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[SOLVED]Uler Mod Question:Units Generated Without A Building

Posted: Wed Nov 27, 2013 8:53 am
by bornlibra23
In the mission "Insolent Fools", I destroyed the ISDF recycler & the factory using the Armageddon. However I still was attacked by Walkers & other units. How can these units be generated without buildings? Is this by design? Is there a default spawn point independent of the buildings?

Re: Uler Mod Question: Extra Units Generated Without A Build

Posted: Wed Nov 27, 2013 9:37 am
by Red Devil
there probably is, spawned by dll or spawn point.

Re: Uler Mod Question: Extra Units Generated Without A Build

Posted: Wed Nov 27, 2013 8:13 pm
by bornlibra23
Is this a bug? It certainly impacts the gameplay. Was this intentional?

Re: Uler Mod Question: Extra Units Generated Without A Build

Posted: Wed Nov 27, 2013 8:17 pm
by Red Devil
probably. remember, i didn't make the mod; Coxxon did. walkers take time to travel, so maybe they were enroute to destroy you anyways.

Re: Uler Mod Question: Extra Units Generated Without A Build

Posted: Wed Nov 27, 2013 8:52 pm
by Red Devil
when BS-er squares away the scriptor, i can check out the source and adjust things controlled by the .dll's.

Re: Uler Mod Question: Extra Units Generated Without A Build

Posted: Wed Nov 27, 2013 9:28 pm
by Nielk1
Red Devil wrote:when BS-er squares away the scriptor, i can check out the source and adjust things controlled by the .dll's.
I dug into the de-scriptor. If the Uler DLLs are scriptor DLLs all you need are the offsets for the descriptor to search for the routines. If you don't know check the console in game. If that doesn't say anything, see if they are all the same size. Of course if they are scriptor DLLs you still need to get those offsets. Good luck figuring that one out...

Re: Uler Mod Question: Extra Units Generated Without A Build

Posted: Thu Nov 28, 2013 6:23 pm
by bornlibra23
I am wondering if these spawn points are defined in the map (*.bzn) which I may be able to edit out.

Re: Uler Mod Question: Extra Units Generated Without A Build

Posted: Sun Dec 15, 2013 4:40 am
by bornlibra23
I just saw the units spawning on the location where the factory was.

Re: Uler Mod Question: Extra Units Generated Without A Build

Posted: Sun Dec 15, 2013 5:40 am
by Red Devil
the mission .dll builds the units there, so i would have to be able to edit the source to stop them from attacking. removing the path point would prevent them from being built there, but they would not be built the entire mission then.

Re: Uler Mod Question: Extra Units Generated Without A Build

Posted: Sun Dec 15, 2013 9:22 pm
by bornlibra23
I guess the source of the dll is not public. But I do find it weird that there is a possibility of generating units without a factory. But I guess that is required for units which are generated for the storyline.

Re: [SOLVED]Uler Mod Question:Units Generated Without A Buil

Posted: Sun Dec 15, 2013 9:55 pm
by Red Devil
i could remove the path points and have the units built by the factory

Re: [SOLVED]Uler Mod Question:Units Generated Without A Buil

Posted: Sun Dec 15, 2013 10:11 pm
by Ded10c
It's possible Coxxon didn't do that in the first place because he didn't want the player to be able to cripple the opposition so easily.