Author Topic: Ship type flags and warning questions...  (Read 3102 times)

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Ship type flags and warning questions...
What exactly is the difference between "cruiser", "destroyer",  "transport",  "super cap",  and "corvette" $flag types?

What does this mean "WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'Ajax', has a negative reverse_start value!  Capping it at 0!"?  Anything to worry about?
« Last Edit: March 01, 2008, 12:53:30 am by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Wanderer

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Re: Ship type flags and warning questions...
What exactly is the difference between "cruiser", "destroyer",  "transport",  "super cap",  and "corvette" $flag types?

What does this mean "WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'Ajax', has a negative reverse_start value!  Capping it at 0!"?  Anything to worry about?

There are certain differences to the ship types. Some of these can be checked from the objecttypes.tbl while many other options are hardcoded.
Small piece of the (possibly a bit outdated) objecttypes.tbl http://www.hard-light.net/wiki/index.php/Objecttypes.tbl#Part_of_the_Default_FreeSpace_2_Table


As for second thing... Its just an warning message that is generated for not setting certain values in the animation code. Downside is that with initial type triggered animations you do not even have a possibility to make this error go away as you can't even set the required variable. So unless coders fix that ignore it as there is nothing a modder can do about it.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: Ship type flags and warning questions...
Next question before I make a ton of changes that I'll come to regret......

In turrets subsystem:

Code: [Select]

$Subsystem:                     turret08,1.5625,1.0
$Armor Type: Everything
        $Default PBanks:        ( "Turret Tachyon Cannon" "Turret Tachyon Cannon")
$Flags: ("carry-no-damage")
$animation: triggered
$type: initial
+relative_angle: 90,180,0

This means the turret can have a choice of either a Turret Tachyon Cannon or a Turret Tachyon Cannon or is this for EACH turret fire point?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Wanderer

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Re: Ship type flags and warning questions...
That should make it to alternate between said weapons. As they are identical you wouldn't see a thing. With "use multiple guns" you would get the ship to fire them both at the same time (not alternating but rather 'co-firing'. As with standard ai_profiles setting turrets get random firing delays it wont appear as salvo fire. In additions weapon will alternate between firing points as well. For salvo type things best bet would probably be to make it a 'swarm' weapon.
Do not meddle in the affairs of coders for they are soggy and hard to light

  
Re: Ship type flags and warning questions...
Next question, about the descriptions (+Armor, +Tech Description).  What choices are available? I tried +Shields: and it complained. Wiki was kinda vague there.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Wanderer

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Re: Ship type flags and warning questions...
Code: [Select]
+Type:
+Maneuverability:
+Armor:
+Manufacturer:
+Description:
+Tech Description:
+Length:
+Gun Mounts:
+Missile Banks:
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: Ship type flags and warning questions...
Thats all? oh ok then....
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: Ship type flags and warning questions...
Another even more problematic error:

Code: [Select]
Assert: file_path && strlen(file_path)
File: cfile.cpp
Line: 998


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10_d.exe 008b2c5b()
    fs2_open_3_6_10_d.exe 008b86e8()
    fs2_open_3_6_10_d.exe 00a02558()
    fs2_open_3_6_10_d.exe 00a02610()
    fs2_open_3_6_10_d.exe 0095db11()
    fs2_open_3_6_10_d.exe 0095989b()
    fs2_open_3_6_10_d.exe 009597eb()
    fs2_open_3_6_10_d.exe 00957c3f()
    fs2_open_3_6_10_d.exe 00958775()
    fs2_open_3_6_10_d.exe 00a097f1()
    fs2_open_3_6_10_d.exe 007146fa()
    fs2_open_3_6_10_d.exe 008defd1()
    fs2_open_3_6_10_d.exe 007158b7()
    fs2_open_3_6_10_d.exe 00715b3e()
    fs2_open_3_6_10_d.exe 00bd9027()
------------------------------------------------------------------

The F3 only shows one lod for it (even though theres 3) and if I click on it, this results in debug mode. In normal mode nothing happens.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Wanderer

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Re: Ship type flags and warning questions...
Hmm.. i can't remember hitting that error.. Well at least for some time.

Just a wild guess... Check if there is something odd with the files associated (textures etc.) with the model. Check both the filenames and paths.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: Ship type flags and warning questions...
ship type flag affects the default briefing icon it uses, and it also affects a little about things like

cargo can't have guns

a player gan only fly fighters and bombers.
Sig nuked! New one coming soon!

 
Re: Ship type flags and warning questions...
I don't think it's a texturing issue, I reassigned the textures back to the cob file and it still complains.  It might be a PCS2 issue.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: Ship type flags and warning questions...
Ok I'm stumped.... this model converted correctly with pcs1....

I gutted all but two pieces of the geometry and fs2 still goes belly up
http://scoobydoo.freespacemods.net/Problems/Corrupt-Essex.rar
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline blowfish

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Re: Ship type flags and warning questions...
a player gan only fly fighters and bombers.

Except in a scramble mission (it works - i've tried it).

 

Offline Wanderer

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Re: Ship type flags and warning questions...
Reading from the debug log (fs2_open.log) it appears the model is for some reason called as ' ' instead of 'pirate2t-01.pof' like with Volition pirate ship. This in turn is caused by the fact that you never terminated the string parsing after the 'Tech Description' using '$end_multi_text' line. So game doesn't find the ship model or any of the other data at all. All this was reported in the debug log but now as the popups have been disabled in some of the builds you need to search for these from the fs2_open.log file. Also add the missing '$'.

Also you might want to use save_essex.pof instead of essex.pof (which appears to be a bogus model for all purposes)

And do please check the names and the order of the string entries you are using.
« Last Edit: March 05, 2008, 01:53:02 am by Wanderer »
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Offline ssmit132

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Re: Ship type flags and warning questions...
a player gan only fly fighters and bombers.

Except in a scramble mission (it works - i've tried it).

It also works if you edit the mission in Notepad to add other ships in the loadout. I've tried it and it works, too! (As in you can choose cap ships and other things that you would normally not be able to fly if you edit the loadout of the mission in Notepad.)

 
Re: Ship type flags and warning questions...
It was a table thing? Oh geez....I would have been here forever trying to figure that one out.  Also why is $end_multi_text necessary? A fallback from the original engine?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Wanderer

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Re: Ship type flags and warning questions...
Well... its just used with those strings that might require multiple lines of strings... Like 'Description' and 'Tech Description'
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: Ship type flags and warning questions...
Huh? You mean /r/n within the string?

Edit: caught the missing $, I'm cleaning/detabbing my tables, probably deleted one too many chars.
« Last Edit: March 05, 2008, 04:10:08 am by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: Ship type flags and warning questions...
Another question....

Code: [Select]
Assert: count < max_ints
File: parselo.cpp
Line: 2446


Call stack:
------------------------------------------------------------------
    fs2_open_3_6_10_d.exe 0082c8ff()
    fs2_open_3_6_10_d.exe 0082fa71()
    fs2_open_3_6_10_d.exe 00915d79()
    fs2_open_3_6_10_d.exe 0082ff68()
    fs2_open_3_6_10_d.exe 00708df4()
    fs2_open_3_6_10_d.exe 007157d9()
    fs2_open_3_6_10_d.exe 00715b3e()
    fs2_open_3_6_10_d.exe 00bd9027()
    kernel32.dll 767d3833()
    ntdll.dll 775fa9bd()
------------------------------------------------------------------

The last lines in the log file are:
Code: [Select]
cf_get_file_list_preallocated looking for type=6, filter="*-shp.tbm"
TBM  =>  Starting parse of 'wcpirahna-shp.tbm' ...
TBM  =>  Starting parse of 'Vorshaki-shp.tbm' ...
Int3(): From d:\steven\projects\fsscp\3.6.9\fs2_open\code\globalincs\windebug.cpp at line 1054

Doesn't point to a line number  :confused:
and the table:
Code: [Select]
#Ship Classes

;------------------------------------------------------------------------------
; Torpedo Frigate Vorskahi
;-----------------------------------------------------------------------------------------------------------------------------------
; Read me:
;      Adjust Detail distance if you think the range should be changed
;      Change $Max Velocity for ship speed
;      Change $Rotation time for ship rotation time, cap ships should really use paths instead
;      Change $Shields if you wish to change their shield strength
;      Change $Hitpoints to change the amount of health/hull
;      Remove $Armor Type if you don't wish to use secondary phased shielding
;      Change turret's $Default PBanks to use whatever weapons you want
;      Remove turret's $Armor Type if you don't wish to use secondary phased shielding
;      Remove turret's $Flags: ("carry-no-damage") if you wish turret damaged to be also removed from ship health

$Name:                   Vorshaki
$Short name:             TVor
$Species:                Shivan
     +Type:              XSTR ("Torpedo Frigate", -1)
     +Maneuverability:   XSTR ("Low", -1)
     +Armor:             XSTR ("Capital Medium-Low", -1)
     +Manufacturer:      XSTR (" ", -1)
     +Description:       XSTR ("The Vorshaki is recent Kilrathi frigate. It's primary purpose is to launch torpedos against hostile targets.", -1)
     $end_multi_text
     +Tech Description:  XSTR ("The Vorshaki is recent Kilrathi frigate. It's primary purpose is to launch torpedos against hostile targets.", -1)
     $end_multi_text
     +Length:            XSTR ("~500 meters", -1)
     +Gun Mounts:        XSTR ("19 turrets", -1)
     +Missile Banks:     XSTR ("3 torpedo banks", -1)

$POF file:               vorshaki.pof
$Detail distance:        (0, 500, 1200, 5500)

$Show damage:            YES
$Density:                1
$Damp:                   0.2
$Rotdamp:                2.0

$Max Velocity:           0.0, 0.0, 40.0
$Rotation time:          40, 40, 40
$Rear Velocity:          0.0
$Forward accel:          8.0
$Forward decel:          4.0

$Slide accel:            0.0
$Slide decel:            0.0

$Expl inner rad:         150.0
$Expl outer rad:         750.0
$Expl damage:            200.0
$Expl blast:             11000.0
$Expl Propagates:        YES
$Shockwave Speed:        400.0
$Shockwave Count:        3

$Default PBanks:         ()
$Default SBanks:         ()
$SBank Capacity:         ()

$Shields:                10000
$Power Output:           80.0

$Max Oclk Speed:         65.0
$Max Weapon Eng:         100.0

$Hitpoints:              60000
$Armor Type:             CapHull

$Flags:                  ( "big damage"  "cruiser" "in tech database" "surface shields")
$AI Class:               Captain

$Afterburner:            NO

$Countermeasures:        0

$Scan time:              2000

$EngineSnd:              128
$Closeup_pos:            0.0, 0.0, -1000
$Closeup_zoom:           0.3

$Score:                  800

$Subsystem:              turret01, 15, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Light antimatter" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret02, 15, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Light antimatter" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:              turret03, 15, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Light antimatter" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret04, 15, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Light antimatter" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:              turret05, 5, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Tachyon Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret06, 5, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Tachyon Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret07, 5, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Tachyon Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret08, 5, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Tachyon Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              turret09, 3, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Laser Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:             turret10, 3, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Laser Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:             turret11, 3, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Laser Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:             turret12, 3, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Laser Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:             turret13, 3, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Laser Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:             turret14, 10, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Lancer" "Snipe" "Spike" "Pike" "Cruise Missile")
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:             turret15, 10, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Lancer" "Snipe" "Spike" "Pike" "Cruise Missile")
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 180, 0

$Subsystem:             turret16, 10, 1.0
     $Armor Type:        Everything
     $Default SBanks:    ( "Lancer" "Snipe" "Spike" "Pike" "Cruise Missile")
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    0, 0, 0

$Subsystem:             turret17, 3, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Laser Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:             turret18, 3, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Laser Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:             turret19, 3, 1.0
     $Armor Type:        Everything
     $Default PBanks:    ( "Turret Laser Cannon" )
     $Flags:             ("carry-no-damage")
     $animation:         triggered
     $type:              initial
     +relative_angle:    90, 0, 0

$Subsystem:              engine01, 5, 0.0
     $Armor Type:        Cap
     $Engine Wash:       Default300

$Subsystem:              engine02, 5, 0.0
     $Armor Type:        Cap
     $Engine Wash:       Default300

$Subsystem:              Bridge, 5, 0.0
     $Armor Type:        Cap

#End
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: Ship type flags and warning questions...
Turrets allow only 3 (MAX_SHIP_PRIMARY_BANKS) weapons into their primary weapons list. And you have apparently listed 4 for the missile turrets. Besides you most likely ain't gonna like what turret does with that kind of weapons loadout.
Do not meddle in the affairs of coders for they are soggy and hard to light