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By on April 13, 2011 12:05:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sinperium

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This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.

If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.

Please do limit  "just comments" here to brief posts please.  If you don't know the answer or can't point to help--don't post.  Please note that a random, uninformed guess isn't an actual answer.  

You can refer people to another source--IF it actually helps answer their question.  This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.

Remember--specific questions, specific answers.  Only respond to the ones you can help solve.  Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.

Thanks in advance for your help and cooperation.  The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.

NOTE: If an answer resolves your issue, please share it here.  These answers will help others coming along later too.  Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!

 

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March 15, 2012 9:00:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

When you show a dev error that references a line number it is more common that something above that line isn't done properly--most likely a typo.

It could be a clipped out character when pasting...a duplicated character...overwritten line, etc., etc.

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March 15, 2012 9:51:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have compared the original (after figuring out how to convert) with the reference file one, not a single thing is different.

 

I'm curious though, the error says 'line 287' but there is no line 287 in my .entity. It goes until 257.

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March 15, 2012 10:02:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Trust me--something is wrong.  Get the original file back in, make sure it works, then redit it once more by hand (not cut and paste).

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March 15, 2012 10:52:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That's an original sins file.

 

Diplomacy and Entrenchment file mesh entries are like so:

MeshNameInfoCount 1
MeshNameInfo
    meshName "CapitalShip_PhaseBattleship"
    criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""

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March 16, 2012 2:54:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

when using my ref files the search sequence is the diplomacy, if NOT fount then the entrenchment AND if not found then and only then look in the vanilla files.

harpo

 

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March 16, 2012 5:21:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Riiiiiiiiiiiiiiiiiiiiiiiiiiiight, I overlooked a small thing. Entrenchment also has the CAPITALSHIP_TECHBATTLESHIP.entity, I didn't see that when I first looked there. Dammit, I hate making that sort of mistakes.

Files work now, thanks!

 

EDIT:

And a new error arose once I loaded the game, this is alien to me though.

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/File/FileSystem.cpp(307)

bResult == TRUE

I skipped it and the game worked fine after that.

 

EDITEDIT: The error only appeared in dev version, normal version no errors.

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March 16, 2012 1:38:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is it possible to make a Phase Gate ability that works for any faction (neutral, allied, enemy)? Also, is it possible to set up the spawn groups in GalaxyScenarioDef and pre-set maps to spawn object which each have a different owners at a single planet?

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March 16, 2012 1:40:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
Is it possible to make a Phase Gate ability that works for any faction (neutral, allied, enemy)?

I do not believe so.

Quoting Lavo_2,
Also, is it possible to set up the spawn groups in GalaxyScenarioDef and pre-set maps to spawn object which each have a different owners at a single planet?

Yes.

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March 16, 2012 1:48:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Yes.

How is this done in GalaxyScenarioDef?

To expand, in essence what I want to do is spawn a Phase Gate for each player at every single planet. This will allow players to, once planets are scouted, to jump from each planet to another. As of now I've created a special invulnerable trade ship that achieves this, and due to it being a trade ship, doesn't "reveal" the planet to other players.

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March 16, 2012 1:58:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
To expand, in essence what I want to do is spawn a Phase Gate for each player at every single planet. This will allow players to, once planets are scouted, to jump from each planet to another. As of now I've created a special invulnerable trade ship that achieves this, and due to it being a trade ship, doesn't "reveal" the planet to other players.

Create a new group, set the spawn for "Always" and for the player you want to own it. Only problem will be that you'll have a variable amount of players every game, and I'm not sure how the game reacts if you want it to spawn an object for a player that isn't in the game. I'm guessing it just doesn't spawn as you'd want but I've been surprised before...

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March 16, 2012 2:02:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'll try that, thanks!

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March 16, 2012 5:56:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Seems the game doesn't want to spawn the group for some reason. I've constructed the group as such, IMP being the race I'm testing this with:

group
            condition
                type "Always"
                param ""
            owner "IMP"
            colonizeChance 0
            items 1
                item "Hyperspace:Gate"

It's been slapped into every militia spawn group, pirate base spawn group, and home planet spawn group. I have also, for curiosity's sake, set colonizeChance to 1 to no avail. I can also confirm that the item itself is working as intended and can be spawned, as I slapped it in with the DefaultHomePlanetSetup for the planet owner and that much worked. Does anyone perchance have an idea what's wrong with the group, or if it's just an Entrenchment-related problem?

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March 16, 2012 6:56:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have a map that spawn "always" and when the player isn't present it spawns anyway--I think as a hostile neutral.  I'll try to get back to it or find my Wolfpack map link and DL and try it yourself. 

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March 16, 2012 8:28:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
Seems the game doesn't want to spawn the group for some reason. I've constructed the group as such, IMP being the race I'm testing this with:

group
condition
type "Always"
param ""
owner "IMP"
colonizeChance 0
items 1
item "Hyperspace:Gate"

It's been slapped into every militia spawn group, pirate base spawn group, and home planet spawn group. I have also, for curiosity's sake, set colonizeChance to 1 to no avail. I can also confirm that the item itself is working as intended and can be spawned, as I slapped it in with the DefaultHomePlanetSetup for the planet owner and that much worked. Does anyone perchance have an idea what's wrong with the group, or if it's just an Entrenchment-related problem?

Is IMP actually the name of the player? By default its something like player0.

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March 17, 2012 8:27:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Is IMP actually the name of the player? By default its something like player0.

Ohhh, I see. That's probably the problem, will try that.

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March 17, 2012 9:00:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So I've had some progress. For now, the thing works on any premade map, as the players are defined as "player0" or "newplayer0" and such, but not on Random maps. As such, I am wondering does anybody know what name the Random map generator uses for players?

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March 18, 2012 6:40:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

could not see any idenitification in a mapdesigner map to indicate even how MANY players in a map, BUT when I have loaded a mapdesigner into galaxyforge it used the Player-# pattern for the players (all 10 of them, 0 to 9)

hope this info helps

harpo

 

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March 18, 2012 2:01:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

FYI...here's the new link for MyFist0's migrated modding site: http://soase.x90x.net.

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March 23, 2012 6:41:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

On a question note..

I tried to modify the Advent's "Reverie"{ to cause a ship to "Explore" as opposed to it's current bool actions). Game crashed with no minidump.

Knowing that explore is one of those goofy things that the game might see as primal I wondered if someone might comment as to whether or not there is something that would make this not work?

I did change things from bools to instant actions and the like.

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March 24, 2012 12:58:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

fyi, that link you put up... my anti-virus has it marked as a known dangerous website.

Someone might want to tell myfist0

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March 24, 2012 2:34:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

EDIT: Figured it out already

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April 1, 2012 12:44:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey everyone! I just wonder if is it posible to force an ability effect " say ion bolt" to use the ship weapon slot as a launch point?

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April 1, 2012 12:50:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting lordcronos,
Hey everyone! I just wonder if is it posible to force an ability effect " say ion bolt" to use the ship weapon slot as a launch point?

Maybe, but the thing is weapons can have more than one point to fire from. I'm not sure how it would react with having multiple points at once. If I were you I would just go into the mesh file, find the weapon point I wanted, duplicate it and Rename it Ability# so I would be sure where the point was and how many points there are.

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April 1, 2012 12:57:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thx man i know what you mean abaout:         attachType "Ability" abilityIndex 1

But i dont undestand this part: I would just go into the mesh file, find the weapon point.

Can you clear this out a bit?

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April 1, 2012 1:00:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Dont bother man thx i found it i didnot know i can simply open the mesh files.

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