4th playable faction -1 reply

Please wait...

Guest

I didn't make it!

0 XP

 
#1 7 years ago

ive created a 4th playable faction but the problem is if i play as the new faction and attack a planet, my game crashes. but if i play as a existing faction, e.g. empire, you can attack the new faction no bother?




Guest

I didn't make it!

0 XP

 
#2 7 years ago

I think I've read in earlier topics, the 3 Factions is a hardcoded limit of playable factions. But you can have many NPC Factions, such as the Hutts and Pirate Factions. Though, some modder who is better then me might know more




Sith of Steel

I exist

50 XP

19th September 2008

0 Uploads

269 Posts

0 Threads

#3 7 years ago
Zeoinx;5593040I think I've read in earlier topics, the 3 Factions is a hardcoded limit of playable factions. But you can have many NPC Factions, such as the Hutts and Pirate Factions. Though, some modder who is better then me might know more

If that were true, then Rise of the Crime Lords and Corporate Addon Mod wouldn't be possible...I've run into this problem before, but I'm not entirely sure how to fix it. Try adding space base level and ground base level recognition support?




Wizardington

For the New Republic!!!!!

50 XP

8th June 2007

0 Uploads

455 Posts

0 Threads

#4 7 years ago

the only problem i ran into in Corporate Addon Mod is that auto resolve didnt work 100% of the time, so I got rid of it. If your having issues with that i can tell you how to remove it, otherwise i might be something you over looked. Download my mod or rise of the crime lords and compare the code to your coding and adding a faction isnt something you can do in a couple hours, im still finding bugs with the factions i added




Blood Asp

Modding, Coding, Pwning

50 XP

9th November 2010

0 Uploads

503 Posts

0 Threads

#5 6 years ago
Wizardington;5593828the only problem i ran into in Corporate Addon Mod is that auto resolve didnt work 100% of the time, so I got rid of it. If your having issues with that i can tell you how to remove it, otherwise i might be something you over looked. Download my mod or rise of the crime lords and compare the code to your coding and adding a faction isnt something you can do in a couple hours, im still finding bugs with the factions i added

I know this isn't my thread but I was wondering what kind of problems did you run into when you had 4 factions, mainly the 4th one, such as hero spawning in gc and the gc station models




Wizardington

For the New Republic!!!!!

50 XP

8th June 2007

0 Uploads

455 Posts

0 Threads

#6 6 years ago
Blood Asp;5595891I know this isn't my thread but I was wondering what kind of problems did you run into when you had 4 factions, mainly the 4th one, such as hero spawning in gc and the gc station models

GC stations models are hardcoded i believe, all of my extra factions have pirate bases as the gc models, as for heros, spawn them like a normal unit, in the GC codding




Admiral Ace

Fleet Admiral

50 XP

18th September 2009

0 Uploads

220 Posts

0 Threads

#7 6 years ago
Wizardington;5596038GC stations models are hardcoded i believe, all of my extra factions have pirate bases as the gc models, as for heros, spawn them like a normal unit, in the GC codding

If you mean those starbases models that slowly revolves when you zoom in to a planet, they're not hardcoded, they're controlled by this I_RB_STATION_LEVEL1.ALO You need a model that's way smaller than the normal starbase model.




Wizardington

For the New Republic!!!!!

50 XP

8th June 2007

0 Uploads

455 Posts

0 Threads

#8 6 years ago
Admiral Ace;5596087If you mean those starbases models that slowly revolves when you zoom in to a planet, they're not hardcoded, they're controlled by this I_RB_STATION_LEVEL1.ALO You need a model that's way smaller than the normal starbase model.

I already knew about that line of code, its just i personally havn't got it work before