project-navigation
Personal tools

Author Topic: Help needed with ufo scripts...  (Read 12810 times)

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #15 on: April 23, 2010, 12:39:22 pm »
again, there should be NO armour references in team_*.ufo - they are only added  if the actor has any armour equipped

                                 
^This means for me that Ortnoks NEVER get their armor equipped, how should the engine ever know where to find those textures without armourpath definition in armour.ufo !?

Sorry I still do not fully understand (will read the update in a minute).

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Help needed with ufo scripts...
« Reply #16 on: April 23, 2010, 12:41:58 pm »
there IS an armourpath definition in armours.ufo for both alien armous, light and medium, one is set to "light" and one is set to "medium"

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: Help needed with ufo scripts...
« Reply #17 on: April 23, 2010, 12:47:15 pm »
This is not skirmish but campaign.

Read equipment_missions.ufo please. Aliens in your game just don`t have enough interest to have armour.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #18 on: April 23, 2010, 12:50:59 pm »
Okay. Then this means Ortnokarmor image (the rendered one (armor.jpg)) will never be displayed in-game.

& still the definition for Taman Medium Armor in team_aliens.ufo is missing:

aliens/taman body01 head01 2

But I do understand now that armors for aliens are not separated for the races (lamp !)...

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #19 on: April 23, 2010, 12:59:27 pm »
@Kildor: Thanks for all the info, I will read it & try to understand  ;)

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Help needed with ufo scripts...
« Reply #20 on: April 23, 2010, 01:21:33 pm »
& still the definition for Taman Medium Armor in team_aliens.ufo is missing:

it's really the last time: There is NO reference to armours in team_*.ufo - so nothing is missing there.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #21 on: April 23, 2010, 02:48:32 pm »
I am quite sure that those models do not depend on alien interest !?
Why are those not enabled in-game ?
« Last Edit: April 23, 2010, 02:50:18 pm by MCR »

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #22 on: April 23, 2010, 02:52:22 pm »
Especially the black princess is nice  ;)

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #23 on: April 23, 2010, 02:53:40 pm »
I would like to have her in my team...  :-\

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #24 on: April 23, 2010, 03:20:20 pm »
 :-[

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #25 on: April 23, 2010, 10:56:53 pm »
Sorry again for turning your head  :-[, but I am learning fast & what I understood once I will know in the future...
The problem was that...

1.) The naming scheme for heads & bodies is a little confusing...

2.) I thought the references were pointing to the textures, not to the md2 files, my fault, my error, sorry 'bout that again...  :-[

3.) It was very confusing to read only the reference to the taman armor.jpg in the reference for alien armor, so I initially automatically thought that the whole definition is for Tamans only & not valid for all of the aliens, so in my opinion this should not be this way & there should be special armor definitions for the other races also...

4.) There is still a problem in team_aliens.ufo, I am sure about that, but I have to find out what it is exactly & will then prepare a patch to correct it...

Thanx for putting the 'new' phalanx-soldiers in, I like the black beauty most ;)

I wonder how they 'fell out' of the game...

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #26 on: April 24, 2010, 11:24:25 am »
Now that I understand this stuff here (lamp!), I will prepare a patch to enhance readability in team_aliens.ufo...


Here what I found out:
Code: [Select]
aliens/ortnok body01 head03 2 // Body:Scared Legs Head:One-eyed Ortnok

The '2' means that body01.md2 should take the skin number 2 (body01c.jpg), which is the Ortnok body with scared legs & use head03.jpg (one-eyed) for the head... (doublelamp!)

...

I would suggest this version for the Ortnok for example:
Code: [Select]
models {
neutral {
aliens/ortnok body01 head01 0 // No Armor, Body: Big open wound, Head: 2 small scars over the left eye
aliens/ortnok body01 head02 1 // No Armor, Body: Big scar, Head: Big scar over the right eye
aliens/ortnok body01 head03 2 // No Armor, Body: Scared legs, Head: One-eyed Ortnok
aliens/ortnok body01 head01 1 // No Armor, Body: Big scar, Head: 2 small scars over the left eye
aliens/ortnok body01 head02 2 // No Armor, Body: Scared legs, Head: Big scar over the right eye
aliens/ortnok body01 head03 0 // No Armor, Body: Big open wound, Head: One-eyed Ortnok
aliens/ortnok body01 head01 2 // No Armor, Body: Scared legs, Head: 2 small scars over the left eye
aliens/ortnok body01 head02 0 // No Armor, Body: Big open wound, Head: One-eyed Ortnok
aliens/ortnok body01 head03 1 // No Armor, Body: Big scar, Head: Big scar over the right eye
//==========================
// These 2 following line are not really necessary as they are the same as line 1 of the Ortnok definition, we keep them for better readability
//==========================
aliens/ortnok body01 head01 0 // Light Armor, Body: Just one version available, Head: Just one version available (others gfx are the same)
aliens/ortnok body01 head01 0 // Medium Armor, Body: Just one version available, Head: Just one version available (others gfx are the same)
}

I do not give up on this, but have to admit that everything in team_aliens.ufo is correct...  ;)
Nevertheless I will prepare a patch to enhance readability there...
« Last Edit: April 24, 2010, 01:50:47 pm by bayo »

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #27 on: April 24, 2010, 11:27:08 am »
I really hope my assumptions are correct & I am not dreaming this ?!  ::)

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #28 on: April 24, 2010, 06:16:19 pm »
I will not use the same command twice, but rather adjust the comments  ;)

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Help needed with ufo scripts...
« Reply #29 on: April 30, 2010, 10:58:39 am »
Extended the wiki a little bit.