIZER -- Requested string range doesn't exists '8001'
GAME -- Using player profile adamstrange
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 3
Using NVIDIA Corporation's 2.1.1 GeForce FX 5200/AGP/SSE2 renderer (Suspected driver is nvoglnt.dll 6.14.11.6218)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\PROGRA~1\Sierra\HOMEWO~1\data
Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter
Resetting fp control word.
CmdLine: -mod flakcarriermod.big -nomovies -luaTrace -hardwareCursor
Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_SHIELDS.LEVEL
LUA 'data:scripts\Formations\hgn_mothership_parade.lua' -- parameter: <expression> expected;
last token read: `,' at line 7 in string ""
loadStaticParadeData: Error loading script (data:scripts\Formations\hgn_mothership_parade.lua)! -- FATAL EXIT -- parademanager/106:! --stack trace-- 0x0054BD5B: GSTracker::operator= () 0x0054BDF5: GSTracker::operator= () 0x003E46B5: lua_error () 0x003E4749: lua_error () 0x003E47EE: lua_error () 0x003E481E: lua_call () 0x0046B9FC: GSLobbySessionDesc::operator= ()
It seems that you messed about with the Formations code so just check it.

ajlsunrise
9th Apr 09, 7:57 PM
the starting fleet (script) for the hiigarans contains:
the mothership, 6 resource collectors, 1 (normal) carrier, 1 flak carrier.
so you don't have to research it.

@Bentusi_Core: the Game loads fine but the Flak Carrier just isn't there, right?

EDIT/DOUBLE POST (sorry):
@ adamstrange: Ahhh yes. LuaDC decompiled that incorrectly (I just found out). Fixing.

Edit2: Fixed. The links to the RAR and BIG files have not changed, but the files themselves have. please re-download.

ford6
9th Apr 09, 8:15 PM
Ok, first error:
"Damagable" is spelled "Damageable"

Game now loads, but crashes when the ship is built.

Second, If you want to activate the weapons (I'm guessing you want them to work after building them instead of coming with the ship,) You need to make them a special weapon that's activated through research, instead of a build-able turret.

Otherwise you have to make duplicate copies of the turret, one for each location.

To make them not auto build with the ship, change "hgn_FlakHullDefenseTurret", "") to "", "hgn_FlakHullDefenseTurret")

Hmm, seems there's a problem with your turret . . .

Nope, its the weapon not the turret.

The name of the weapon fire script (".wf" file) that specifies effects details is missing from the files. "Flakshell.wf"
For testing I'm going to use HDefense (HGN Mother ships hull defence effects.)

{ PlanetKillerArmour = 0, }) The comma is telling it to look for additional values, this will cause a CTD, so it needs to be removed. "{ PlanetKillerArmour = 0})"

And its in game and working.

Shipicons.lua:
Hgn_FlakCarrier = Hgn_Carrier
hgn_FlakHullDefenseTurret = Icon_Subsystem_TorpedoLauncher

ajlsunrise
9th Apr 09, 8:33 PM
umm. Flakshell.wf is a stock weapons effect...
edit2: I copied the file (most of it) straight from "hgn_kineticburstcannon"


edit:
I'm using (Spooky's?) LuaDC. should i not be?

@ ford6's "Second": What??? i don't unstand what you said there...

edit3: the comma doesn't cause a CTD. go look at "hgn_defendergun.wepn" from ModernizationEng.big...

ford6
9th Apr 09, 8:40 PM
Hmm, your right. It is a default file.

However, no weapons that I've found use it.

It must be another incomplete feature that was dropped so they could release the game.

** edit **
Second as in second error.

I was cutting and pasting from a list of errors that I'd fixed, since others had already solved or pointed them out.

** edit2 **
That's the odd ball thing. Sometimes it does, sometimes it doesn't. And then sometimes it crashes if its not there. . .
I took it out and it worked fine, so its not really necessary . . . but probably not hurting anything.

ajlsunrise
9th Apr 09, 8:41 PM
*edits post*

I understand it was the second error, but i'm confused at what you meant...

ford6
9th Apr 09, 8:47 PM
umm. Flakshell.wf is a stock weapons effect...
edit2: I copied the file (most of it) straight from "hgn_kineticburstcannon"


edit:
I'm using (Spooky's?) LuaDC. should i not be?

@ ford6's "Second": What??? i don't unstand what you said there...

edit3: the comma doesn't cause a CTD. go look at "hgn_defendergun.wepn" from ModernizationEng.big...

Nothing wrong with that. are you renaming them to .lua? If not the game will ignore them.

ajlsunrise
9th Apr 09, 8:49 PM
yes, i am renaming it.

the formation script error resulted from LuaDC... that's why I was wondering...

edit: *posting binge!!!!*

ford6
9th Apr 09, 8:53 PM
Ok . . . If you want the weapons to be a part of the ship, not build-able, use this in the weapons line:
"hgn_FlakHullDefenseTurret", "")

If you want the player to build them use:
"", "hgn_FlakHullDefenseTurret")

And know that for each turret, you will have to make a duplicate set of files with a different name IE: Turret, Turret1, etc

If you want multiple weapons to activate at once, like a system, you need to use a research item to activate the turrets

ajlsunrise
9th Apr 09, 8:56 PM
And know that for each turret, you will have to make a duplicate set of files with a different name IE: Turret, Turret1, etcwhy??
I thought that only if it was a different hod file/subsystem/weapon you needed to. If all the turrets use the same weapon then it'd be okay...
look at the hgn_batttlecruiser. It only uses one turret... (in two spots)

ford6
9th Apr 09, 9:03 PM
The game engine sets a flag when one of an item per ship is built, which locks the building of that item again (turns the icon red for ships, grays other things out) until its removed. Having multiple turrets with the same name will result in only one turret being build-able.

Its how the game removes things from the build list for hard-points so that you cant double up on subsystems like the research module on a ship.

** edit **
Yes, but there pre-made with the ship, you cant build them.

ajlsunrise
9th Apr 09, 9:07 PM
now that's a retarded piece of useful information to have! ugh! I wish i had been told sooner...

edit: now I have to go do a bunch of editing/copy-pasting for my mod...

edit2: is it possible to just copy the subs files (and not the hods) and use the line LoadSharedModel instead of the LoadModel line?

ford6
9th Apr 09, 9:27 PM
Yes it is.

ajlsunrise
9th Apr 09, 9:30 PM
oh good. now i don't have to copy/paste as much... and it will be smaller file size! YAY!!!

edit: are you sure? because according to Karos Graveyard:
Note: this doesn't seem to work with subsystems.

ford6
9th Apr 09, 9:37 PM
My apologies . . . I'd forgotten that it didn't work with subsystems

ajlsunrise
9th Apr 09, 9:44 PM
are you sure that flag thing takes effect if the third string says "Weapon"?

ugh. sorry for hijacking the thread bentusi_core...

Bentusi_Core
10th Apr 09, 7:01 AM
No, keep hijacking! I've been stuck away from my HW2 installed computer for a couple of days, so I haven't been able to implement any of these changes. But I should be back soon and it sounds like real progress is being made.

Once a working model is operational, I should be able to reverse engineer it to all my ends. Oh yes. If there's any one thing the Homeworld games teaches you, it's the almighty power of reverse engineering!

So keep hijacking! And thanks for all the help, guys.

ford6
10th Apr 09, 4:01 PM
Yes. I tried it with your flak carrier.

Four hardpoints with the same turret
One entry in the build.lua = one build button. (multiple entries only show the first button as selectable)

Build the turret, and only one shows up on the ship, with the button grayed out.

ajlsunrise
10th Apr 09, 4:57 PM
Dang mushrooms! Frak it all to hello operator!!!

*groans* (begins to hate his own mod...)

Bentusi_Core
12th Apr 09, 6:13 AM
...Uh, I'm still getting nothin' over here. Nada ship. The Starting_fleets file caused the game to crash at the "loading dustcloud" stage, so I removed it- the build and research files still cause a crash at the Universe stage unless I rename them .lua, which seems to make the game ignore them. So in other words, same old problems.

If anyone at this stage has a working version of the model, it would be great if they could post a link to their data files. Then I should be able to compare with something I know should work, see if it's something in my particular files.

Vipey
12th Apr 09, 6:54 AM
So a Carrier with 4 turrets on it. I'll make it for you. Very easy :P

Done.
Hope this helps. If not, oh well it was fun to make.

http://viperslayer.net/flakcarrier.zip

Bentusi_Core
12th Apr 09, 7:55 AM
Aaaargh!

Even the ship that Demonslayer kindly provided (thank you, by the way) refuses to appear. Ditto for a blank scout model I just made as a test.

It's got to be something to do with the scripts folder, but what? I've been checking around the forums extensively, and a couple of posts from a couple of years ago appeared to be talking about a similar problem with their scripts/ships not showing. Someone even mentioned having solved it, but didn't say how... and since those posters have all without exception not-been-around for a couple of years, I don't think it's going to be possible to ask them.

Very. Frustrating. I'm sorry to keep going on about this, but I feel like putting a head through a plain glass window. Possibly my own.

Vipey
12th Apr 09, 8:35 AM
O_o

It didn't work?
Try the ship by itself, it has to work... >_>

What exactly is the hw2.log showing as the problem?

Bentusi_Core
12th Apr 09, 8:56 AM
That's the weird thing. I'm not getting any error message from the -luatrace. The command line is working fine, it's just not telling me anything...

ford6
12th Apr 09, 9:06 AM
Have you done the 1.1 upgrade?

That changes the mothership to a shipyard in the start fleet as well as fixing other problems

Nothing in the hw2.log file at all? And its crashing at dust fields . . . Sounds like there's a problem with the map or a hod.

Actually, now that I think about it. I got the same kind of error when i first got the ship in game, it was the weapon calling the Flak FX. It just crashed with no error.

Bentusi_Core
12th Apr 09, 9:20 AM
Yeah, I'm running with the 1.1 patch. Wouldn't let me complete mission 9 of the campaign until I got it...

Vipey
12th Apr 09, 9:49 AM
That's the weird thing. I'm not getting any error message from the -luatrace. The command line is working fine, it's just not telling me anything...

Hod error... somewhere...

ajlsunrise
12th Apr 09, 7:33 PM
okay, i'll make a step-by-step dummy tutorial sometime...

ajlsunrise
17th Apr 09, 6:09 PM
here's the tutorial: http://forums.relicnews.com/showthread.php?t=222600