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Energy of the Souls (Help)

  1. #1

    Energy of the Souls (Help)

    Hi everyone, I'm rather new here but have been using this forum for some time. Much thanks to everyone who's made the tutorials without which the life of my mod would be alot more painful.
    Anyway, long story short I'm making an overhaul mod which adds five new races to Dawn of War Soulstorm. It goes well and will be posted here when it's finally finished, as of right now it's in far un-releaseable alpha stage. The problem I'm having is that one of the new races is set to use the Dark Eldar's Souls Resource. I've already got a special building that spawns units which cost soul essence as well as Requisition and Power and a unit that harvests soul essence from corpses. What's wrong with this is that, using one of the units as an example, she costs 200 Requisition, 50 Power and 250 Souls. But for the life of me I've been unable to figure out how to get the HUD to display the current amount of Soul Essence. I've checked the RaceBPs and the Taskbar.lua and can't quite seem to find the entry that determines that the Soul-o-meter should show up. This leads to just mashing the "Spawn unit" button until it eventually clicks in stead of telling you not enough resource. Any help would be greatly appreciated.

  2. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #2
    Retired Compliance Fairy Gorb's Avatar
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    It is impossible to get the Souls display to show on any other racial taskbar other than Dark Eldar. It's a hardcoded restriction, as far as I can work out.
    I am an Iron Warrior! Iron Within, Iron Without!

  3. #3
    Member Jaguar-Lord's Avatar
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    if what Gorb say above is exact, and i truly believe it is, if you want your race to use the Soul resource, the only way to go might be to replace the dark eldar race by your own race, but it would be a nightmare to code....

    another way , but it is only a theory, would be to scar-code a whole new "resource" that would mimic the soul resource....here again not that easy !!

  4. #4
    Have you tried using ScreenEditor_Alpha? in the forums?
    What have I been upto?

    "I want to be your Jackhammer...
    ......Why don't you call my name...
    .........You'd better call the Jackhammer."

  5. #5
    Seeing your taskbar_path to dark_eldar wouldn't do it, I'd image?

  6. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #6
    Retired Compliance Fairy Gorb's Avatar
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    Quote Originally Posted by Gorb View Post
    It is impossible to get the Souls display to show on any other racial taskbar other than Dark Eldar. It's a hardcoded restriction, as far as I can work out.
    It doesn't matter what tool you use. It doesn't matter what LUA/RGD you change.

    That is what is meant by a "hardcoded engine limitation".

    Honestly, I have spent more time than is necessary trying to get it to work (others as well, particularly horusheretic I think).

  7. #7
    Thanks for all the feedback, guys.

    Well Darn, that sucks. No, just using the Dark Eldar's isn't an option as I've already designed a custom HUD for that race. Oddly enough, they can use the Soul resource just fine, that bit works like a charm it's just the HUD that's being a real pain. Anyway, I'll have to give that Screen Editor you mentioned a shot. If that can't solve it I'll just have to let the soul counter be invisible or take the suggestion of coding a new resource and calling it "Souls".

    To my next point of business there's something else I can't seem to figure out or find tutorials for; sounds. At this alpha stage, voice acting isn't really a problem, what is however is actually getting the sounds to play in-game. The Vanilla files keep them all in the Sound directory, each unit has a folder and within that a folder for each type of action. For example, speech/races/guard/enginseer/attack/ and within that are a bunch of .fda files. Looking at some other mods, Inquisition Demonhunt for example, it would appear you can call the .fda files practically anything and not just the line of numbers the vanilla ones use. The problem is, I made my own series of .fda files with the fda2aifc program and put them in the correctly named folders and pointed the ebp and sbp files to the right spot in corsix...and then in game...nothing happens.

    Don't get me wrong, I've gotten the hang of modding and eliminated many, many bugs in my mod so far, these are just the ones that I can't quite get...

  8. #8
    Member jONES1979's Avatar
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    You should add the _default.rat files, and corresponding *.con files.

  9. #9
    So I took your advice, jones1979 and started looking around. After inspecting the files of some other mods I had I noticed that indeed they all had very precise .rat and .con files. So after installing my own in the proper place and about five hours of debugging and tweaking...it worked! Major thanks for that one.

  10. #10
    Update time everyone! Hope this isn't too much of a thread bump, but this is the help topic for my mod. Progress has been good, but I still haven't quite found a way around the Soul-Meter problem.

    However, there has been a little bit of work going on in that department. The latest update of the Tyranids mod has brought in their own new resource based on scar-code, Influence. So, in an attempt to make my own, I played around a bit with the files so I could learn how to properly code a scar file of the type. The lines that's got me scratching my head are the following:

    Code:
    function Influence_StartingRes()
    	Player_SetResource( World_GetPlayerAt(Tut_GetLocalPlayerIndex()), RT_Faith, 20 )
    
    power = Player_GetResource( World_GetPlayerAt(Tut_GetLocalPlayerIndex()), RT_Faith )
    	InfCap = 20+16*CurSPs
    	if ( InfCap > 100 ) then
    		InfCap = 100
    	end
    
    	if ( power > InfCap ) then
    		Player_SetResource( World_GetPlayerAt(Tut_GetLocalPlayerIndex()), RT_Faith, InfCap )
    	end
    Obviously that's using the Sisters of Battle's Faith resource as the base for their influence. Influence starts at 20, the cap for it is based on how many Captured strategics you have and Spore Towers slowly add to Influence like Sisters posts add to theirs. But if RT_Faith = Faith resource RT_Souls must be the Souls resource right? Well it doesn't quite work like that... I changed the values and added the soul harvesting unit from my mod the Gatherer. (Backing up my tyranids mod files so I could restore them when I was done first, of course.)

    Unfortunately when he did harvest souls the meter didn't move at all, despite being set to it in code. I don't quite understand how it can access the Faith but not the Souls, they're both new resources to Soulstorm. Unless my name for the souls is incorrect and it isn't called "RT_Souls" which may be because the name value of the Soul Resource isn't listed or talked about anywhere in the game's files that I can find. Which just leaves me to wonder how the Dark Eldar have it show up for them. There must be some sort of code which tells it "Dark Eldar, the souls and soul abilities should show up."

    Or maybe I could alter the Gatherer's Cannibalize_Ext so that it produces Faith from its collected Souls instead. Or perhaps I could start using the Ork Pop as a base and somehow edit that, I hear Tyranid Mod did that at a point. I tried ScreenEditor_Alpha and while it did allow me to look at the files, a huge help, all the flashy buttons on the top of the screen do nothing even when ran as Admin, so all I could do was change Text Values and even that screwed up to points. All I was able to gather was that the Soul Essence Resource Meter was there along with the Faith and Orks. So what is it exactly that makes it appear...

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