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HELP WITH CODING FREE RELEASED MODELS (Games : Star Wars: Empire at War: Forces of Corruption : Mods : Yuuzhan Vong at War : Forum : MODDING HELP : HELP WITH CODING FREE RELEASED MODELS) Locked
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Oct 4 2016 Anchor

Please help one another if there are questions on coding our free released models.

Our team does not have the time to help everyone, but we will assist when we can.


Thank you,

STROBE

Oct 6 2016 Anchor

When i started my personal Forces of Corruption mod, there an error and the error message are : "Perception Parsing Error! there were perception parsing errors. see PerceptionErrors.txt for details." but when i click FoC in the taskbar, the game is just starting at normally with my personal mods :/

Oct 17 2016 Anchor

That normally means that there is a xml error somewhere. Most likely forgetting to close a bracket or not.
The easiest way to find is to check the last document you edited or run your mod but change the name of an individual xml file (add a * or something) until the game runs and then you have narrowed your list down.

Oct 18 2016 Anchor

So, did you mean the xml is corrupt or something??

Oct 18 2016 Anchor

Probably not, there is an text error somewhere probably something like this :


<Unit_Name="Test" >

</Unit_Names>

Note the end tag is different, hence the game crashes.
Download XmlPad and it should find the error and highlight it for you

Oct 20 2016 Anchor

Im using xmlpad even before i ask this for you and nothing error aftet i checking my xml

Oct 21 2016 Anchor

In that case I suggest changing the names of each individual xml file until you find the one with the error. I would start with the gameconstants.xml. Just rename it to something else and the game will use the vanilla one.


Jan 31 2017 Anchor

So I can add your free release models to a mod easy enough, talking about the ones without xml codes, but I have a question on fire arcs. I see turret rotate extent in degrees and am curious if any of you know if that is degrees both directions from center?

Ok so I'm fairly certain I figured out my above question and it looks like my assumption is correct. Next issue is the turrets where the barrels rest position is elevated like on the MCDHTLT on the MC-40 I just can't get the barrels to rotate up and down. Does there need to be something different in the code because all the other turrets where the barrel rest position is level the barrels elevate fine. I basically copied most of the code from the KDY Republic's medium turbolasers and the 21 from that ship work fine on the MC40 as well but then the other 22-26 turrets the barrels are always elevated. Also the 4 heavy Mon Cal Duals.

Feb 3 2017 Anchor

The turret resting issue is a bug I believe. We will be correcting this in future updates.

Feb 3 2017 Anchor

Ok thanks for the reply so now I wont go bang my head against the wall going over the code.

Feb 4 2017 Anchor
Striker11 wrote:

So I can add your free release models to a mod easy enough, talking about the ones without xml codes, but I have a question on fire arcs. I see turret rotate extent in degrees and am curious if any of you know if that is degrees both directions from center?

Both elevation and rotation add or subtract the value you define in the xml in both directions. So a rotation arc of 120° does rotate 120° left and right (or up and down for the elevation) to a total rotation (elevation) arc of 240°.

The turrets in the free release are indeed bugged. We thought we could trick the game and prevent the turret from clipping by having the turret's barrel rest at the centre of the actual elevation arc, but instead that prevents the turrets from working. That's on our backlog of bugs to fix, but also means we have to re-rig and test all turrets again, which is time consuming.

Feb 6 2017 Anchor

I see what you were trying to do and I don't get why it didn't work either but oh well it is what it is. Good luck on figuring that one out. There's another interesting line of code that I was wondering if any of you had an idea what it controlled:

<Turret_Rest_Angle> 0.0, 0.0, 0.0
<Turret_Rotation_Offset> 0.0, 0.0, 0.0

I almost always see them 0's and I've tried playing with the numbers a little but haven't seen any visible changes and was curious if it was anything cool like make it so you can have the turret resting in the center of its firing arc so it doesn't turn into a wall. That's just me reading a piece of code and trying to apply logic to it but maybe it's just a useless line of code like so many others you find in this game for something cool they were going to do but didn't get around to implementing it.

Edited by: Striker311

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