Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: origin on November 30, 2009, 10:07:56 am
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This is driving me crazy. I am sure I am missing something horribly obvious.
I cannot get 2 primary banks to show up in a ship I made. I made a ship and the POF has 2 weapon banks but when I run the game I only have one choice for primary weapons. When I look in fred at the weapons, I have 2 banks with the proper guns loaded in both banks, but there is only one bank in the game. Is there some flag or something that needs to be checked?
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Maybe you've borked your table entry?
Is the second weapon a modded weapon? If you forget to make it a player usable weapon, it will still "load" on the ship in FRED, but not appear in game.
Sounds like you've messed up something in a table.
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In the ship.tbm I have the Default Primary as ("AX_laser" "AX_massdriver). If I put the laser first that is the one that shows up, if I put the massdriver first that is the one that shows up but the don't both show up in the game at the same time as differnt banks. So it sounds like the weapons are alright it has to do with the multiple banks aspect.
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Are both of the pof's banks primary banks?
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They are both gun points and the designated in the POF under gunpopints as bank 1 and bank 2. there are 2 guns in bank 1 and 2 guns in bank 2.
edited to add: I have 3 missle banks that show up fine - it is just a primaries problem.
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Do both banks actually have firing points?
Is the default primary allowed for the ship you want to use it in?
You may have to post the -shp.tbm
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All points in the 2 banks are filled.
Here is an entry example from the Shp_tbm:
$Name: ganja
$Short name: ganja
$Species: Terran
+Type: XSTR("Heavy Assault", 2945)
+Maneuverability: XSTR("Poor", 2946)
+Armor: XSTR("Heavy", 2947)
+Manufacturer: XSTR("Han-Ronald Corp", 2948)
+Description: XSTR( " ", 2949)
$end_multi_text
+Tech Description:
XSTR("Heavy fighter2950)
$end_multi_text
+Length: 20 m
+Gun Mounts: 1
+Missile Banks: 2
$POF file: ganja.pof
$Detail distance: (0, 80, 300, 900)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 0.35
$Max Velocity: 0.0, 0.0, 66.7 ;; in x/y/z -- z only specified forward. use special tokens for backward movement
$Rotation time: 4.7, 4.7, 4.7
$Rear Velocity: 0.0
$Forward accel: 3.0
$Forward decel: 1.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 75.0
$Expl damage: 25.0
$Expl blast: 1000.0
$Expl Propagates: NO ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 0.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "AX_laser" "AX_massdriver")
$Allowed Dogfight PBanks: ( "AX_laser" "AX_massdriver")
$Default PBanks: ( "AX_laser" "AX_massdriver")
$Allowed SBanks: ( "heatseak" "Imagerecon" "friendfoe" )
$Allowed Dogfight SBanks: ( "heatseak" "Imagerecon" "friendfoe" )
$Default SBanks: ( "heatseak" "Imagerecon" "friendfoe" )
$SBank Capacity: (8, 8, 8)
$Shields: 150
$Shield Color: 100 100 255
$Power Output: 3.0
$Max Oclk Speed: 64.0
$Max Weapon Eng: 150.0
$Hitpoints: 150
$Flags: ( "player_ship" "default_player_ship" "fighter")
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 120.0
+Aburn For accel: 0.7
+Aburn Fuel: 300.0
+Aburn Burn Rate: 60.0
+Aburn Rec Rate: 25.0
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 126 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
$Shield_icon: shieldgra
$Ship_icon: iconfighter06
$Ship_anim: ssfighter06
$Ship_overhead: loadfighter06
$Score: 10
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Try
$Allowed PBanks: ( "AX_laser" "AX_massdriver") ( "AX_laser" "AX_massdriver")
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Try
$Allowed PBanks: ( "AX_laser" "AX_massdriver") ( "AX_laser" "AX_massdriver")
Nope didn't make any difference.
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Can you upload the .pof file and tables so I can take a look at it?
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Here is a POF file
[attachment deleted by admin]
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The things i've noticed when looking at the .pof is that 1. It doesn't have special points, aka subsystems. I always had the impression that a ship needed a weapons subsystem to work properly. But that's just an assumption on my part, don't know if thats actually true or not.
2. It only has Gun bank 1 and Gun bank 2 but no missile points. So i'm not sure how your missiles are suppose to be working at all in game. I'm guessing this is the culprit to your problem. Give the fighter a missile bank in the .pof.
3. It's no use making a engine subobject if you are not going to define it as a '$special=subsystem'.
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Did you try creating a new pilot file and test with that? I've seen corrupted pilot files do things like this.
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The things i've noticed when looking at the .pof is that 1. It doesn't have special points, aka subsystems. I always had the impression that a ship needed a weapons subsystem to work properly. But that's just an assumption on my part, don't know if thats actually true or not.
2. It only has Gun bank 1 and Gun bank 2 but no missile points. So i'm not sure how your missiles are suppose to be working at all in game. I'm guessing this is the culprit to your problem. Give the fighter a missile bank in the .pof.
3. It's no use making a engine subobject if you are not going to define it as a '$special=subsystem'.
The POF I sent was a slightly earlier version with no missles - I don't have a newer version on me. Missle points are not I still am unable to have multiple gun points usable in the game. Most of my ships do not have subsystems I can certainly put them on and will try that later today, but I suspect that is not the problem - I think there must be something in the tables that is gimped up.
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Did you try creating a new pilot file and test with that? I've seen corrupted pilot files do things like this.
Tried a new pilot file, but alas still only one primary bank.
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apparently there is something wrong in the weapons tbm, if I change one of the weapons to a standard Subach HL-7 then I have 2 banks - so I still am not sure what the problem is but I now I know where the problem is!
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Have you tried running in debug yet?
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I'd like to take a look at it, but for some reason I can't DL the file.
It always comes corrupt.
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I'd like to take a look at it, but for some reason I can't DL the file.
It always comes corrupt.
Well the .pof is useless when it comes to solving the error because he uploaded an earlier version :doubt:
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Just out of curiosity, can I see the $Flags: you have on each of the weapons?
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I'd like to take a look at it, but for some reason I can't DL the file.
It always comes corrupt.
That's strange I downloaded it to check it and it opened fine :confused:.
I am sure it is the weapon that is preventing the multiple primary bank problem. The new weapon was a mass driver so I just copied and modified the Kayser in the weapons tbm. If I use another weapon that I have made the 2 banks work fine. Here is the tbm entery.
; Kayser
;
$Name: AX_massDriver
+Title: XSTR("AX_massDriver", 3290)
+Description:
XSTR(
"Special Issue
Level 6 Hull Damage
Level 5 Shield Damage", 3291)
$end_multi_text
+Tech Title: XSTR("AX_massDriver ", 3292)
+Tech Anim: Tech_ AX_massDriver
+Tech Description:
XSTR(
"The mass driver emits focused waves of subatomic particles that bombard its target..", 3293)
$end_multi_text
$Model File: none
@Laser Bitmap: newglo4
@Laser Glow: 2_laserglow03
@Laser Color: 190, 150, 250
@Laser Color2: 190, 150, 250
@Laser Length: 20.0
@Laser Head Radius: 0.75
@Laser Tail Radius: 0.25
$Mass: 0.5
$Velocity: 650.0 ;; speed of the
weapon (initially) -- may or may not change
$Fire Wait: 0.5 ;; in seconds
$Damage: 28
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.35
$Lifetime: 1.5
$Energy Consumed: 4 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 82 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Flags: ( "player allowed" "stream")
$Icon: iconKayser
$Anim: Kayser
$Impact Explosion: none
I can get the effect that I want by modifying one of the laser weapons I have, so there is a work around - I would like to know what the deal is with this mass driver though???
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Did you actually edit the mission in FRED and allow the weapon in the loadout editor? Although if it's loaded on the player ship by default FRED should add it to the loadout. I know current builds do but there were some bugs with it previously. Not sure if it was fixed pre 3.6.10 final or not.
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Yea, the whole mod is freaking out. The ability to have 2 primary banks is coming and going. I think it is a problem with one of the missions - the last one I made and one of the capital ships in there. If I delete the cache I can get multiple banks, sometimes, if I start out in a clean 2 ship mini mission. If I go to the big mission I either have only 1 bank or no banks. I have run the debug and I get 6 'vec3d something or other errors' followed by a killer 'wep <=0 something or other error' and I happen to have 6 turrets on the cap ship so I think that is the problem.
I am going to shelve the project until after the holidays - I need a break. I can't possibly finish the project until 3. 6. 11 comes out anyway because I am depending on being able to run video at basically anytime during the game which I have heard you will be able to do in '11.
Thanks for the suggestions and help!