Deployable Turret- Sort Of

Ok, I originally posted this in another thread, but that did not really work out. I've been fiddling around with this for a few days now. Now, something about what I am about to show you causes me to get a minidump. Here's the background: This is the TEC's deployable combat turret on steroids. Big time. It has 3 weapons, Beams, Autocannons, and Missiles. It holds 10 squadrons of strike craft, has Gauss Defense Missile Burst, Gauss Defense Rail Gun, Ion Blast, Resupply, and Destabilize Hyperspace Phase as abilities. It can also bomb planets, move independently throughout it's gravity well, phase jump, has a duration of -1, which I think is infinite, has the capability to fire at 8 targets per side, has heavy armor, shields and hull, and uses the Solanus Adjudcator as a model. At least, that is what it should do. Now the minidump occurs when I click the button to deploy it, so it has to be something in this file. Basically, I need someone to look through the file, and find the bug, because I've tried and I can't. Beware, this is a serious wall of text, but it is spaced out, so it should be easier to read. Here it is:

TXT

entityType "Frigate"

defaultAutoAttackRange "GravityWell"

defaultAutoAttackOn TRUE

prefersToFocusFire TRUE

usesFighterAttack FALSE

autoJoinFleetDefault FALSE

canBomb TRUE

hasBombingLevels FALSE

baseDamage 500.000000

basePopulationKilled 50.0

bombingFreqTime 10.000000

baseRange 15000.000000

bombTransitTime 6.000000

bombEffectCount 3

bombEffectAngleVariance 15.000000

bombEffectsDef

weaponType "Projectile"

burstCount 1

burstDelay 0.000000

muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"

muzzleSoundMinRespawnTime 0.100000

muzzleSounds

soundCount 1

sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"

hitEffectName "Weapon_TechFrigatePlanetBombing_Hit"

hitHullEffectSounds

soundCount 3

sound "EXPLOSION_SUB4"

sound "EXPLOSION_SUB4_ALT1"

sound "EXPLOSION_SUB4_ALT2"

hitShieldsEffectSounds

soundCount 3

sound "EXPLOSION_SUB4"

sound "EXPLOSION_SUB4_ALT1"

sound "EXPLOSION_SUB4_ALT2"

projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"

typeCount 1

frigateRoleType "Lrm"

statCountType "FrigateSpawnedByAbility"

mainViewIcon "MAINVIEWICON_FRIGATE_TURRETCOMBAT"

picture "PICTURE_FRIGATE_TURRETCOMBAT"

NameStringID "IDS_FRIGATE_TURRETCOMBAT_NAME"

DescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_DESCRIPTION"

counterDescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_COUNTERDESC"

basePrice

credits 0.000000

metal 0.000000

crystal 0.000000

slotCount 0.000000

BuildTime 1.000000

hasLevels TRUE

ExperiencePointsForDestroying

Level:0 1000.000000

Level:1 1000.000000

Level:2 1000.000000

MaxHullPoints

Level:0 3000.000000

Level:1 3000.000000

Level:2 3000.000000

MaxShieldPoints

Level:0 3000.000000

Level:1 3000.000000

Level:2 3000.000000

HullPointRestoreRate

Level:0 2.000000

Level:1 2.000000

Level:2 2.000000

ShieldPointRestoreRate

Level:0 4.000000

Level:1 4.000000

Level:2 4.000000

BaseArmorPoints

Level:0 19.000000

Level:1 19.000000

Level:2 19.000000

maxMitigation

Level:0 0.600000

Level:1 0.600000

Level:2 0.600000

Prerequisites

NumResearchPrerequisites 0

numRandomDebrisLarge 0

numRandomDebrisSmall 7

numSpecificDebris 0

armorType "Heavy"

hudIcon "HUDICON_FRIGATE_TURRETCOMBAT"

smallHudIcon "HUDICONSMALL_FRIGATE_TURRETCOMBAT"

infoCardIcon "INFOCARDICON_FRIGATE_TURRETCOMBAT"

minZoomDistanceMult 1.500000

NumWeapons 3

Weapon

WeaponType "Beam"

damageEnums

AttackType "CAPITALSHIP"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "OVERTIME"

DamageType "ENERGY"

WeaponClassType "BEAM"

DamagePerBank:FRONT 500.000000

DamagePerBank:BACK 500.000000

DamagePerBank:LEFT 500.000000

DamagePerBank:RIGHT 500.000000

Range 12000.000000

PreBuffCooldownTime 8.000000

CanFireAtFighter FALSE

SynchronizedTargeting TRUE

PointStaggerDelay 0.250000

TravelSpeed 0.000000

Duration 8.000000

fireConstraintType "CanAlwaysFire"

WeaponEffects

weaponType "Beam"

burstCount 1

burstDelay 0.000000

muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"

muzzleSoundMinRespawnTime 0.100000

muzzleSounds

soundCount 1

sound ""

hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"

hitHullEffectSounds

soundCount 1

sound ""

hitShieldsEffectSounds

soundCount 1

sound ""

beamEffectSounds

soundCount 1

sound "WEAPON_TECHSTARBASEBEAMHEAVY_TRAVEL"

beamGlowTextureName "TechStarBaseBeam_Glow"

beamCoreTextureName "TechStarBaseBeam_Core"

beamWidth 50.000000

beamGlowColor ffffffff

beamCoreColor ffffffff

beamTilingRate 3.000000

Weapon

WeaponType "Projectile"

damageEnums

AttackType "ANTIVERYLIGHT"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "BACKLOADED"

DamageType "PHYSICAL"

WeaponClassType "AUTOCANNON"

DamagePerBank:FRONT 100.0

DamagePerBank:BACK 100.0

DamagePerBank:LEFT 100.0

DamagePerBank:RIGHT 100.0

Range 6000.000000

PreBuffCooldownTime 4.000000

CanFireAtFighter TRUE

SynchronizedTargeting FALSE

PointStaggerDelay 0.080000

TravelSpeed 6000.000000

Duration 0.000000

fireConstraintType "CanAlwaysFire"

WeaponEffects

weaponType "Projectile"

burstCount 8

burstDelay 0.100000

muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"

muzzleSoundMinRespawnTime 0.770000

muzzleSounds

soundCount 4

sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"

sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"

sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"

hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"

hitHullEffectSounds

soundCount 1

sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"

hitShieldsEffectSounds

soundCount 1

sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"

projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"

Weapon

WeaponType "Missile"

damageEnums

AttackType "CAPITALSHIP"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "BACKLOADED"

DamageType "PHYSICAL"

WeaponClassType "MISSILE"

DamagePerBank:FRONT 200.000000

DamagePerBank:BACK 200.000000

DamagePerBank:LEFT 200.000000

DamagePerBank:RIGHT 200.000000

Range 10000.000000

PreBuffCooldownTime 6.000000

CanFireAtFighter FALSE

SynchronizedTargeting FALSE

PointStaggerDelay 0.080000

TravelSpeed 1000.000000

Duration 0.000000

WeaponEffects

weaponType "Missile"

burstCount 4

burstDelay 0.600000

muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"

muzzleSoundMinRespawnTime 0.500000

muzzleSounds

soundCount 5

sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"

sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"

sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"

hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"

hitHullEffectSounds

soundCount 1

sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"

hitShieldsEffectSounds

soundCount 1

sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"

missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"

missileStartTurningDistance 250.000000

missileSlowTurnRate 0.708997

missileMaxSlowTurnTime 6.000000

m_weaponIndexForRange 0

firingAlignmentType "Default"

TargetCountPerBank:FRONT 8

TargetCountPerBank:BACK 8

TargetCountPerBank:LEFT 8

TargetCountPerBank:RIGHT 8

canOnlyTargetStructures FALSE

hasWeaponLevels FALSE

mass 2000.000000

ShieldMeshName "Shield_FrigatePsiAntiModule"

renderShield TRUE

maxAccelerationLinear 100.000000

maxAccelerationStrafe 10.000000

maxDecelerationLinear 500.000000

maxAccelerationAngular 1.650000

maxDecelerationAngular 9.999996

maxSpeedLinear 500.000000

maxRollRate 2.000000

maxRollAngle 35.000000

squadTypeEntityDef:0 "SquadTechCombat"

squadAntiMatterCost:0 0.000000

squadTypeEntityDef:1 "SquadTechBomber"

squadAntiMatterCost:1 0.000000

squadTypeEntityDef:2 ""

squadAntiMatterCost:2 0.000000

squadTypeEntityDef:3 ""

squadAntiMatterCost:3 0.000000

maxNumCommandPoints 10

NumSoundsFor:ONATTACKORDERISSUED 4

SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"

SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"

SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"

SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"

NumSoundsFor:ONCREATION 1

SoundID "FRIGATE_TECHHEAVY_ONCREATION"

NumSoundsFor:ONGENERALORDERISSUED 4

SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"

SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"

SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"

SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"

NumSoundsFor:ONSELECTED 3

SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"

SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"

SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"

NumSoundsFor:ONSTARTPHASEJUMP 1

SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"

MeshNameInfoCount 1

MeshNameInfo

meshName "Frigate_PsiAntiModule"

criteriaType "None"

meshNameIncreasedEffectName ""

meshNameDecreasedEffectName ""

ExhaustParticleSystemName "CapitalBuff_Null"

ExplosionName "Frigate0"

HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"

HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"

EngineSoundID ""

ability:0 "AbilityGaussDefenseMissileBurst"

ability:1 "AbilityGaussDefenseRailGun"

ability:2 "AbilityIonBlast"

ability:3 "AbilityResupply"

ability:4 "AbilityDestabilizeHyperspacePhase"

MaxAntiMatter 500.000000

AntiMatterRestoreRate 5.000000

cargoType "Invalid"

maxCargoCapacity 0.000000

formationRank 0

minShadow 0.000000

maxShadow 0.500000

allegianceDecreasePerRoundtrip 0.000000

I would really appreciate any help on this. Also, don't ask me to use the dev.exe, because that thing gives me issues galore.

8,333 views 12 replies
Reply #1 Top

Okay, where to start. First off, there's two things I see wrong, both with the abilities. I assume you're taking the stock abilities from Sins and applying them to this ship?

Well, that won't work. For three of these abilities, as I assume this unit is for the TEC faction. For AbilityIonBlast, it's failing because that's a capship ability, that requires you to put ability points into it. Frigates don't gain experience, and hence don't get ability points.

AbilityResupply requires you to purchase it, and upgrade it by purchasing additional levels. That makes it fail. AbilityDestabilizeHyperspacePhase, has the problem in that the TEC have an upgrade for their phase destabilization ability. I'm not sure if that's the version of the Vasari, as I don't have reference files for the current version of Sins on hand ATM, so I can't tell you for sure if that's part of the problem.

Secondly, post the issues the dev.exe gives. They can help us solve your problem.

As an aside, please don't post the entity file like you did. Shift+Enter makes the lines of text end up on top of each other, which, due to the short lines in Sins entity files, makes reading it a whole lot easier. Part of that is because then we don't have to scroll the page as much, and can take in more of the entity file's lines with a single look.

Reply #2 Top

I've actually modified the abilities to be frigate-worthy. The destabilize hyperspace phase is default on the Argonev. Yes, it's for TEC. I tried removing the abilities, but I got the same error. As for the dev.exe, here is an example:

Text FileArchive missing Label.
File: .\Entrenchment\GameInfo\AbilityIonBlast.entity
Label: Level:1
Line Number:61
Line Contents:cooldownTime

As for posting the Entity file, I just copy and pasted from wordpad. Can't really help how that turns out. Sorry.

Reply #3 Top

Okay, so now I've got some meat to work with.

So, what that error means, is that you've made a few errors in converting the AbilityIonBlast file for use on a frigate. What the error is saying is that, from the engine's "perspective", if you will, when it reads that particular file, in line 61, it should find a "Level:1" label. Instead, it's finding "cooldownTime".

So, here's what you do:

1. Revert all changes to the abilities that you've put on the frigate. This will make sure that you don't have any funkiness from the abilities, as you're trying to apply abilities that aren't normally on a frigate, to a frigate. Also note that because of how you've noted in the OP that you did not change any names of these files, and only the contents, that could be the problem.

2. Instead of just changing the guts of these ability files, copy them, and create new abilities. You don't even have to use new strings, just give the ability files and the buffs new names. It could even be "AbilityIonBlastFrigate" instead of "AbilityIonBlast". Then, change these copied abilities.

Once all that is done, simply update the entity.manifest file to reflect your newly added entities.

Reply #4 Top

Ok, I did what you said, and the dev is not giving me anything about the files I edited. I think. Here is what it is giving me:

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(318)

m_aiUseTime == AIUseTime::Invalid

... Or similiar to it. How do I fix that?

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

^ Actual message from dev. ...?

Reply #5 Top

Eh, scratch that. The dev works, but the "turret" still minidumps upon deployment. I did get a chance to revise my abilities, though! The dev does not give me any errors about the turret, either, which bugs me.

Reply #6 Top

Quoting JA_394, reply 4
Ok, I did what you said, and the dev is not giving me anything about the files I edited. I think. Here is what it is giving me:

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(318)

m_aiUseTime == AIUseTime::Invalid

... Or similiar to it. How do I fix that?

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

^ Actual message from dev. ...?
End of JA_394's quote

The first is telling you that one or more of the edited abilities has a fault in the AI usage time.

I've no idea what the second means, per se, except that's it's not good. I'm fairly certain it means "panic" because you've done something with the code that's not supposed to happen.

Unfortunately, I'm not sure how much I'll be able to help you, as I've not got a copy of Diplomacy.

Reply #7 Top

Well, do you have any idea what might be causing the turret to minidump upon deployment? Should I just start over? Wait. Okay, new question: Do you know how to add a new unit to the build tab? Because now I'm thinking, the game does not regonize it as the TEC combat turret. It regonizes it as ... something else. Could it be possible to take the unit mentioned above and put it in the build tab? As a combat unit and not as a deployable turret? (In a new entity file, of course)

Reply #8 Top

Quoting JA_394, reply 7
Well, do you have any idea what might be causing the turret to minidump upon deployment? Should I just start over? Wait. Okay, new question: Do you know how to add a new unit to the build tab? Because now I'm thinking, the game does not regonize it as the TEC combat turret. It regonizes it as ... something else. Could it be possible to take the unit mentioned above and put it in the build tab? As a combat unit and not as a deployable turret? (In a new entity file, of course)
End of JA_394's quote

Absolutely. Ensure that the frigate has no levels, that the ability files are clean copies that are properly set as frigate abilities. I advise that the frigate perhaps require research in a future iteration, but that none of it's abilities require research. This will decrease complexity with coding.

Further, ENSURE that you update the build-page-count listed in the Player[racename].entity file. Otherwise, the game will dump.

Reply #9 Top

So, I just take the unit, put it in a new entity file, modify it slightly, and do what with the page count?

Reply #10 Top

as i said before in my corner, what mesh (model) are you using for all this exactly?  one of the main reasons i can see is that you are trying to take a turret that is only ringed for one weapon and give in a bunch of ability's and weapons it can not support.  another reason is you got to really be careful of any errors in the files themselves. if you can upload a version of the file to a download site ill take a look at it for you and see what i can find. its hard to pick out things in your wall of text because its not formatted to follow what i looks like in an actual file.) as far as having a deploy-able turret, you do NOT need to add this to the player(race).entity. that file will only reference research and items you BUILD from a factory (which this is not).

Reply #11 Top

Quoting JA_394, reply 9
So, I just take the unit, put it in a new entity file, modify it slightly, and do what with the page count?
End of JA_394's quote

As-is, you're doomed if you put this to build. So you'll need to make some big changes. My advice, start from scratch with, say, the Cobalt or the Javelis (FrigateTechLight.entity and FrigateTechLongRange.entity, respectively) and build up from that.

With the page-count in the Player[racename].entity file, you need to update the build number. This number references the value that describes just how many units are available from that build-menu. If you don't update this, then you minidump.

Reply #12 Top

I actually think I got it. It shows up in-game as a buildable unit. Thanks!