[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
The problem with adding weapons stems from the way in which the game spawns these weapons.
Basically the AI tries to spawn the lowest entry in TLasers it can mount. Now at the moment this works as the heavier weapons are at the bottom. The problem is, if I add a new medium or light weapon to the bottom of TLasers, the AI will try to spawn it wherever it can, overriding all the heavy weapons above it.
The solution is to position the new weapons in their correct locations in TLasers (e.g. light weapons at the top, medium weapons in the middle etc). However, this changes the order of the entries which breaks save games so would force a restart.
Also there are no free galaxy subtypes, so even if I created Xenon weapons there's no way to make them compatible with only Xenon ships. If I could free up a Galaxy subtype for new Xenon weapons I may be able to do something, but that would mean removing a weapon from the game and would also mean I'd have to include TCockpits and TShips which would break compatibility with a lot of other mods.
The only way really would be to amalgamate the CMOD and SRM into a single total conversion mod which would force you to start from a new game. I'm not sure I really want to go down that path...
Basically the AI tries to spawn the lowest entry in TLasers it can mount. Now at the moment this works as the heavier weapons are at the bottom. The problem is, if I add a new medium or light weapon to the bottom of TLasers, the AI will try to spawn it wherever it can, overriding all the heavy weapons above it.
The solution is to position the new weapons in their correct locations in TLasers (e.g. light weapons at the top, medium weapons in the middle etc). However, this changes the order of the entries which breaks save games so would force a restart.
Also there are no free galaxy subtypes, so even if I created Xenon weapons there's no way to make them compatible with only Xenon ships. If I could free up a Galaxy subtype for new Xenon weapons I may be able to do something, but that would mean removing a weapon from the game and would also mean I'd have to include TCockpits and TShips which would break compatibility with a lot of other mods.
The only way really would be to amalgamate the CMOD and SRM into a single total conversion mod which would force you to start from a new game. I'm not sure I really want to go down that path...
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
It depends on the weapons. For basic weapons, open up the bod file in notepad. Look for this entry a bit along from the Material entry:bounty_hunter66 wrote:Hey paul can you help me with something?
Im trying to add my own textures to lasers and im having trouble finding out what bullet uses what jpeg file for its texture and color and what coordinates on that file. I know where the bullet models are at and i know where the textures are at but i need to find out where do i look to see what bullet uses what jpg file.
Think you could help?
Edit: Oh, i think i may have figured out the first problem. By opening a bullet .bod file, i found out what jpg\dds file it used for its texture and color. Its on the first 1 or 2 lines that begin wth "MATERIAL6:". But what values indicate the coordinates on that dds file?
t_DiffuseTexture;SPTYPE_STRING;effects\weapons\fx_bulletname.dds
The dds file is the texture used. I've no idea what sets the coordinates in the dds file. I used trial and error to get it. Look at the weapon you are editing in the game and see what colour it is. You should be able to work out the coordinates from that.
-
- Posts: 15
- Joined: Thu, 4. Jun 09, 10:30
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
-
- Posts: 550
- Joined: Tue, 15. Aug 06, 13:36
Yeah but where exactly are the values that indicate the coordinates? Theyre supposed to be in the .bod file right? Like x,y,zpaulwheeler wrote: It depends on the weapons. For basic weapons, open up the bod file in notepad. Look for this entry a bit along from the Material entry:
t_DiffuseTexture;SPTYPE_STRING;effects\weapons\fx_bulletname.dds
The dds file is the texture used. I've no idea what sets the coordinates in the dds file. I used trial and error to get it. Look at the weapon you are editing in the game and see what colour it is. You should be able to work out the coordinates from that.
-
- Posts: 7
- Joined: Sun, 14. Dec 08, 01:44
I get the error message when I load a save: "laser 40 allocated to race terran does not exist", and the lasers all shoot at the same really fast rate.
I'm trying to run cmod, srm, race rebalance, ads, pirate guild 3, yaki, salvage command suite, lucike collection, cycrow collection, npc bail, enhanced equipment spawner
any idea why this is happening?
I'm trying to run cmod, srm, race rebalance, ads, pirate guild 3, yaki, salvage command suite, lucike collection, cycrow collection, npc bail, enhanced equipment spawner
any idea why this is happening?
-
- Posts: 121
- Joined: Fri, 3. Aug 07, 05:49
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
No probs. I might be able to sort out the lens flares too. Do your other races fighters have lens flares?Firewrath wrote:Real quick here:
No more Pirate ship trails! Yay!
...though they do have engine lens flares, but i can live with that as it doesnt lag me, ^-^
Thanks for fixing that though,
If I recall correctly - no ships in vanilla have flares? Am I right? If this is the case I should be able to sort it.
-
- Posts: 9150
- Joined: Thu, 12. Oct 06, 17:19
-
- Posts: 15
- Joined: Thu, 4. Jun 09, 10:30
pretty please? or at least not so bright redpaulwheeler wrote:I knew someone would say that!![]()
I did think about it long and hard. My main reason for picking red is simply for the lack of red in the game and too much blue. CIG is blue, IPG has a blue trail, M/AM is blue, SSC is bluish, PAC is blue etc. None of them are red.
Variety is the spice of life...


-
- Posts: 7
- Joined: Sun, 14. Dec 08, 01:44
is it possible for a person to use the script editor to point to which script is overwriting the file? sry if its an annoying noob questionpaulwheeler wrote:Laser 40 is the EMR. You must have another mod that contains tlasers which is interfering.
Also check that your cmod cat/dat is a higher number than the srm.
-
- Posts: 121
- Joined: Fri, 3. Aug 07, 05:49
-
- Posts: 546
- Joined: Mon, 9. Aug 10, 20:14
By any chance was the mass driver nerfed? cause it seems to be a little slow to fire IMHO. Its supposed to be a space machingun right? maybe make the range 750 meters and increase the fire rate by 10-20%. and could you please make the projectile of the IPG Faster, cause i couldnt hit anything smaller than an M7 with them. Another suggestion, maybe change the unnamed laser that is a beam weapon to a named one that is equipable, because it was a good deffensive weapon for my TMs. The same goes for the other unnamed laser with 100km range. Only problem with the 100km range laser is it can only hit M7s and up, so maybe make the hitbox bigger, or keep the hitbox the same size and increase the damage by a lot so it is effective.
Can you actually make those to lasers do anything those unnamed lasers (like re-name them and make them equipable)?
Well, thats all i have to say, but otherswise, i cant play without this mod, ive forgoten how to play any other way. Nice job
Can you actually make those to lasers do anything those unnamed lasers (like re-name them and make them equipable)?
Well, thats all i have to say, but otherswise, i cant play without this mod, ive forgoten how to play any other way. Nice job
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
It wont be a script causing your problem. It will be another mod. Easiest way is to scan each cat/dat using the Mod Manager and look for a file called TLasers.dane159 wrote:is it possible for a person to use the script editor to point to which script is overwriting the file? sry if its an annoying noob questionpaulwheeler wrote:Laser 40 is the EMR. You must have another mod that contains tlasers which is interfering.
Also check that your cmod cat/dat is a higher number than the srm.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
I haven't done anything to the Mass Driver yet. I'm not sure if Ulfus had changed anything. I will put it on the list to try out. I've never actually fired one myself.kotorone1 wrote:By any chance was the mass driver nerfed? cause it seems to be a little slow to fire IMHO. Its supposed to be a space machingun right? maybe make the range 750 meters and increase the fire rate by 10-20%. and could you please make the projectile of the IPG Faster, cause i couldnt hit anything smaller than an M7 with them. Another suggestion, maybe change the unnamed laser that is a beam weapon to a named one that is equipable, because it was a good deffensive weapon for my TMs. The same goes for the other unnamed laser with 100km range. Only problem with the 100km range laser is it can only hit M7s and up, so maybe make the hitbox bigger, or keep the hitbox the same size and increase the damage by a lot so it is effective.
Can you actually make those to lasers do anything those unnamed lasers (like re-name them and make them equipable)?
Well, thats all i have to say, but otherswise, i cant play without this mod, ive forgoten how to play any other way. Nice job
The two unnamed lasers are just placeholders put in by Ego should they ever need to add new weapons. They do not have any meaningful stats and I seem to remember them being very overpowered. They were never meant to be used and bringing them back will be difficult as the new Terran weapons now use their subtype.
-
- Posts: 37
- Joined: Sat, 1. Jan 11, 19:05
-
- Posts: 546
- Joined: Mon, 9. Aug 10, 20:14
[quote="paulwheeler]I haven't done anything to the Mass Driver yet. I'm not sure if Ulfus had changed anything. I will put it on the list to try out. I've never actually fired one myself.
The two unnamed lasers are just placeholders put in by Ego should they ever need to add new weapons. They do not have any meaningful stats and I seem to remember them being very overpowered. They were never meant to be used and bringing them back will be difficult as the new Terran weapons now use their subtype.[/quote]
Ah... that could make thing interesting. well, for the record, they didnt do much damage, but hitting a station from 100km was kinda awesome...
Oh, and the MD is kinda awesome if u got 8+ of em. I take it you dont plan on adding any new weapons
The two unnamed lasers are just placeholders put in by Ego should they ever need to add new weapons. They do not have any meaningful stats and I seem to remember them being very overpowered. They were never meant to be used and bringing them back will be difficult as the new Terran weapons now use their subtype.[/quote]
Ah... that could make thing interesting. well, for the record, they didnt do much damage, but hitting a station from 100km was kinda awesome...
Oh, and the MD is kinda awesome if u got 8+ of em. I take it you dont plan on adding any new weapons
-
- Posts: 741
- Joined: Tue, 4. Jan 11, 22:03
There are no Voilet/Ultra-Voilet weapons yet. AFAIK nothing uses a purple projectile.Cadius wrote:I like the red though. I think it's very distinct. Going with blue kinda makes you feel like it's just reusing commonwealth projectiles.
Oooooh! A Dark Matter Cannon! The projectile could be a deep gray and almost black.

Stealth weapon anyone?