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Reactivated Monolith issue...

  1. #1

    Reactivated Monolith issue...

    Ok so for reasons unknown to me the Monolith in my mod has decided that upon reactivation, the activated Monolith spawns as normal, but the 'base' that is the Monolith structure does not become the base, but remains graphically and functionally the T3 Monolith, producing units and all.

    Any ideas of what may have changed? I certainly don't remember this being a problem when I put out the last release of the mod.
    Soul Storm Legions Mod, 0.95, 05 April, 2013
    http://forums.relicnews.com/showthread.php?267803

  2. #2
    Yeah it's a problem everywhere. It's just a small glitch in the DOW engine.
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

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  3. #3
    Woah really?? When did that show out? I never had it before...??

  4. #4
    Mostly when you edit the Monolith's ebps files, it's no biggy. And the bug appears randomly.

  5. #5
    Damn. How bizarre. Allright, well no worries! Cheers dude.

  6. #6
    better than the infinite health bug still in ss!

  7. #7
    Eh? Who has infinite health??

  8. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #8
    Retired Compliance Fairy Gorb's Avatar
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    I'm pretty sure that means you haven't handled the Monolith activation code correctly or have deleted a flag required by it.

    Having used this code pretty extensively in the Dark Eldar Mod (in both DC and SS) and experienced no issues with it.
    I am an Iron Warrior! Iron Within, Iron Without!

  9. #9
    Hey Gorb,

    I've not touched anything outside of EBPS, SBPS, win conditions and AI where the starting building was switched out from the Monolith to what was the Summoning Core - renamed to Tomb Portal within the mod.

    Thing is, When I was last working on the mod a while ago this problem did not happen - its only now I've dusted it off I have noticed it; being 100% certain it was not evident before.

  10. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #10
    Retired Compliance Fairy Gorb's Avatar
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    What did you change, with regards to the Monolith and the Tomb Portal/Summoning Core, in their EBPs? When you say you switched the starting building, does that mean you wish the Summoning Core to activate as per the Monolith (instead of the Monolith)?

    There have been no patches to Soulstorm for a few years now, so I'm unsure of why any behaviour would change.

  11. #11
    Quote Originally Posted by Gerberman
    Eh? Who has infinite health??
    Elaborate Fuggles, pretty please?

  12. #12
    Well various things in the EBPS's of both buildings - but nothing regarding what they do and how they do it - researches, squad spawner stuff. The Monolith as I remember is actually almost entirely unchanged bar a few tweaks - but only to stuff like health.

    The summoning core ebps is now the building you start with and so must build a monolith which then upgrades as normal.

  13. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #13
    Retired Compliance Fairy Gorb's Avatar
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    Please post (in code and perhaps spoiler tags) the EBPs for your Summoning Core and also the EBPs/SBPs for your activated T3 Tomb Portal/Summoning Core unit.

  14. #14
    I don't think these issues were fixed:

    1) When the deceiver attacks an ethereal and converts him using his thrown fireballs, the hitpoints of every army except that containing the ethereal is boosted by crazy numbers. This was most clearly shown in a 5 way FFA match where all but the tau with the ethereal had squads consisting of 70k+ hitpoints

    2) When the deceiver converts a squad hardcapped at 1, using deceive, then the player who has lost a squad can build it again. This means that when deceive wears off that player has 2 squads of that type.

    Both these are shown in replays over on
    http://forums.relicnews.com/showthread.php?t=191616

    which is a thread containing replays and maps to replicate the problem. I think that pariahs can also cause invincibility by causing minus health, but that may have been fixed....

  15. #15
    Gorb, am away from home until late tonight, will do so then, thanks dude.

  16. #16
    As requested, the LUA's

    Summoning Core (Tomb Portal)


    Spoiler



    Monolith

    Spoiler


  17. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #17
    Retired Compliance Fairy Gorb's Avatar
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    Welp, your Summoning Core doesn't have offline_ext (required for the entire mechanic), while the Monolith still does. I'm presuming you wanted this functionality swapped between the two buildings?

    Here, have a very useful document on Dark Crusade mechanics and their implementation.

  18. #18
    No no, wanted the Monolith to work as it always did, the only difference I wanted with the race is it starts with the summoning core. Just a straight swap in starting buildings - nothing else. Would that affect it?

  19. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #19
    Retired Compliance Fairy Gorb's Avatar
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    offline_ext, I think, requires the hq EBPExtension. If you remove that extension, offline_ext won't work correctly.

    Bear this in mind when balancing Destroy HQ modes (if you don't want to poke around the SCaR for that mission type and attempt to fix the issue there)

  20. #20
    Ahh. I see I think. So what should I do to attempt to fix this?

  21. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #21
    Retired Compliance Fairy Gorb's Avatar
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    Add hq_ext back to the Monolith and do some fiddling with SCaR/SCaR modders to fix the resulting issue with Destroy HQ.

    Should be fine beyond that.

  22. #22
    Hmmm... You know - I dont remember ever taking hq_ext out. WTF. Ok, thanks Gorb

  23. #23
    Add hq_ext back to the Monolith and do some fiddling with SCaR/SCaR modders to fix the resulting issue with Destroy HQ.
    oO Really? Nice!

    Edit: *looks through monolith.rgd to find that sneaky missing ext*

    Ok, well I dunno if I am seeing things but I have the same problem yet I am seeing the "hq_ext" still there. By the way what does SCAR have anything to do with this again?

    I don't think the situation would be fixed just like that...

    *hunch* did you ever change the time_cost seconds for the Restored Monolith to be spawned Gerberman? I did. As I was reading...
    Quote Originally Posted by The Jack Pot
    There is a new entity extension called "offline_ext" which is used by the Monolith building. It works with a new state which the building enters when the vehicle is produced. There are three parameters. "transition_duration" is the time in seconds taken for the building to go to off line. Currently this should match the vehicle build time setting. "return_transition_duration" is the time in seconds taken for the building to leave off line state and return to idle. "transition_reverse_health_fraction" is the health cut off point (as a fraction so zero to one) at which the vehicle is removed and the building starts to return from off line.
    Vanilla Restored Monolith time to build was I THINK 60 seconds, I could be wrong.

  24. #24
    I don't remember changing the cost time to build the Monolith - but what do you mean by build a restored monolith? You mean the add-on to actually spawn the restored Monolith or the base monolith building itself?

    *confused easily at 0302BST*

  25. #25
    No the "time_cost" of the Restored Monolith unit.

  26. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #26
    Retired Compliance Fairy Gorb's Avatar
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    There is no hq_ext in the code gerberman posted, Cylarne_04.

    Furthermore, the reference to SCaR was because he wants his Tomb Portal in place as the first building/HQ. If you add hq_ext back to the Monolith, you have two buildings counting as the HQ for Destroy HQ purposes. Which would be a bit unfair in terms of balance, and broken in terms of design.

    Finally, changing those values should not break the functionality of the Monolith. It's just so that the base unit goes "offline" at the same time as the actual unit is produced.

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