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[HW2 Weapon-Script Editor v1.4.4]

  1. #151
    kaos
    Guest
    hey is there a version for editing the .ship file??? if not why not, come on Zatch stop laying around and get your arss in gear.

  2. #152
    Sonic
    Guest
    thanks zatch got it to work now

  3. #153
    Devil's Advocate Zatch's Avatar
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    I did make a couple Ship Script Editors but the latest one is incomplete.
    ~

  4. #154
    kaos
    Guest
    hmm... ok then....but i better not catch you napping

  5. #155
    nicknack1234
    Guest
    I solved my error by re-extracting i was using unfbig and realized that the LuaDC box wasn't checked make sure it is and re-extract if your having problems. lol silly me.

    also great program you have delivered just what i always wanted, Thank you.

  6. #156
    TenGam
    Guest
    Hey Zatch, I seem to have a problem loading pretty-printed files, but it loads non pretty-printed files just fine. Any ideas?

    -edit
    What I don't get is that the only difference I can tell in the files is that the pretty-printed file has spaces in between the values.

    Spoiler



    vs

    Spoiler



    --Wooo another edit.

    If I make any change to the non pretty-printed file then certain things are no longer loaded.

    -- Again with the editing!

    Turns out the files are not in what's known as windows format. I don't remember the exact details but linux systems have a different format for the end of a line than windows.
    Last edited by TenGam; 11th Jun 08 at 8:52 PM.

  7. #157
    TenGam
    Guest
    Could you add a save option as well as a save as please? I find that I'm usually just tweaking something and it slows down the process when I have to sort through the weapon folder to overwrite the file I opened.
    Last edited by TenGam; 12th Jun 08 at 6:49 PM.

  8. #158
    1.4.4?
    I have 1.4.3, love this tool to death. I'll go ahead and download the updated version.
    Hath anyone verily existed a stones throw unwavering quite assured to employ thee venture yonder desireth to become appear vastly similar?

  9. #159
    Devil's Advocate Zatch's Avatar
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    Tip: don't pretty-print your files.

    As for the line-break issue with Linux, well I can't say I really expected for this program to be run on Linux systems...

  10. #160
    TenGam
    Guest
    The files in question are the ones out of the data.exe file that is posted in the Making the Keeper a playable race - a modding tutorial for newbies. But once the file is switched from linux format to windows format then the weapon script editor works great.

    One question how do you put in decimal values into the value boxes for Penetration and Accuracy. When I hit the period key nothing happens for those two boxes.
    Last edited by TenGam; 13th Jun 08 at 9:54 AM.

  11. #161
    Devil's Advocate Zatch's Avatar
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    I'm amazed nobody reported that before (the decimals,) I'll fix it.

  12. #162
    deathbal101
    Guest
    i dont get it. just dont work for me. i try managing the directory and click open and it says it cant find any files in the default directroy.

  13. #163
    Member Ultraxwing's Avatar
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    Well i dont have a clue, i just wanted to make my vaygr shipyard the strongest this out there byr replacing bullets with ions, now it gives me runtime error 76, i have all the files necessery to have it, any idea?

    Do you Remember Love?

  14. #164
    Devil's Advocate Zatch's Avatar
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    Runtime Error 76 is a path-not-found error I believe, make sure you're pointing to the right data directory and whatnot.

  15. #165
    Member Ultraxwing's Avatar
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    okay, i tried over and over again, now i cant honestly work on my own ships special weapons, it is simply annoying. oh well, ill figure it out later.

  16. #166
    Member ford6's Avatar
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    RT Error 76 is "Path not found"

    Did you setup the editor to look at the correct directory's?

    Also, try defragmenting. Your drives FAT table might be corrupted.

  17. #167
    Devil's Advocate Zatch's Avatar
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    When exactly do you get the error?

  18. #168
    onewhoknows
    Guest
    When going to file > open, I get the following error:

    Run-time error '62':

    Input past end of file

    Does anyone know what that might mean?

    Thanks!

  19. #169
    Member Ultraxwing's Avatar
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    i got mine to work by putting all of the necessary files zatch says we should put in their, and put the .wepn editor's .exe file inside my data folder it has worked for me since.

  20. #170
    onewhoknows
    Guest
    I extracted the Homeworld2.big file and put the scripts folder in the data directory and made sure familylist.lua was in there...

    Where do I find the *.wepn files?

    Thanks for the help.

    Ah, nevermind, I found it... it was located in the same directory as the scripts directory. I placed that inside the data directory and I still get that error.

    I also tried installing the VB6 runtime files. This is on Vista x64 by the way.
    Last edited by onewhoknows; 24th Oct 08 at 8:55 PM.

  21. #171
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    Ohio
    ok i cant get this to work at all keeps saying file doesnt exist

  22. #172
    Shadowcon66
    Guest
    Hello.. I'm new to the hw2 relic community, but I've had plenty of modding experience, and I must say that this little tool makes editing weapons much easier, I'm currently working on a mod called "BEM" (Battle Enhancment Mod) which adds the Progenitors, and makes Hiigara and Vaygr more "Fast paced".. again Zatch, thanks.

  23. #173
    Devil's Advocate Zatch's Avatar
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    Rhonetaz: I need specifics (what you were doing immediately before the error popped up i.e. what you clicked.) Make sure you re-read the instructions on the first post. Set up your directories, make sure you have the decompiled data already in the right place, it's probably not finding familylist.lua because you don't have the data extracted and decompiled yet.

    Shadowcon66: Thanks!

    ~ Back to vacationing. o/

  24. #174
    kithrah
    Guest

    Noob question

    Hi,

    Your editor is awesome for a nubcake like myself, but I can't figure out one thing.

    I managed to change the animation and firing rate of the Hgn mothership to fire improved plasma bombs instead of the generic kinetic guns, I think they look cooler and want to change more ships to fire laser like weapondry instead of kinetic stuff.

    Now, the mothership fires little blue bolts at its target except there is no muzzle flash or firing sound. I do have the impact sounds on the target.

    I can't seem to figure this out how to get the appropriate sounds and muzzle flashses from the internet so I am hoping you can point this nub in the right direction. PS - I am no programmer so I wanted to keep my changes simple lol.

    Thank you.

  25. #175
    Devil's Advocate Zatch's Avatar
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    The script you need to edit is the mothership's .events file. That contains all the firing animation calls, which in turn point to the sound effects and whatnot. Hope that helps.

  26. #176
    Member ajlsunrise's Avatar
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    Jun 2008
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    Binaryland
    Feature Request:
    Weapon Type Dropdown box
    Weapon Fire Type Dropdown box

  27. #177
    teague
    Guest

    Run Time Error 62

    I installed and setup an started an I got a "Run Time Error 62"
    and it says "Input past End Of File".

    Any ideas on how I can fix this error, Thank You!


    Please Help?!

  28. #178
    I just downloaded it, plugged in the directory, decompiled the .wepn files, and is now saying Runtime Error 62: Input past end of file. Any help here?

  29. #179
    i get a runtime error 62 when i try to open wepn script.

  30. #180

    Error 62

    I too have that problem.

    I decompiled all of Homeworld2.big using this:
    showthread.php?t=21054

    I also decompiled familylist.lua under Data\scripts using that same tool.
    I put the decompiled folders into the "Homeworld 2\Data" folder, including the weapon editor .exe
    Then I open the .exe, change the decompiled data folder accordingly, but every time I click File>Open I get the same error. "Run-time error 62: Input past end of file"

    Please help. I want super frigates.
    Last edited by navand; 28th Mar 10 at 1:00 PM.

  31. #181
    i've got a problem, i try to open a file, but it says file homeworld 2/data/scripts/weaponfire doesnt exist, but i never had that file?!?
    nor did i ever find a familylist file or something like that?!?

  32. #182
    Member S110's Avatar
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    Try starting with this decompiled data folder:

    http://forums.relicnews.com/showthread.php?t=245398

    Links to dl in first post.

  33. #183
    thanks for that, those got MADSTATE files, i've been searching those, but no HOD files there, right?
    too bad, still great link tough, thanks, i'll let you know if it works

    EDIT: it works, thanks!

    EDIT 2: ...not so great, i could change the values for attackbombers weapons, but now the game crashes on startup...

  34. #184
    Yeah, there's no reason to include the hod files, since you can just extract those from the big files. The only ones you can't get that way are decompiled lua files, and that's where this comes in. A great modders resource.

    To fix your crash, make sure you've only included the files you're actually changing.

    The way to go is to start with the unmodded file and make sure that the game runs. When that works, you can modify the values. If you do it gradually, you'll know what you changed that didn't work.
    Babylon 5: War Without End Official Site.

    "I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.

  35. #185
    okay, removed the edited files and put in the originals again, all of the same place which was mentioned, start up:
    EPIC FAIL CRASH

    EDIT
    okay, so my whole game crashed up, and i re-installed it, now this error of the disk not being inserted won't go away! i've tried everything, even using a .iso file...
    Last edited by ExiledSajuuk; 29th Apr 10 at 11:42 AM.

  36. #186
    Hi! I have a problem with WCE. So i open .wepn file, but is nothing happen! Why?

  37. #187
    It says runtime error 13 type mismatch any reason why this happens have i got to get some new files or something

  38. #188
    I have an error to here is a screenshot:

  39. #189
    Member Dim@'s Avatar
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    When does this happen?
    Does it happen whenever you open any wepn file?
    Or with a particular file?
    Destroying things is easy.
    Creating things is hard.
    Creating things in order to watch them explode is just plain fun.

    Explosion Damage Script, Scripting Tutorial

  40. #190
    It happens on every wepn file..

  41. #191
    Member Dim@'s Avatar
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    Okay ... um .. have you tried a different set of files?
    From a different data archive?

    I'm kind of grasping at straws here, I don't really know what could be wrong ...

  42. #192
    Mm, i tried a map on desktop but it still failed, i already have downloaded all run-time stuff, im unable to fix it myself..

  43. #193
    Member MelvinVM's Avatar
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    My train can fly!
    I have the same problem

  44. #194
    Member lmsmi1's Avatar
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    Aug 2011
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    %HW2_ROOT%
    Having problems. . .it says this when I click File<Open:

    The folder 'C:\Program Files\Sierra\Homeworld2\Data\Scripts\Weaponfire' doesn't exist.

    What the heck? I have all my extracted weaponfire files in the Data\Scripts\Weaponfire directory.

  45. #195
    Member ajlsunrise's Avatar
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    Binaryland
    Just double checking... Where is your Homeworld 2 installed at?

  46. #196
    Member lmsmi1's Avatar
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    %HW2_ROOT%
    C:\Program Files\Sierra\Homeworld2

  47. #197

    help please

    I tried this as well and, I'm running windows vista x64 and, opened up the weapon editor 1.4.3 or 1.4.4 it say run time error 13 but I tried everything i could to fix the situation. I wish there was a newer version for vista and, windows 7. When I opened up the weapon editor and, gave me the run time error 13 I saw the amount of damage the weapon could do like were it says 3000, 3000, "") and Brought the editpad up and says differently.

    StartWeaponConfig(NewWeaponType, "AnimatedTurret", "Bullet", "Dread_Bomb", "Normal", 1500, 6000, 0, 0, 0, 0, 1, 1, 1, 0.5, 2, 3, 1, 1, 120, 120, 0.1, "Normal", 1, 0, 0)
    AddWeaponResult(NewWeaponType, "Hit", "DamageHealth", "Target", 3000, 3000, "")
    setPenetration(NewWeaponType, 30, 1, {MediumArmour = 0.7}, {HeavyArmour = 0.5}, {MoverArmour = 0.4})
    setAccuracy(NewWeaponType, 1, {Fighter = 0}, {Corvette = 0}, {munition = 0}, {SubSystem = 0}, {Utility = 0}, {Resource = 0})
    setAngles(NewWeaponType, 30, -170, 170, -1, 30)
    setMiscValues(NewWeaponType, 5, 0.4)

  48. #198
    Member Dim@'s Avatar
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    That text also says the damage is 3000.

  49. #199
    Jake9123
    Guest
    I get a runtime error 13: Type mismatch when i load a weapon i want to edit, what am i missing?

  50. #200
    This weapon creation script tool never worked for me. I made a Unicron race, yes, Unicron, and he has his own little specific units he builds, and it would have been unbelievably cool to get a command-fire of Unicron that 'tractor beams' all debris in and gives RU's for it. Alas, I never could figure out how to make it work, with or without this tool. I did make a Black Hole Generator unit, which does exactly what it says, but the problem is I could never figure out how to make the ships it pulls in actually immediately cut to the end of their destruction animation, so they just wind up being pulled in to the generator unit, and kinda swirling around or blowing past the unit until the tractored-in units finish their death anim.

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