FireGrafting add-ons to other units (Resolved)

Post Reply
User avatar
Ardis
Terran Nuclear Silo Safety Inspector
Terran Nuclear Silo Safety Inspector
Posts: 228
Joined: Tue Sep 05, 2006 5:03 pm
Location: Ohio, USA

FireGrafting add-ons to other units (Resolved)

Post by Ardis »

Okay, so I've decided to use FireGraft to add some new units to my mod because I feel too restricted by the number of units available compared to the number of unused units just waiting to have their potential unlocked. But one of the other things I did was that I wanted to re-arrange a few add-ons. The first bug I noticed with it is that it doesn't register the add-on-building relationships properly. It says I CAN build one and well let me tell it where to place it, but nothing else from there, it will play the sound confirming a build order, but the building won't move or build it. When it shows the cursor for add-on placement, it also only shows the add-on no host building.

The first one I tried (which is the one I'm stuck on) is that I tried to move the Covert Ops add-on to the Engineering Bay instead of the Science Facility.
Last edited by Ardis on Fri Dec 21, 2007 4:27 pm, edited 1 time in total.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Fyrinite
Terran Academy Dropout (Stim Pack scandal)
Terran Academy Dropout (Stim Pack scandal)
Posts: 9
Joined: Sun Dec 09, 2007 9:15 pm

Re: FireGrafting add-ons to other units

Post by Fyrinite »

With addons, there's a couple of things that need to be done correctly.

1.  The Dat Requirements for the Unit must be edited to reflect the proper tech tree.  For moving the Covert Ops to the Engineering Bay, all you need to do is change it from Science Facility to E-Bay.  From your description, this has already been done, otherwise the button wouldn't show up.

2.  The button needs to have the Create AddOn action.  Just a normal create building will not work.  The best way to do this is copy the button from the sci facility and the do a paste as new on the e-bay button set.  That way you get all the settings.

Those two things are all that is needed to make it work.  I tested it just now to make sure I got everything.
User avatar
Ardis
Terran Nuclear Silo Safety Inspector
Terran Nuclear Silo Safety Inspector
Posts: 228
Joined: Tue Sep 05, 2006 5:03 pm
Location: Ohio, USA

Re: FireGrafting add-ons to other units

Post by Ardis »

Strange, I did what you described already and it didn't work. Are you using v0.93? I just downloaded 0.92 last night and worked on my mod until I ran into that problem.

Here's the steps I took (in no particular order because my memory isn't that great):
-Copied the Covert Ops add-on button from Science Facility to Engineering Bay then deleted the original button on the Science Facility.
-I set the Covert Ops to use the Academy's button group and the Academy to use the Covert Ops button group. (Possible cause of bug?)
-I also added a cancel add-on button to the Engineering Bay.
-I altered the "Current Unit is..." on the Covert Ops from "Science Facility" to "Engineering Bay"

While I'm at it, I've had a similar problem with new units I tried adding. I'm trying to set up the Unused units (Cantina, Cave-in, Cargoship, Merc Gunship, etc.) to be used as new units buildable at normal places, but I'm having a few minor difficulties with getting the normal buildings to actually build them. The button shows up, meaning that I have the requirements right, but when I click the actual button, there is no reaction, no resource amount drops, no error messages when I don't have enough resources. I've gotten two units working (formerly the Gunship and Cargoship.)
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Fyrinite
Terran Academy Dropout (Stim Pack scandal)
Terran Academy Dropout (Stim Pack scandal)
Posts: 9
Joined: Sun Dec 09, 2007 9:15 pm

Re: FireGrafting add-ons to other units

Post by Fyrinite »

Actually....I'm using a prebuild for 0.94.  :P

I'd update to 0.93 though for your stuff.  The changing the button set used shouldn't have any affect on if the addon builds or not.  In fact, everything you described seems ok.  Did you do any .dat editing or perhaps iscript on the building?  Sometimes doing that might cause the addon build to stop working...

Same thing for the other part, make sure the units.dat settings are all correct.  The actions in FG read the flags in there and quite often don't do things if they aren't set right. 
User avatar
Ardis
Terran Nuclear Silo Safety Inspector
Terran Nuclear Silo Safety Inspector
Posts: 228
Joined: Tue Sep 05, 2006 5:03 pm
Location: Ohio, USA

Re: FireGrafting add-ons to other units

Post by Ardis »

Well, this uses a LOT of DatEdit modding, but very little iscripting (just where it's necessary.) I'll try that later, but I can't right now because I'm a little busy with something else.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
User avatar
Ardis
Terran Nuclear Silo Safety Inspector
Terran Nuclear Silo Safety Inspector
Posts: 228
Joined: Tue Sep 05, 2006 5:03 pm
Location: Ohio, USA

Re: FireGrafting add-ons to other units

Post by Ardis »

The reason I am still using .92 is because my friends use 1.15.0 and I'm note sure if .93 supports 1.15.1 only or not. Does .93 support 1.15.0?

All of the DatEdit stuff was on regular units. And no iscript modding was done to any buildings. Also, could the problem with the units I added be that they are heavily modified versions of units such as the cave, cave-in and Cantina (which I tested, they don't crash the game on my mod if a modded StarEdit is used to place them on a map)? Or could it be something with the requirement variables? I set the Cargoship and Merc Gunships to use a different units requirement variable to build and they worked fine.

Wait, I just came up with an idea as to the add-on problem. Maybe the Engineering Bay isn't iscripted to support an add-on?
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
Fyrinite
Terran Academy Dropout (Stim Pack scandal)
Terran Academy Dropout (Stim Pack scandal)
Posts: 9
Joined: Sun Dec 09, 2007 9:15 pm

Re: FireGrafting add-ons to other units

Post by Fyrinite »

0.93 supports 1.15.0 and 1.15.1.  You just need to make sure you're opening an exe of the correct version.

As for the addon, I don't think that what you described is the issue.  The only thing that's important is that the settings for the e-bay haven't really changed.  If you can't remember if you changed anything, you could double check with datedit's compare feature.

And the iscript isn't the problem.  I did my test on a clean, non-modded SC and it worked...
User avatar
Ardis
Terran Nuclear Silo Safety Inspector
Terran Nuclear Silo Safety Inspector
Posts: 228
Joined: Tue Sep 05, 2006 5:03 pm
Location: Ohio, USA

Re: FireGrafting add-ons to other units

Post by Ardis »

I ran a compare on it and the only things that changed with the engineering bay that it told me of were that I reduced its hitpoints and that I set it to provide 4 supplies. Never mind, I tested it, that's not the cause. I'm going to try giving them the default button set with the buttons placed where they are needed rather than my little shortcut of swapping sets.

I think the problem is solved. Also, it may have been because I accidentally left one as an add-on when it wasn't supposed to be and vice-versa.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
lice23
Terran Academy Student (50k mineral debt)
Terran Academy Student (50k mineral debt)
Posts: 5
Joined: Sat Dec 20, 2008 10:21 am

Re: FireGrafting add-ons to other units (Resolved)

Post by lice23 »

If you don't mind me asking phantom, how did you add the new units? I'm trying to add the raiders, bikers, gunships, etc but I don't know how... Plz some one help!

P.S. i'm using Firegraft v0.93, Brood Wars and regular, and the 1.15.1 patch
Post Reply