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SCAR. Need help

  1. #1

    SCAR. Need help

    hello, been toying around with scar lately and run into this problem and seem to have problems with understanding what's causing it, let alone fixing it.

    i've wrote a custom function to spawn a squad with race based fx, and it all works fine with exception that squad spawns without any fx.

    here's the code (look for if _accepter == true then... to find where squad spawns)

    Spoiler



    I have tried using typical spawn and World_FXEventSquad functions but with the same result - no fx is played

    all the custom functions it uses:

    Spoiler



    Any help with understanding and fixing issue at hand will be appreciated
    Last edited by iNot; 1st Jun 12 at 3:26 AM.

  2. #2
    The flying one corncobman's Avatar
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    Have you tried using "unit_upgrade_morale_fx/reinforce_trooper" instead of "data:Art/events/unit_upgrade_morale_fx/reinforce_trooper"?

    I don't think it's necessary to specify the whole path explicitly, just the subdirectories in the events folder.

    -------------------------------------------------------------------------

    If you use the [ code ] [ /code ] tags around your text, the tabs are preserved. You can also put spoiler tags around the code tags like this:

    [ spoiler ]
    [ code ]
    Your text here
    [ /code ]
    [ /spoiler ]

    to get this effect:

    Spoiler

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  3. #3
    Thanks for the tip bout code tags

    And World_FXEventSquad with the whole path works correctly, so that's not the issue.

  4. #4
    The flying one corncobman's Avatar
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    Which races does the FX work / not work for if any?

  5. #5
    only sm gets droppoded but that doesnt counts

  6. #6
    You've got 'fx = "Data:art\events\unit_ability_fx\eldar_warp_in"' in one place and 'fx = "Data:art\events\unit_upgrade_morale_fx\reinforce_trooper"' elsewhere. Only "/" is correct for specifying paths, as I recall.

    You also are calling 'SGroup_ForEach( sgID, fx )' and I have no idea what you think that will do. The first value should probably be squad_id, the SGroupID value you got from spawning the squads in. I didn't see where you defined 'sgID'.

    Why don't you use 'Squad_DeepStrikeToPos()' based functions where you can? That should save you some hassle, probably.

  7. #7
    SGroup_ForEach gets those marines in drop pods, and well, drop pods them, it's only called for space marine race and does not interferes with anything
    As for the "/", i wrote a chaos fx correctly and it doesnt works still.

    sgID is defined right after defining race.

    I use SGrourforeach just to be safe, Util_DropPodMarker will deep strike the whole sgroup to a marker, when i want only that squad that gets created right now so i define fx as a function that probably will accomplish that, i honestly haven't tried it with creating multiple sm squads and it might not work whatsoever.

    Squad_DeepStrikeToPos requires despawning units = no weapon upgrades till they spawned and checking for it to spawn, seems just as messy as what i've got.

  8. #8
    Squad_DeepStriketoPos() can use different deep strikes, so you can use it to implement some deepstrikes for races that don't use drop pods.

    You've put the comment "-- basicly creates a squad with specified fx at marker, works just fine" on Squad_CreateWithFMRE(), are you positive that this is true? It looks like it should work, but have you actually gotten it to work? Also, are you still using the long path names rather than the short ones, like corncobman mentioned?

  9. #9
    I have been using Squad_CreateWithFMRE() for some time now, it does works. Even if it weren't i have tried replacing it with usual Util_CreateSquad... and WorldFXEventSquad.

    I also tried using shorter paths and ofc no change.
    As for deep striking, nvm mind what i wrote, im just stoopid.

    Btw, I wonder where scar functions like W40k and World ones are stored? And wheres the Event for Ork teleport?

    EDIT: Tried it on another map, works fine. But I still don't see why.
    Here's where the function gets called from

    Spoiler

    Last edited by iNot; 2nd Jun 12 at 9:37 PM.

  10. Modding Senior Member  #10
    Always Tired Argonaut's Avatar
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    Looking at CutterShanes Heroes rpg mod SCAR code was a fabulous working "tutorial" for me on how to implement various parts of SCAR. Also, IIRC he uses FX on troopers, SGroups and Entities very extensively to display the advancement of the experience. Worth a look.

    And I have always used the full path for the events;-

    Data:art\events\unit_upgrade_morale_fx\reinforce_trooper.events
    (bolding is mine)

    And as a side note, shouldn't it be reinforce_marine_trooper.events or reinforce_chaos_trooper.events?

    also, be careful which .events can be used on SGroups and Entities. For example, the forced_labour.events is spawned at the Units feet - and consequently doesn't look like it's working. Also, the warp.events for the eldar is much better FX that warp_in fx.
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  11. #11
    Wait, you tried what on another map and it worked fine? If this code spawns the effects properly on another map then the code works, there is just a problem with the map you're trying to use it on.

  12. #12
    Yeah, i've got it to work, thx for the help everyone

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