UFO:Alien Invasion

General => Discussion => Topic started by: cevaralien on April 27, 2016, 02:08:14 am

Title: Help with the modding
Post by: cevaralien on April 27, 2016, 02:08:14 am
Hi.

I'm trying to remove the laser weapons from my mod, but, it doesn't works. I removed all laser weapons and D-F cartridges from "research.ufo" files, except base defense and laser cannon. I modified the equipement.ufo files removing all laser weapons.

The games launch, but when i select a campaing, the intro is skipped to the geoscape and i can't build my first base.

What i need to change?

Thanks for the help.
Title: Re: Help with the modding
Post by: geever on April 27, 2016, 05:11:19 pm
Hi.

I'm trying to remove the laser weapons from my mod, but, it doesn't works. I removed all laser weapons and D-F cartridges from "research.ufo" files, except base defense and laser cannon. I modified the equipement.ufo files removing all laser weapons.

The games launch, but when i select a campaing, the intro is skipped to the geoscape and i can't build my first base.

What i need to change?

Thanks for the help.

Check the console log, there must be some error message...

-geever
Title: Re: Help with the modding
Post by: cevaralien on April 28, 2016, 03:04:27 am
I don't remember the key that open the console. Can you refresh me please?
Title: Re: Help with the modding
Post by: geever on April 28, 2016, 07:04:28 pm
I don't remember the key that open the console. Can you refresh me please?

Shift+ESC

-geever
Title: Re: Help with the modding
Post by: cevaralien on April 30, 2016, 06:38:52 am
Thanks geever

Some additional questions:

1. Where can i change the radar coverage of base instalations?
2. Which software can i use to mod an alien armour graphics? I want to do a new one.
3. Which software can i use to mod a weapon? I want to do a new smg clip, an encased plasma round. In fact, i do it, but i need a pic for the clip with the blue line.

Thanks
Title: Re: Help with the modding
Post by: geever on April 30, 2016, 12:31:51 pm
1. Where can i change the radar coverage of base instalations?

I'm afraid that can only be changed in the source code yet.

2. Which software can i use to mod an alien armour graphics? I want to do a new one.
3. Which software can i use to mod a weapon? I want to do a new smg clip, an encased plasma round. In fact, i do it, but i need a pic for the clip with the blue line.

Models (shape, animation) can be modified in 3D _Modeller softwares, like Blender or 3D Studio Max. Textures can be modified using image editors like Gimp and Photoshop.


-geever
Title: Re: Help with the modding
Post by: cevaralien on April 30, 2016, 08:17:28 pm
Thanks.

I have another problem. I made a tech for laser weapons that works like the "Encased Plasma Rounds" - weapons clips. When i research EPR, i got automaticaly the EP rounds. I tried to do the same but with laser weapons; i do a "Hand Laser Weapons" tech, so, when i finish the research, automatically gives the laser pistol, rifle and heavy laser. The problem is that doesn't works, the wepons research options are there.

How can i do this works? i want all laser weapons available from one single tech.
Title: Re: Help with the modding
Post by: cevaralien on April 30, 2016, 08:51:25 pm
Forget it. I tried with a new game and the mod is working well.
Title: Re: Help with the modding
Post by: cevaralien on May 01, 2016, 06:14:10 pm
It's possible to mod the health growth? I don't want my soldier's health increase, because it reduce the difficulty. If i can't stop the growth, at least, i want reduce it's speed. How can i do that? It's hardcoded?
Title: Re: Help with the modding
Post by: geever on May 02, 2016, 06:20:28 pm
It's possible to mod the health growth? I don't want my soldier's health increase, because it reduce the difficulty. If i can't stop the growth, at least, i want reduce it's speed. How can i do that? It's hardcoded?

The ability increase is yet programmed in C++, sorry.

-geever
Title: Re: Help with the modding
Post by: cevaralien on May 12, 2016, 12:20:42 am
Since some time, there is many UFOs spawning. I can't advance more than one day without a massive ufo spawn. It's possible to reduce the ufo flights frecuency? It's very hard to play every crash land, althougth I ever try to shoot them over the sea. There's many of them and auto play kills many of my soldiers.
Title: Re: Help with the modding
Post by: cevaralien on May 18, 2016, 03:12:10 am
Hi.

I was modding my game when suddenly it crash. I return to the original 0ufos.pk but the crash continues.

This is the console message:

Error: Invalid aircraft size given for 'craft_drop_raptor'


Please, help.
Title: Re: Help with the modding
Post by: cevaralien on May 18, 2016, 04:10:58 am
When I talk about "console", i refers to Linux console, not ufoai console.
Title: Re: Help with the modding
Post by: geever on May 18, 2016, 09:56:49 pm
I was modding my game when suddenly it crash. I return to the original 0ufos.pk but the crash continues.

Error: Invalid aircraft size given for 'craft_drop_raptor'

Check the "game directories", probably you left in a .ufo file (or its backup) that contains the offending entry. The game merges the configs in a way that an additional entry can override the originals.

-geever
Title: Re: Help with the modding
Post by: cevaralien on May 21, 2016, 12:58:25 am
I checked the .ufoai folder and /base folder (linux). I erased all config files and... nothing.

------

New:

I moved the ufo.pk3 mod files to a new folder and... it works!!! Just like you said, geever, the games merges the configs. It's strange to me, because i changed the name of my mods .pk3 files.

So, for anyone; don't mix the mod .pk3 files on the same folder.

Title: Re: Help with the modding
Post by: cevaralien on May 21, 2016, 01:32:01 am
Returning to my initial problem... I'm removing the Starchaser and Dragon aircraft. I removed all information related to both craft from the following files:
- research.ufo
- aircraftmanagement.ufo

But the ufoai console send me the error:

ERROR: 'craft_inter_dragon' not found.

Which files i must modify to remove a craft?

Thanks again!
Title: Re: Help with the modding
Post by: geever on May 21, 2016, 04:12:55 pm
Returning to my initial problem... I'm removing the Starchaser and Dragon aircraft. I removed all information related to both craft from the following files:
- research.ufo
- aircraftmanagement.ufo

But the ufoai console send me the error:

ERROR: 'craft_inter_dragon' not found.

Which files i must modify to remove a craft?

Thanks again!

Unfortunately aircrafts are partly hardcoded (there are enums in C++ code referr to these entries. I think was needed for map selection for skirmish and multiplayer or so.).

What if you leave these aircrafts in, but make them never appear in game? (Make them not researchable)
Would it be good enough for you?

-geever
Title: Re: Help with the modding
Post by: cevaralien on May 21, 2016, 11:49:41 pm
Done. It works fine! Thanks again, geever.
Title: Re: Help with the modding
Post by: cevaralien on July 03, 2016, 03:15:17 am
Hi again.

I lost my HDD partition table and... well... all my info, including my mod. I`m doing it again, but i have some problems. This one is older, in fact, i post it here before, but, i don`t remember how i fixed it.

The console drops this message:

Quote
ERROR: RS_InitTree: Could not find a valid tech for item laserpistol

Again, i deleted all laser weapons from research.ufo, except the base turret and ammo and aircraft laser weapon. I deleted this weapons from all .ufo files of the 0ufo.pk3 file.

Thanks for the help
Title: Re: Help with the modding
Post by: DarkRain on July 03, 2016, 06:05:16 am
Double check:

1. That you aren't mixing modded and unmodded (backup?) files: the game will read all the *.ufo files it can find, not only the ones that came with the game — so move your backups elsewhere.
2. That weapons_laser.ufo is either deleted or empty — if you really removed all handheld laser weapons this file can be removed.

I just tried this here (deleted weapons_laser.ufo and removed the techs from research.ufo and items from equipment.ufo) and it worked fine, so you likely missed removing some entry or file somewhere.
Title: Re: Help with the modding
Post by: cevaralien on July 03, 2016, 03:34:13 pm
That is!

I have a research.ufo files outside of the 0ufo.pk3 files. I deleted it and the game works. Thanks DarkRain.
Title: Re: Help with the modding
Post by: cevaralien on July 15, 2016, 01:49:49 am
Hi again.

I want to mod the character inventory places. For example, i want to move the holster more to left. How can i make it?

Another question; when i load the game, my graphic and sound settings returns to default. I tried to change the config files, but it's useless. What is happening?

Thanks
Title: Re: Help with the modding
Post by: cevaralien on July 17, 2016, 10:56:31 pm
The problem with the config is solved. I give change the permissions to the .ufoai folder (hidden folder in /home).

I don't know how to move the inventory spaces yet.
Title: Re: Help with the modding
Post by: DarkRain on July 18, 2016, 02:37:00 am
For this you'll need to find the containers in the UI script files (located in base/ufos/ui) note that you'll need to make your changes in several of these files as each UI window is defined separately, for example inv_stat.ufo contains the inventory window used in battlescape while equipment.ufo is the one used for soldier equipment in base — I think.

Also you should know that some of these files are written in the LUA programming language rather than the usual ufoscript.

While changing just the position shouldn't be hard you might want to check the docs about menu (UI) definitions and UI lua scripting linked from http://ufoai.org/wiki/UFO-Scripts (http://ufoai.org/wiki/UFO-Scripts), if you also want to mod the shape of the container check the inventory definitions doc at the same place
Title: Re: Help with the modding
Post by: cevaralien on July 18, 2016, 04:40:11 am
Wow! It's a lot of info! It's seems complicated. I was thinking about reduce the inventory shape of the holster (i do it with the backpack) and do a new one for ammo clips, but, i need more reading about.

Thanks.
Title: Re: Help with the modding
Post by: DarkRain on July 18, 2016, 06:11:10 pm
Just changing the position should be only matter of finding the right UI element and changing it position property, so probably not that hard...

Also, actually I think you cannot add new container types with the scripts.
Title: Re: Help with the modding
Post by: cevaralien on August 07, 2016, 04:52:32 pm
It's possible to load the dropship with weapons for the troops? I mean, for example, in Xcom the weapons where assigned to the craft, not the soldier. I think that UFO AI it's better in that way (many, in fact), but i played some CQB where my snipers must figth with a backup pistol! Since i reduces the backpack capacity and weigth is restrictive, i think in storage some weapons in my dropship, for this situations.

Normally, i launch a team of 3 assault troops (assault rifle), 3 CQB troops (SMG), one sniper and one machine gun. In some scenarios, i will apreciate to change the weapons on the battlefield.
Title: Re: Help with the modding
Post by: geever on August 07, 2016, 06:50:18 pm
It's possible to load the dropship with weapons for the troops? I mean, for example, in Xcom the weapons where assigned to the craft, not the soldier. I think that UFO AI it's better in that way (many, in fact), but i played some CQB where my snipers must figth with a backup pistol! Since i reduces the backpack capacity and weigth is restrictive, i think in storage some weapons in my dropship, for this situations.

Normally, i launch a team of 3 assault troops (assault rifle), 3 CQB troops (SMG), one sniper and one machine gun. In some scenarios, i will apreciate to change the weapons on the battlefield.

Currently you cannot store equipment in the dropship but it is planned.

-geever
Title: Re: Help with the modding
Post by: cevaralien on December 23, 2016, 02:16:31 am
Hi again.

I understand that i need mod the LUA file to modify the health growth rate. Witch file i must mod?