U_ball_obj quantumbeam replaceweapon crash

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on December 26th, 2011, 3:27 am
Last edited by Anonymous on December 26th, 2011, 8:35 am, edited 1 time in total.
hello:

I'm in the middle of preping a mod for release for the next version of fleet ops but i'm runnig into a quite complex problem, but i'll explain it as easy as i can:

The ships fires a replaceweapon which then drops a u_ball object which is armed with a quantumbeam weapon that the ai uses to gate in a ship. the complex replaceweapon allows a randon ship entry instead of a single set class. how ever somewhere in the code is a discrepencey that causes a CTD when it fires. if any modders here know how to manipulate advanced Replaceweapon code, please take a look and see if i'm doing anything wrong.


Edit: added cashlog

Attachments

Void Mod Equip test.zip
(252.17 KiB) Downloaded 267 times
exceptArmada2.txt
(23.32 KiB) Downloaded 247 times
posted on December 26th, 2011, 3:39 pm
Hmm.  I looked through the odf's and couldn't find anything obviously wrong like misspelled references or something.  I'll leave it to someone more aquainted with these kinds of weapons.*looks at dom* :innocent:
posted on December 26th, 2011, 4:01 pm
Hehe, I'm afraid I'm the one who made the weapon  :blush:

In any case, the problem is just the missing or incorrect references: the weapon works fine in the A2 stock import, because all the references are there -> it doesn't work in FO, because the references are based on stock and not all the references were changed or were changed correctly. I'll give another shot to find which reference is incorrect, but again, this is just about changing one thing at a time, rather than substituting all files at once  :sweatdrop:
posted on December 26th, 2011, 4:09 pm
Last edited by Dominus_Noctis on December 26th, 2011, 4:24 pm, edited 1 time in total.
Ok, simple reason why it didn't work  :lol:

fed_scout isn't an ODF! fed_venture is if that's what you wanted  :thumbsup:

EDIT: tested it in FO without alterations other than fed_venture replacing fed_scout reference, and now it works fine :)
posted on December 26th, 2011, 6:45 pm
Last edited by Anonymous on December 26th, 2011, 7:31 pm, edited 1 time in total.
Dominus_Noctis wrote:Ok, simple reason why it didn't work  :lol:

fed_scout isn't an ODF! fed_venture is if that's what you wanted  :thumbsup:

EDIT: tested it in FO without alterations other than fed_venture replacing fed_scout reference, and now it works fine :)



THIS IS WHY YOU DON"T MOD AT 3:00 AM IN THE MORNING PEOPLE.

thanks dom, i forgot the FO uses the ships name and not the class in the designation, stupid me, all this for a spelling error. i nearly had a heart attack.


Edit: i've also been working alot with the dominion dsouc,t its odf is dom_scout, i think it threw me off, stinkin scout wars mini mod.

Edit2: attached sr=creeny, OH YEAH thats awesome, now just to clean it up a bit and slow that fire rate down.

Edit3:
Adm. Zaxxon wrote:Hmm.  I looked through the odf's and couldn't find anything obviously wrong like misspelled references or something......
Stares at Zaxxon

Attachments

FOScreenShot_111226_115145.png
posted on December 26th, 2011, 8:41 pm
It fires Errors of death!!  :o
posted on December 26th, 2011, 11:03 pm
Styer Crisis wrote:
Edit3: Stares at Zaxxon


Hey, dom_scout is an odf, how was I supposed to know that fed_scout wasn't. :lol:  I haven't done any stock modding(or trek modding for that matter) since the Excalibur incident. :pinch:
posted on December 27th, 2011, 1:58 am
Blazing wrote:It fires Errors of death!!  :o


those are the u_ball objects,
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