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I edited some of the data in special.cs to make the light, medium and heavy tanks' bullets different. After much adjusting and balancing, it worked great and really changed the game play in a good way. Then I thought I would make some new powerups. I did, using each one as the default projectile when I was testing them. Then I put them all in there appropriate places in special.cs, but none of them worked and I just got the default powerups. I thought I might need to exec the special.cs at the top of the.mis file, but my mission wouldn't load. It didn't freeze or anything, it just never started loading.

Here are my Mis and special.cs files:

Www.yoggy.mcubedsw.com/Files/special.cs
www.yoggy.mcubedsw.com/Files/TT1_3.mis

Thursday, March 10, 2005 at 3:43:19 PM

Did you change the

 

                                        
$NumPupTypes = 5;
$pupTypes[0] = "SpeedyProjectile";
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";
$pupTypes[3] = "SpeedingProjectile";
$pupTypes[4] = "VolProjectile";
///$pupTypes[5] = "WaveProjectile";
//$pupTypes[6] = "SpeederProjectile";
//$pupTypes[7] = "MortarProjectile";
//$pupTypes[8] = "MineProjectile";
$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";
$pupSnds[3] = "ActivateSpeedy";
$pupSnds[4] = "ActivateSplash";
//$pupSnds[5] = "ActivateBounce";
//$pupSnds[6] = "ActivateSpeedy";
//$pupSnds[7] = "ActivateSplash";
//$pupSnds[8] = "ActivateBounce";

 

Part?

EDIT: I looked at the special.cs, but I dont see anything changed. What did you change exactly?

Last edited: Thursday, March 10, 2005 at 3:52:01 PM

Thursday, March 10, 2005 at 3:49:43 PM

Try removing exec from mission file. You wrote specail.cs to exec! Special, not SPECAIL. And special.cs don't need exec, I think it's already in main.cs. I didn't find either what you've done with special.cs...

BTW: nice site %). When will New Weapon Mod open? I love weapon mods!

Friday, March 11, 2005 at 4:52:09 AM

Michael: What? I'm not making more then 3 Powerups, I'm just changing them for now...

I'm a fool. I mixed up special.cs' and accidentally uploaded the wrong one.

If you look again, you should see changes:

More emmiters: Missle, Green, Speedy, and Heavy

Changes to the Default, Light, Heavy, Bounce, Area, and Speedy projectiles

Different explosions for some projectiles

Boo: I had the exec off before, but the powerups didn't work. Thats my problem

 

Friday, March 11, 2005 at 6:25:24 AM

Take the exec away from TT1_3.mis and be more careful with the typing. ;)

You need to add new puptype & new pupsdn when you make a new powerup weapon.
You also need to create new projectiledata when you make a new powerup weapon.

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Last edited: Friday, March 11, 2005 at 6:35:54 AM

Friday, March 11, 2005 at 6:31:13 AM

Hey, Yoggy, can I use your projectile2 emitter? You posted it to PTT.

Friday, March 11, 2005 at 7:06:56 AM

Triv: Ohhhhhhhh...

Boo: Sure, I mean to improve it for this mod, so its outdated anyway.

Thanks for the help! :)

Friday, March 11, 2005 at 7:11:58 AM

Huh they looked like emitters? You made emitters for the tanks default projectiles?

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Friday, March 11, 2005 at 7:31:18 AM

Yes, the heavy tank's bullets have a emitter. Just a small white to yellow trail.

I changed special.cs to have the new wepons in, with there own names. But it still gives me the defaults... Whats wrong???

Maybe have a look at my special.cs, I uploaded the new one.

Friday, March 11, 2005 at 7:48:15 AM

Yoggy's site was nice. Do you know what site maker is easiest to use? I can't even add a link! 8( Freewebs is too hard or I have wrong web browser.... :(

Friday, March 11, 2005 at 7:49:18 AM

Sorry I'm not sure what you're trying to do, but did you save the changes to your special.cs file and after that delete the old special.cs.dso?

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Friday, March 11, 2005 at 7:50:27 AM

 

 

Delete the old special.cs.dso?

 

Ohhhhhhh again... :P

Boo: I used Taco HTML Edit for my website. It is very simple and much akin to a text editor. As for webspace, I use some of my friend's old server.

Edit: I deleted the special.cs.dso, but now the mission won't load... (It stops at the end of "Loading objects") Do I need to have all the default stuff in special.cs?

 

I'm not sure what you're trying to do

 

I am trying to get:

Light tank weapon: Machine gun (Done)

Medium tank weapon: Cannon with expolding bullets (Sort of done)

Heavy tank weapon: Super speedy cannon with trail behind (Done)

Powerup 1: Missle (Problem: Its always the default powerup)

Powerup 2: Reflecting Laser (Problem: Its always the default powerup)

Powerup 3: Energy Mortar (Problem: Its always the default powerup)

 

Last edited: Friday, March 11, 2005 at 8:33:55 AM

Friday, March 11, 2005 at 8:11:22 AM

If you have downloaded the special.cs file from here and replaced the original special.cs.dso(which comes with the game.) file with it. You shouldn't have any problems. As long as you have NameOfScript.cs you can always delete the NameOfScript.cs.dso without fear. Thought if I would be you, I would anyway take a backup copy of the file I'm going to delete.

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Friday, March 11, 2005 at 8:36:32 AM

I don't know am I right, but seems be something bugging in defaultprojectiles...
Also would be helpful to mod new defaultprojectiles for UFO and boss tanks.

When I put lightprojectile.count = 0; it works.

Mediumprojectile.count = 0; it don't works!!

And,... In my mod when I got 4th weapon with default reticle, then after it pick VolcanoRock weapon, VolcanoRock count = 4; , after 4 shots, I got that defaultreticle projectile, not the real defaultprojectile. When "Defaultreticled" is out of ammo, comes out the real one!

WTH`?

I'm not sure you understand what im saying, I'm not best writer...I'm Finnish.

Friday, March 11, 2005 at 8:42:43 AM

Yoggy you tried to see your problems in the dedicated already? The error amount is enough for a small book. ;)

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Friday, March 11, 2005 at 8:50:49 AM

What do I make of this??

--------- Starting Dedicated Server ---------
Starting multiplayer mode
Binding server port to default IP
UDP initialized on port 28000
Loading compiled script game/server/scripts/audioProfiles.cs.
Loading compiled script game/server/scripts/camera.cs.
Loading compiled script game/server/scripts/markers.cs.
Compiling game/server/scripts/special.cs...
CreateDirectory(game/) - Succeeded
CreateDirectory(game/server/) - Succeeded
CreateDirectory(game/server/scripts/) - Succeeded
Loading compiled script game/server/scripts/special.cs.
ParticleData(Green) times[2] < times[1]
ParticleData(Green) times[3] < times[2]
#> Bus error
[209-159-210-111:~/Desktop/forest's/ThinkTanks] Forest%

Friday, March 11, 2005 at 9:41:06 AM

I switched some stuff around, and now its just this:

--------- Starting Dedicated Server ---------
Starting multiplayer mode
Binding server port to default IP
UDP initialized on port 28000
Loading compiled script game/server/scripts/audioProfiles.cs.
Loading compiled script game/server/scripts/camera.cs.
Loading compiled script game/server/scripts/markers.cs.
Compiling game/server/scripts/special.cs...
CreateDirectory(game/) - Succeeded
CreateDirectory(game/server/) - Succeeded
CreateDirectory(game/server/scripts/) - Succeeded
Loading compiled script game/server/scripts/special.cs.
#> Bus error
[209-159-210-111:~/Desktop/forest's/ThinkTanks] Forest%

8( why won't this work????

Last edited: Friday, March 11, 2005 at 10:08:28 AM

Friday, March 11, 2005 at 9:49:30 AM

I don't know about dedicateds. Wait to Triv arrive. B)

Friday, March 11, 2005 at 10:13:50 AM

Easier way to do that all, No editing to special.cs:

Just change projectiles in.mis. Put codes after OBJECT WRITE END or before OBJECT WRITE BEGIN, both works. Then just got to special.cs, copy and paste projectiles to your mis. (not (Lightprojectile) and all like that. Example:

"object write begin here" (don't remember how it goes I'm on "ttless computer :P )

Lightprojectile.resource = "game/data/.....";
Lightprojectile.velocity = "#";
Lightprojectile.damage = "0.8";

Mediumprojectile.resource = "game/data/.....";
Mediumprojectile.damage = "1.2";

And so on. Add all codes what you need to edit, with splashprojectile,bounceprojectile and speedyprojectile. + Heavyprojecile of course.

NOTE: If defaultprojectilechanges don't work, try Lighttank.defaultprojectile.resource
Mediumtank.defaultprojectile.resource";

Instead. %) Hope that works! If not thn must do with dedicated....

Friday, March 11, 2005 at 10:05:46 PM

 

 


Compiling game/server/scripts/special.cs...
CreateDirectory(game/) - Succeeded
CreateDirectory(game/server/) - Succeeded
CreateDirectory(game/server/scripts/) - Succeeded
Loading compiled script game/server/scripts/special.cs.
#> Bus error

 

All that tells you is that the game compiled the special.cs ok but there is an error in the special.cs file.
Not very helpful.
I'll need to look at your special.cs. I have it.
BBL

BTW have you looked at this site?
www.maxworks.com
You seem to be doing great on your own, but some of this stuff has been explored long ago.
No sense in reinventing any wheels.

MAX

Tuesday, March 15, 2005 at 1:31:55 PM

4 Things...

1. Your emitters looked fine. See Emitters Defined from MAXWORKS for some more information on the settings.

2. For each of your ProjectileData datablock (missle, laser, and green) you reference explosion datablocks that don't exist

 


tankExplosion = "MissleTankExplosion";
ownTankExplosion = "MissleTankExplosion";
bounceExplosion = "MissleExplosion";
otherExplosion = "MissleExplosion";
.
.
.
tankExplosion = "LaserExplosion";
ownTankExplosion = "LaserExplosion";
bounceExplosion = "LaserBump";
otherExplosion = "LaserExplosion";
.
.
.
tankExplosion = "GreenExplosion";
ownTankExplosion = "GreenExplosion";
bounceExplosion = "GreenhBump";
otherExplosion = "GreenExplosion";

 

Either make 12 new explosion datablocks or use the ones that already exist.

3. Based on what MichaelŪ ~Retired~ said to do in the first response. If you are not adding power-ups but just replacing them, then you need to replace them

 


FROM...

$NumPupTypes = 3;
$pupTypes[0] = "SpeedyProjectile";
$pupTypes[1] = "BounceProjectile";
$pupTypes[2] = "SplashProjectile";

$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";

TO...

$NumPupTypes =3;

$pupTypes[0] = "MissleProjectile";
$pupTypes[1] = "LaserProjectile";
$pupTypes[2] = "GreenProjectile";

$pupSnds[0] = "ActivateSpeedy";
$pupSnds[1] = "ActivateBounce";
$pupSnds[2] = "ActivateSplash";

BUT... What MichaelŪ was saying is if you just add them and "// " the ones you don't want to use, is ok too.
(double slash is code for "ignore this line")

$NumPupTypes = 3;
//$pupTypes[0] = "SpeedyProjectile";
//$pupTypes[1] = "BounceProjectile";
//$pupTypes[2] = "SplashProjectile";
$pupTypes[3] = "MissleProjectile";
$pupTypes[4] = "LaserProjectile";
$pupTypes[5] = "GreenProjectile";

//$pupSnds[0] = "ActivateSpeedy";
//$pupSnds[1] = "ActivateBounce";
//$pupSnds[2] = "ActivateSplash";
$pupSnds[3] = "ActivateSpeedy";
$pupSnds[4] = "ActivateBounce";
$pupSnds[5] = "ActivateSplash";

 

4. I did not see any changes to the tank weapons in the special.cs or the.mis file
Anyhow. If you are going to make changes to the tanks weapons and projectiles. I would strongly advise that you do it in the.mis file. As Boo alluded to.

Again see www.maxworks.com .
Particularly Fast tank Set for an example in what can be done.

Sorry I can't test you special.cs because I don't have your dts files.

BTW. Do not exec the special.cs from the.mis in case there was any question.

Good Luck and Good Job
MAX

Last edited: Tuesday, March 15, 2005 at 2:46:04 PM

Tuesday, March 15, 2005 at 2:09:16 PM

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