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The mechana live...well sort of now.

Started by Got-Silk?, November 20, 2006, 05:12:43 PM

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Got-Silk?

I found some minor errors in the AIP file for the 1v1 instant action game, and corrected a major problem with the Mechana power generator ODF file that I was able to fix by using the power generator ODF of the Black Dogs for editing/comparasion. Apparently, the ODF for M.P.Gen. had a 3 power requirement to build which didn't make sense for starting a Mechana base to begin with anyways. Also, the ODF itself was not functional either as it stood. When I first tried to play 1v1 B.D. vs Mechana the M recy would produce 2 scavs and 2 constructors and then just sit their lookin stupid at my ship. The AIP also had some case problems on some of the ODF entries, i.e., obpgen rather than ObPgen when looking at the actual ODF files. As it stands now I've actually gotten the M constructor to produce a working power generator, a comm attenna, a gun tower and several M ships that have already destroyed my ship several times when i got to close to their base so that I could watch them build their base as I try to make corrections based on my limited knowledge. Also, the Mechana don't seem to have a service vehicle. Would it be possible to borrow/adapt one from Phara-what-cha-ma-call-its probably also need their service bay thingy too right? Is it as simple as going into the M-Recy thingy and replacing of the combat unit with service thingy? I notice that the Mechana have a tracked factory maker that looks like a Phara. unit; it's not listed in the 1.3 editor, but the pak explorer shows the unit. Strangely enough though the mechana don't apppear to have a factory either though 2 buildings a very large one and a smaller version that the 1v1 game uses. I hope to do some more testing/modification later today to see how far I can go to make the Mechana actually try to destroy my base. Question: There are 4 or 5 other AIP files for the races; will I need to modify each file to get the mechana to fight them? Thanks for any feedback in adavance G-S? 

Commando

That odf intentionally had that setting.  Its purpose was to shut down the mechana race in one single player mission.

To really fix it, have the aip call the other mechana power generator.  I believe there are two in fleshstorm.

Lizard

I'm pretty sure the issue with the mechana power generator was fixed in the fleshstorm 1.1 patch, I'll check this personally in a minute but it's listed under the fixes in the patch documentation.

QuoteFixes made to the Mechana Race in MPI and Instant Action, they now do stuff ;).

Lizard

yup I've just checked and this problem was definately fixed in the patch, either you haven't updated fleshstorm or you didn't apply the patch correctly.

Got-Silk?

I got them fighting again without the 1.1 patch through my own efforts, and now i'm in the process of modifying the Mechana constructor, recycler, and adding a factory unit. Is there a maximum 8 item limit to the build limits listed above? I examined the ODF files for each build unit and would like to change/modify them to add a service bay and service unit for the Mechana. Is it possible? The Mechana seem to be a fierce bunch after trying them out earlier today; they seem almost undefeatable as they attacked my base against gun towers and wiped my units out! Oh by the way can I create/modify an existing AIP file to include fighting the Mechanas against themselves? It seems easy enough to sub out another races entries in the AIP and add Mechana assets instead. Thanks G-S?

Commando

If you are going to modify the Phaer Rhan, do it through a recycler variant.  Don't modify the assets Lizard provided in Fleshstorm because you risk bad assets if you do. 

Got-Silk?

Modify? More like complete the Mechana. there's at least 2 variants of the recycler in track form already and both build the same exact ships? Why? Kudos to Lizard for making the Mechana they rock dude! I just want to help them be all that they can be. They need a service component to truly make them a kick ass bunch of fighters. Besides these are instant action maps for single player action. If I screw up I can always reinstall the mod anyways right? Additionally, the exercise will help me increase my knowledge in modding for BZII. I'm really into BZII and need to learn about such things so that I can eventually build my own mods/races for the game, and contribute to the community eventually. What I really need now is useful feedback from other modders about questions that I ask earlier in my posts,.i.e, is 8 items the maximum limit for the recycler and factory and can a service bay and truck type be sub out with one of the other build items? Tanks in advance, G-S?

Lizard

1) yes you can have it so that your factory/recycler/constructor/whatever can build buildings or units from other races.

2) you can have extensive armoury style build menu's for all production buildings and possibly constructors too ( can't remember), that's something like 100 possible units in each building's menu. If you need an example take a look and see how I did it with the adult swarm factory.


you really should learn good modding practice right from the start such as renaming ODF's and not overwriting stock assets, it'll help stop you from getting into any bad habits.

Got-Silk?

Kudos to the designers of the Mechana they truly rock! I borrowed the pvserv.odf and saved it as observ.ofd and modified it to remove the prebuild requirement and successfully added it to the Mechana Recycler build list, rearranged the build list to more conform with the ISDF/EDF layout, added the Mechana Turret, a service pod, etc. The Hellfire rocks but only a one unit build was possible as it stood originallly; now I can build lots of M. turrets. I also added the M. Pilot as a build item to the M. Rec. as I think they rock as a fighting unit. Oh, I also made the super large Mechana structure into a M. Factory and added it to the M. Constructors build list. Also moved all of the heavyer units to the M Factory as that seemed like where they belonged to begin with like the other races. I'm curious why the Mechana seemed to have been somewhat neglected/not developed in to a more complete fighting race? I played against with several different races after getting them fighting and well; they simply overwelm an enemy base just like the Swarm. Dude they rock! Now I'm trying to figure out a way to play as the Mechana against the other FS races. I tried copying one of the Mechv**** AIP's and changed the references to the Mechana ones, but they don't appear in the select menu as a selectable option though. Does the FS 1.1 beta patch address this issue; I've downloaded it but have yet to install it. My original intention was not to modify the race but to simply get them fighting against the other FS races. tanks G-S?

Lizard

it sounds like you've learned a lot about ODF editing, they aren't too tricky to master and you can do some pretty cool stuff with them.


The mechana were never properly finnished because they were never intended to be a full race, just some badass enemies that would appear and make things difficult in a couple of missions. They were originally going to be a less complete race than they currently are but then I decided to throw in a few extra bits to expand their tech tree so that they could be included as opponents in IA and MPI, this is why they have a phaer rhan processor vehicle that deploys into their factory ;) .

to make them a playable race in IA or something like that would take a considerable amount of work not just AIP modifications, they'd need a proper pilot class unit for a start, to make them available in IA you'd have to edit the Fleshstorm instant action DLL  which only I have the source code for, or make a new DLL ( which wouldn't be too difficult using the BZ2 dll scriptor ). Technically it would be easier to add them as a playable race to MPI mode but there's still a bunch of files you'll need to edit to get them to work, you'll need to edit the vehicles text file for fleshstorm so that you can select a mechana unit as your starting unit and probably a bunch of other stuff aswell, you'll have to forgive me I'm a bit rusty on the details I'm only just back from a 6 month break from BZ2.

the upcoming fleshstorm 1.2 patch will include a bunch more improvements for the mechana and maybe if I get time and am feeling extra generous I'll throw in a few bonus goodies. ;)

Got-Silk?

Awesome Lizard, I'm gonna monkey around with BZ dll scriptor to see if I can figure out how to make a custom dll for making the Mechana playable. I have'nt really messed with it yet but have loaded existing files to study the basic structure and familiarize myself with the utility. I flipped out when the modification I made actually worked rather than totally crashing and feel relatively confident that I can figure out how to use the dll scriptor as well. I originally intended to make a few watercraft for another mod only to realize the project was more ambitious than I originally though after creating a few simple mods with Gmax. I soon found myself choking on more than I could chew on and put the project on hold until I could learn more about BZII modding itself. Now I've become more of a nibbler and find that taking little bites a lot easier to swallow...lol. I'll keep posting info as I progress more into things and try to keep silly questions to a minimum and just keep chuggin' along. Maybe I should  change my user name to 'Bump-n-Go" instead...lol   

Lizard

in 1.3pb3 it may even be possible to do something with the stock IA DLL I'm not sure, the only reason I didn't use the stock DLL was because the phaer rhan used different starting units and I couldn't make that work in the stock environment ( things may have changed now I'm not sure ) .


I'd strongly advise taking a copy of the ODFs you are working on and renaming them so that they have a different starting letter M for instance as opposed to O, you'll find it makes things a lot easier in the long run especially when it comes to stuff like pilots etc. and you'll avoid any possible assets conflicts.

Got-Silk?

Perhaps you could post the original bzs script so that I could study it in the dll scriptor and try to figure out something new that would help make the Mechana playable. As it stands now the only way I can think of playing the Mechana against another race would be to prebuild their base and save the map as an IA map and add then edit the enemy spawn points for another race. Only I think that I'll end up with an extra Recycler at the start of the game and of course need to switch to a Mechana ship afterwards. G-S? PS: I may try to modify the M. Comm with another races Comm. configuration so that that I can use the satellite view to control my units better. I did it once by adding an ISDF Commo Bunker to my Mechana prebuilt base and it worked just fine.

Commando

#13
If you create ovrecy_m, the mechana should be selectable in MPI and I believe IA.  This is on stock maps and not FS maps.

Correction, ovrecy.odf needs to exist and not ovrecy_m.odf.  Any map using the stock instant action dll should respect the race you select before map launch.  The Fleshstorm IA Dlls probably won't.

Avatar

#14
Lizard uses his custom DLL to eliminate the need for AIP's for all of the races.  If you use INSTANT.DLL you'll need to make not only the appropriate units but a gazillion AIP files also.  You can make just one for each race combo, and tell the AIP's not to try to switch out, but that might not be as easy as it sounds... AIP crafting is an art form...

What Lizard does with his DLL is what you'd actually expect of a race, though not the most fun for beginners.   First a few scouts, then some weaker units, then they throw the book at you.  Why would they leave you alone if you didn't build anything?  "Force Matching" is something you don't do in real war... 

-Av-