Recycler/Factory Unit Weapons

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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

Commando wrote:Try changing the weapon name. It could even be the classlabel of the object gtaggun_c.odf.
Possibility, I'll check in a few though, actually kind of playing PotBS (pirates of the burning sea) atm, but I'll see what happens when i extract the tag gun from the patch13.pak and such
EDIT - extracted from patch13.pak, and it fixed it, guess the few weapons that cause crashes were because they use some files from the data.pak and not patch13.pak... anyhow thanks for the help, again, my apologies if i come off noobish, or idiotish, i'm used to modding EaW/FoC, which, now looking at the coding for this game, is very similar.

EDIT2 - it would seem, despite me extracting another weapons files that crashes from patch13.pak, it still crashes, i tried it with all the mortar files and still not success in fixing it.

Code: Select all

[WeaponClass]
classLabel = "mortar"
ordName = "mortar"
wpnName = "Mortar"
fireSound = "mort01.wav"
wpnReticle = "gmortar"
wpnLadder = "gmortar.L0"
wpnPriority = 2
wpnCategory = "MORT"

aiRange = 200.0

[CannonClass]
shotDelay = 2.0
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Re: Recycler/Factory Unit Weapons

Post by Commando »

Post the content of the odfs so we can look at them. Some weapons did change in 1.3 and will crash if you use 1.2 values. Those crashes are to work around inheritance issues.

Look at the odf "leader_c.odf" In 1.2, the classlabel is "targetting", in 1.3 is it "leader"
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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

Commando wrote:Post the content of the odfs so we can look at them. Some weapons did change in 1.3 and will crash if you use 1.2 values. Those crashes are to work around inheritance issues.

Look at the odf "leader_c.odf" In 1.2, the classlabel is "targetting", in 1.3 is it "leader"
mortar_c:

Code: Select all

[OrdnanceClass]
classLabel = "grenade"

shotGeometry = "ioartl00.xsi"
shotSound = "baz03.wav"

xplGround = "xmortgnd"
xplVehicle = "xmortxpl"
xplBuilding = "xmortxpl"

renderName = "mortar_c.render"

ammoCost = 50
lifeSpan = 1e30
shotSpeed = 50.0

damageValue(N) = 400 // none
damageValue(L) = 350 // light
damageValue(H) = 300 // heavy

damageValue(S) = 350 // standard
damageValue(D) = 300 // deflection
damageValue(A) = 400 // absorbtion

[Render]
renderBase = "draw_twirl_trail"
textureName = "smoke.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "164 164 164 32"
finishColor = "180 180 180 0"
startRadius = 0.5
finishRadius = 2.0
animateTime = 3.0
emitDelay = 0.01
emitVelocity = "0.0 0.0 0.0"
emitVariance = "1.0 1.0 1.0"
emitLife = 3.0

Code: Select all


gmortar:

[WeaponClass]
classLabel = "mortar"
ordName = "mortar_c"
wpnName = "Mortar"
fireSound = "mort01.wav"
wpnReticle = "gmortar"
wpnLadder = "gmortar.L0"
wpnPriority = 2
wpnCategory = "MORT"

aiRange = 200.0
needLOS = false
AllowAimHigh = false

[CannonClass]
shotDelay = 2.0
shotAlternate = 1
apmortar:

Code: Select all

[GameObjectClass]
geometryName = "apmort00.xsi"
classLabel = "wpnpower"
scrapCost = 40
scrapValue = 0
maxHealth = 150
maxAmmo = 0
unitName = NULL
aiName = "PowerUpProcess"

requireCount = 1
requireName1 = "ibarmo_c01"

lightHard1 = "hp_light_1"
lightName1 = "omnibrown"

[PowerUpClass]
soundPickup = "pickup01.wav"
soundReject = "reject.wav"

[WeaponPowerupClass]
weaponName = "gmortar"
in-game, it says the issue lies with ordnancename or weaponclass.. i can't get a screenshot atm tho

EDIT1:

Code: Select all

ERROR: ODF gmortar.odf [weaponclass]::ordname is suppose to be an ordnanceclass but isn't. ...please check ODFs ... looks like WeaponClass instead. 
That's what it says via the interface
Last edited by DarkCobra262 on Wed Feb 29, 2012 2:26 am, edited 1 time in total.
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Re: Recycler/Factory Unit Weapons

Post by Commando »

It's most likely one of the classlabels in the mortar odf? Is that just a standard mortar?
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Re: Recycler/Factory Unit Weapons

Post by Commando »

The classlabel for gmortar_c.odf should read grenade not mortar. That's another of those 1.3 changes.

classLabel = "grenade" //originally "mortar"
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Re: Recycler/Factory Unit Weapons

Post by Commando »

Just a general rule of thumb for weapons in 1.3. If a weapon worked in 1.2, but does not work in 1.3, check the weapon classLabel. A few weapons had their classlabels changed for inheritance to work. I think splinter is another one that was changed.
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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

Commando wrote:Just a general rule of thumb for weapons in 1.3. If a weapon worked in 1.2, but does not work in 1.3, check the weapon classLabel. A few weapons had their classlabels changed for inheritance to work. I think splinter is another one that was changed.
I deleted gmortar.odf and now the mortar works fine, yeah splinter is another error that comes up (there's only 3 or 4 other weapon errors, but those seem to be of the same kind), you have said that 3 - 4 times now just so ya know.
EDIT - but either way, thanks again for helping.

One last issue - it says it's missing a gmbolt00.msh
Last edited by DarkCobra262 on Wed Feb 29, 2012 2:52 am, edited 1 time in total.
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Zero Angel
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Re: Recycler/Factory Unit Weapons

Post by Zero Angel »

In 1.2, theres 2 types of spraybomb, first there is the ordnance type that fires with a mortar-like trajectory and deploys into the second type of spraybomb (the 'spray building', or object type which dispenses further ordnance). In 1.3, the classLabel of the second one should be "spraymine", that should be the only line that you need change.
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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

Zero Angel wrote:In 1.2, theres 2 types of spraybomb, first there is the ordnance type that fires with a mortar-like trajectory and deploys into the second type of spraybomb (the 'spray building', or object type which dispenses further ordnance). In 1.3, the classLabel of the second one should be "spraymine", that should be the only line that you need change.
I fixed the splinter thing, as well as all other weapon issues I had, with the exception of my last post.
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Zero Angel
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Re: Recycler/Factory Unit Weapons

Post by Zero Angel »

gmbolt00.msh is the model for the arc mine. Change it to a different mine model or download the Battlezone II XSI Pack (look on bzscrap.com -- I think it's called XSIs.zip) and pull the model out of there.
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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

Zero Angel wrote:gmbolt00.msh is the model for the arc mine. Change it to a different mine model or download the Battlezone II XSI Pack (look on bzscrap.com -- I think it's called XSIs.zip) and pull the model out of there.
Ah kk, thank ya again :D, all of you :D
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Re: Recycler/Factory Unit Weapons

Post by S.cavA.rmyG.en »

leader_c is not the right class
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Ded10c
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Re: Recycler/Factory Unit Weapons

Post by Ded10c »

S.cavA.rmyG.en wrote:leader_c is not the right class
Just as well nobody is using or suggesting it, then.
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General BlackDragon
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Re: Recycler/Factory Unit Weapons

Post by General BlackDragon »

TAGG CANNONS should have their leader round be classlabel = "leader" // Was targeting.

SPRAYBOMBS should have their classlabel = "spraybomb" // This is the MORTAR.
SPRAYBOMB BOMBS should have their classlabel = "spraymine" // Was spraybomb, This is the spinning spraying mine it turns into.

That covers the weapon classlabel changes in 1.3. Aside from that, just make sure no ODF has the same name as an existing classlabel. (i.e. Don't name a mortar ordinance "grenade.odf")

Also, Mortar classlabel was always grenade.
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Re: Recycler/Factory Unit Weapons

Post by S.cavA.rmyG.en »

I like the lasermissile radarpopper and laserpopper classes.
so many uses so littel time. :lol:
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