Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod

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AI Building Buildings (Games : Supreme Commander 2 : Mods : Revamp Expansion Mod (RVE) : Forum : Mod Creation Help : AI Building Buildings) Locked
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May 4 2013 Anchor

Okay. This thread makes my threads outnumber any other threads in the mod helf forum 3 to 1. Hehe....

I think this really should be my last question for a while, as it is the last basic functionality question that I need for a release of any sort.

I have managed to get the AI to use my units, and that is all well and good, however, I beleive the game randomly crashes if I try to get the AI to build any buildings (this is just a guess though, as the crashes are RANDOM). For the buidings, I just copy the blueprint of a similar unit in the AI engineer builder files, and then I fill in any unit-specific info with that of my own. (ie... change unit id's, unit name). I also add my units to the building templates file. Any ideas as to what would cause the crash, and is it okay to copy the blueprints like I"m doing now (well...tried to do)?

Also, just for fun, where is the list of ACU names stored?

Edited by: ALBINOsnowball

May 8 2013 Anchor

It will only crash if the AI cant find the unit in the building templates file so make sure they all have the correct names and ids even if one is wrong and the ai goes to build it and cant find it the game will crash, The AI names are saved in \lua\ui\lobby\aiNames.lua

Edited by: OverRated

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May 8 2013 Anchor

Ah, I see. I guess I'll just have to be even more careful with the building templates. I'm just hoping that THAT is what's causing the crashes. If it's not.....well, I'm not going to go there. Also thanks for the AI names, maybe I will battle an AI me now....

PS. Spotted you in the PA forums wishing for lua :). A shame it won't be in-game, now that I'm sort of getting the hang of it (the blueprint part, that is).

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May 9 2013 Anchor

PA will use BPs but the scripting wont be lua the main reason i wanted it to be lua it would of been easy to port RVE to PA but now i dont think it will happen.

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May 9 2013 Anchor

Well, at least I will have some knowlege of what I am doing....

Another quick question ( :devil: ), I am picking around with explosion effects, but I was wondering if there's any easier way to scale them other than changing all those numbers in the emitter bps. I tried adding Scale = [number] to each emitterbp, but as you probably know, that didn't work out to well (aka it crashed).

Edited by: ALBINOsnowball

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May 9 2013 Anchor

Add ExplosionEffectScale to the death table in what unit you wish to scale it for.

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May 9 2013 Anchor

I see. Did you add all these commands, or are they all there and I"m just too lazy to find them?

Whoops. I see my devil text face didn't turn out so well last post. Time to fix that...

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May 10 2013 Anchor

There all revamp commands there is hardly any scaling calls in SC2, RVE 1.2 has a lot more command than 1.1 :) .

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