Tie Droid Problem -1 reply

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Guest

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#1 12 years ago

Hello,

I'm having a problem modding the TIE Droid into my game. I've downloaded a few mods that have the model, script, etc. in them already, but out of the four different models only the one provided in "a galaxy divided" will even show up ingame. The problem is that though the Droids render, they won't fire their weapons.

Experimenting, I copied the Tie fighter code, gave it a unit name of "Tie_Droid" and low and behold, that worked fine until I went back into that entry and told it to refer to the tie droid alo file, where, again, the fighters fly around, but don't shoot.

As for the other ALO files, well, whenever I use them the unit is technically there, but the model won't render. So all I have to look at on screen is a handful of green circles that outline where my shiny tie Droids are supposed to be :(

I can't understand why this is happening. I can see the models in the alo viewer. And I'm almost 100% positive that the scripts are fine.

Has anyone ever heard of this kind of thing happening before?




Guest

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#2 12 years ago

Try turning the scale factor up. And make sure the projectile entry is correct.




T3h Piti

Where is this.

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9th March 2007

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#3 12 years ago

yea make shure there is even a projectile for it rofl, well good luck!




Guest

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#4 12 years ago

Allright, since last time I have copied the script I have for my TIE Interceptor (which I know works) and that worked fine until I changed the model to the tie droid. When I did that, the fighters refused to fire, but at least they were there.

Then I changed the model to the awing alo that comes with the game, and they just flew around without shooting.

So I'm guessing that it is a scripting issue after all, but I can't for the life of me figure out what it is. :/

The only thing I can guess is that maybe there is something that I need to put into the script for the game to recognize the proper bones in my model to fire from?

Still, that wouldn't explain why the game will only load some models and not others....

Can any of you folks spot a problem?

TIEDROID.ALO has the following bones

Root, objHULL_LOD1, objHULL_LOD0, CollisionBox, Bone01, Bone02

And here's the script I'm using atm:

- TEXT_UNIT_TIE_INTERCEPTOR TEXT_TOOLTIP_TIE_INTERCEPTOR TEXT_ENCYCLOPEDIA_CLASS_FIGHTER Starviper_Fighter X-wing Corellian_Corvette Crusader_Gunship Buzz_Droids TIEDROID.ALO i_button_EV_TIE_Interceptor.tga

5.1 70 -1

50.0

0 0.2 0.985 7.74 1.0 5.0 4 2.0 5.0 40 no 0 800.0 no

Empire 0 1 0 23.4 0 500 300 fighter Armor_Fighter 1 Yes no 0 0 6 23 0.43 8 HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA Yes 3

Damage_Fighter Proj_Ship_Small_Laser_Cannon_Green 8 0.2 2.0 Fighter, 5.0 Bomber, 1.0 Transport, 1.0 Corvette, 30.0 Frigate, 30.0 Capital, 30.0 Super, 30.0

45 45

130.0 500.0 500.0 Small_Explosion_Space_Empire Unit_TIE_Fighter_Death_SFX Small_Damage_Space

Unit_TIE_Fighter_Fire Unit_Select_Tie_Interceptor Unit_Move_Tie_Interceptor Unit_Fleet_Move_Tie_Interceptor Unit_Attack_Tie_Interceptor Unit_Guard_Tie_Interceptor Unit_Asteroids_Tie_Interceptor Unit_Nebula_Tie_Interceptor

Unit_Health_Low_Tie_Interceptor Unit_Health_Critical_Tie_Interceptor Unit_Enemy_Health_Low_Tie_Interceptor Unit_Enemy_Health_Critical_Tie_Interceptor

HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tie_Interceptor HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tie_Interceptor HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tie_Interceptor HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tie_Interceptor HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tie_Interceptor HARD_POINT_ENGINE, Unit_HP_ENGINES_Tie_Interceptor HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Tie_Interceptor

Unit_TIE_Fighter_Fly_By 5 10 Unit_TIE_Fighter_Cinematic_Engine_Loop

Fighter | AntiBomber SmallShip Yes Yes

15.0 Space 1 -1.0 60.0 Yes 35 2.0 Fighter 5.0

75, 75, 75, 255 HUNT Yes 0.4 2.0f Small_Explosion_Space_Empire Unit_TIE_Fighter_Spinning_By true

400.0 0




DrkSbr22

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18th May 2007

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#5 12 years ago

thats the problem!!!!! the tie droid is WAAAAAYYYYY to big. scale factor should be at least 0.5




Doom Commander

Prepare to suffer.

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4th June 2007

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#6 12 years ago

I'm not good at coding things but yea, that is waaaay to big.




DrkSbr22

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#7 12 years ago

yea, ure probably just seeing through it. if not, your model name might be wrong.




Guest

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#8 12 years ago

Heh, whoops...

I've scaled the model back down to 0.5, but I'm still unable to get them to shoot.

EDIT, perhaps I should clarify: I only bumped the scale up so much after reading Captain_Needa's suggestion.




DrkSbr22

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#9 12 years ago

but you can see them? maybe the muzzle's are wrong.




Guest

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#10 12 years ago

I can see this model, yes. I've never had a problem seeing TIEDROID.ALO, but I have three other Tie droid models that will not appear ingame.

Anyway, how would I go about checking if the muzzle is correct or not?




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