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May i add some suggestions
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| Tristan |
Posted on 17-09-2007 02:44
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Posts: 304 Joined: June 28 2006 |
Quote vladimir3d wrote: how do i add taiidan battlecruiser for example to my .big file? 1) Put the Taiidani battlecruiser .ship, .hod and .events file in a folder with the corresponding name, into the ship folder. For instance, tai_battlecruiser would be the folder name, and inside would hold tai_battlecruiser.events, tai_battlecruiser.hod, and tai_battlecruiser.ship. Make certain the tai_battlecruiser has all of the matching shipcap, armor type, and weapons that you actually have. If you have something, *anything*, wrong, it won't work. My advice would be to copy some information from a ship of a similar type. But keep the weapon hardpoint stuff the same. Just change the weapon designations out. 2) After that, open scripts folder, go to building and research, then Taiidan, then ships. Open it and add a new slot for the tai_battlecruiser that has a number no other ship holds. The number relates to the ships order in the build menu. Make certain that number is not used on two separate ships. Also make certain the shiptobuild is the correct "tai_battlecruiser". Do NOT break any parenthesis. Make everything precise. 3) If you want the AI to build the tai_battlecruiser, open up the classdef.lua and put TAI_BATTLECRUISER in the corresponding slots. Put it under [eCapitalShip] and maybe [eAntiFrigate], if it's good against frigates, for example. My advice would be to check HW2 and play a test game every time you make a significant change, so that you make sure it's not corrupting it. Keep the file that you changed open while doing so, so in case it does corrupt it, you can undo what you did. |
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| DoubleForte |
Posted on 17-09-2007 05:40
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Posts: 96 Joined: July 08 2007 |
I've always wondered...why is there no ejection point for left? Like if I had a missile array on the left of my ship I wouldn't be able to tell the missiles to eject to the left. Also I have a problem sometimes when I replace weapons with missiles on destroyers and tell them to eject any way other than forward, they seem to just rocket out into space and explode somewhere. |
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| Komo val |
Posted on 17-09-2007 14:02
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Posts: 392 Joined: September 27 2006 |
There is, missiles are not my specialty but at Karos graveyard you can find anything you need. There is no go anywhere but there, there are only fixed exit angles. |
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| vladimir3d |
Posted on 14-10-2007 16:31
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Posts: 52 Joined: May 10 2007 |
oy, i keep on stumbling when it comes to adding ships, is there a step by step tutorial on how one will go about doing that?
Hope is a first step on a road of disappointment.
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| acelynham |
Posted on 14-10-2007 18:44
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Posts: 183 Joined: September 23 2007 |
karos graveyard. use that and a bit of hard graft and you can change most of the hw2 stuff |
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| vladimir3d |
Posted on 14-10-2007 19:13
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Posts: 52 Joined: May 10 2007 |
ok, i got it to work, but one more question: how do i add the pds hiigaran battlecruiser to the game - aka what files i need to look in, in order to transfer information? trying to add and game still crashes, grr Edited by vladimir3d on 14-10-2007 19:50 Hope is a first step on a road of disappointment.
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| Twitch |
Posted on 14-10-2007 21:35
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Posts: 49 Joined: August 11 2007 |
so you want to add pds Prince of Hiigara or Majiirian to vanilla HW2? just transfer the ship file, weapons files, and subsystems files into ther respective places in a de-compiled Homeworld2.big. for example, if you wanted to transfer the Khopesh/Trident corvette to vanilla HW2 you'd first decompile HW2, then transfer "hgn_cth" from the PDS files to the "ship" folder in the decompiled Homeworld2.big. then you'd look at what weapons or subsystems the ship needs to function, and you'd transfer those as well. finally, transfer the art and fx for the weapons, add it to the hiigarans' build.lua, and you're good to go. transferring the PoH is almost exactly like that, except on a bigger scale. I transferred the Arelian Defender from PDSv7.32 into vanilla and enacted some choice revenges against a certain Vaygr command station and its fleet...:evil: YAY!!!! 1000th MEMBER!!!
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| vladimir3d |
Posted on 14-10-2007 22:22
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Posts: 52 Joined: May 10 2007 |
my hiigaran build.lua, when i open it in notepad is full of garbage characters, any ideas on how i might fix that? i am also trying to transfer ships from pds to tfs - version for my own private use, thats where i am having trouble Edited by vladimir3d on 14-10-2007 22:29 Hope is a first step on a road of disappointment.
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| Tristan |
Posted on 14-10-2007 23:09
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Posts: 304 Joined: June 28 2006 |
It's pretty easy to understand, once you realize what the fundamental rule to file transfer is; And that's making certain that EVERY reference point is properly cited by a file in your mod. For instance, when looking in a ship file; (NewShipType,"Abty","A_btyFFAC","Weapon","Generic","Damageable","hgnws_2xAC100") is a subsystem reference. You NEED the subsystem "hgnws_2xAC100" in your subsystem folder. In that subsystem folder; (NewSubSystemType,"hgn_MRAC100-360","Weapon_Left","") This is a weapon reference. You NEED the weapon file hgn_MRAC100-360 in your weapons folder. In that weapons folder; (NewWeaponType,"AnimatedTurret","Bullet","smallcannontracer","Normal",1800,6000,0,0,0,0,1,1,0,0.6,1.2,2,1,1,60,30,0.1,"Normal",0,0,0) See "smallcannontracer"? That's a type of weaponfire. All weaponfire (wf) files MUST be backed up in the scripts/weaponfire folder. If it's not, it won't work. --- Another thing that must be taken into account; this is from the ship Majirian, NewShipType.ArmourFamily = "Composite" In TFS, there is no Composite ArmourFamily. So transferring the Majirian to TFS while maintaining the Composite Armour Family will cause the game to crash. Change it to; NewShipType.ArmourFamily = "HeavyArmour" --- If you did everything appropriately and it's still not working, you have overlooked something or have forgotten something. |
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| vladimir3d |
Posted on 14-10-2007 23:56
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Posts: 52 Joined: May 10 2007 |
n/m got everything working
Edited by vladimir3d on 15-10-2007 00:04 Hope is a first step on a road of disappointment.
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| vladimir3d |
Posted on 15-10-2007 00:48
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Posts: 52 Joined: May 10 2007 |
"hgn_ff_ext2xAC100" these are located on the ventral side of the assault frigate. i can't find them in weapons list though. Hope is a first step on a road of disappointment.
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| Twitch |
Posted on 15-10-2007 03:34
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Posts: 49 Joined: August 11 2007 |
i don't think they're weapons, if I can remember properly they're subsystems - the "outriggers"... although my memory may be faulty. YAY!!!! 1000th MEMBER!!!
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| Tristan |
Posted on 15-10-2007 08:18
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Posts: 304 Joined: June 28 2006 |
"hgn_ff_ext2xAC100" is a subsystem. It's easy to differentiate between subsystem and weapon designations. Largely because in the string of information, subsystems are typically longer and the input spot is in a completely different area. For instance, with the escort destroyer; Subsystem StartShipHardPointConfig(NewShipType,"MWS1","MWSTop","Weapon","Innate","Destroyable","hgnWS_3xAC275") Weapon (NewShipType,"hgn_nuclearrocket","Weapon_Torpedo","Weapon_Torpedo") In the subsystem, the subsystem identifier is in the last parenthesis. In weapon, the weapon identifier is in the first. The string is also significantly shorter, without things like seeing if the subsystem should be destroyable or damagable or indestructible, etc. An important sidenote; the last identifer in the weapon designation is a special animation which occurs when the ship uses this weapon. To read about it/change the animation, look in the .events file of that ship. |
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| vladimir3d |
Posted on 15-10-2007 11:12
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Posts: 52 Joined: May 10 2007 |
what is the nature of those out-riggers? i'm asking because they have turrets on them
Hope is a first step on a road of disappointment.
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| Komo val |
Posted on 16-10-2007 14:59
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Posts: 392 Joined: September 27 2006 |
They are additional drive systems and cannons. |
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| TelQuessir |
Posted on 16-10-2007 17:10
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Posts: 2598 Joined: August 30 2005 |
You sure you want the truth.. you won't be able to handle it. Here goes: It's a Hiigaran gun platform stuck into the side of the Bloodhound's engine section. |
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| vladimir3d |
Posted on 16-10-2007 22:52
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Posts: 52 Joined: May 10 2007 |
can someone provide with with original hw2 build.script files for hiigarans and vaygr? whenever i try to open mine from my game they are always full of garbage characters Hope is a first step on a road of disappointment.
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| Twitch |
Posted on 17-10-2007 01:38
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Posts: 49 Joined: August 11 2007 |
have you tried using LuaDC yet? if I remember correctly, those garbage characters are because your .lua files haven't been de-compiled. try downloading luaDC from RelicNews, and then decompile your .lua files. YAY!!!! 1000th MEMBER!!!
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| vladimir3d |
Posted on 17-10-2007 17:48
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Posts: 52 Joined: May 10 2007 |
ok, last request - i swear ![]() can i get permission from pds crew to use some of their models in my mod? I am specificaly referring to more unusual ships. The reason i am asking is because i want to give this mod to few of my friends for a trial run, since i think i am doing a good progress here
Edited by vladimir3d on 17-10-2007 18:00 Hope is a first step on a road of disappointment.
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| TelQuessir |
Posted on 17-10-2007 20:01
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Posts: 2598 Joined: August 30 2005 |
Just a glance at the screenshot and you'll see it is intellectual property stolent from PDS by the usual TFS team. They never asked SunTzu or myself if they could use the modified Thunderbolt bomber with external weapon for their mod. "Absence of evidence is not evidence of absence" |
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