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    Why is this merge mod not working?

    Scheduled Pinned Locked Moved Modding & Tools
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    • G
      Gladry
      last edited by Gladry

      I have the following directory structure

      AntaresFixes\
      \Merge\

      I have the following .lua and .db files

      AntaresFixes\mod_info.lua

      # FAF has increased the Healthpoints of a strategic missile by 1000 to 25,000 HP
      #	UnitName = GMRB402 = "Defender"
      #	UnitName = TBU0029 = "Deathkill"
      
      name = "Antares Unit [Fixes]"
      uid = "7a2a345c-cdf5-40a6-Fix-Ant01"
      version = 1
      description = "Fixes-Antares Unit Pack - Experimental AntiNukes"
      author = "Gladry"
      icon = "/mods/AntaresFixes/Buzz_Fixer.png"
      selectable = true
      enabled = true
      exclusive = false
      ui_only = false
      conflicts = { }
      requires={"6aa65d2a-5926-3652-0240-1000200c9a09"  }
      before = { } -- comes before these mods
      after = {"6aa65d2a-5926-3652-0240-1000200c9a09" } -- comes after these mods
      
      requiresNames = {
      	# an optional table which will map the required uids to friendly names so the user of the mod can determine what they are missing
      	["6aa65d2a-5926-3652-0240-1000200c9a09"] = "Antares Unit Pack FAF v2.5",
      }
      

      info: Antares Unit Pack FAF v2.5 (6aa65d2a-5926-3652-0240-1000200c9a09)

      The order of the mod loading works
      info: Blueprints Loading: modded files from "Antares Unit Pack FAF v2.5" mod
      info: Blueprints Loading: modded files from "Fixes-Antares Unit Pack" mod
      and within the merges folder
      \merges\exp-anti-nuke.db

      UnitBlueprint {
      	Merge = true,
      	BlueprintId = 'TBU0029',
      	Weapon = {
      		Damage = 12900,
      		},
      #	},
      #UnitBlueprint {
      #	Merge = true,
      	BlueprintId = 'GMRB402',
      	Weapon = {
      		Damage = 19350, 
      		},
      	},
      }
      

      I have been trying variations within the .DB file.
      That is currently why the comment lines are on the 2nd unitBlueprint and merge = true,

      I have used cheat & alt+F2 to place units in a sample game, the damage is not getting applied to the units

      This FaForever guide suggests I need to make an additional brace surround and weapon designator for weapon #1.
      example: [1] = { before damage =

      Of course I can go directly into the .DB files in Antares unit pack and edit the damage direclty, but the goal is to be able to modify it with another mod.

      Note: I have also attempted to modify just a single blueprint within the file (removing the section for the other BlueprintId )
      All braces are matched (as shown by notepad++)

      1 Reply Last reply Reply Quote 0
      • Dragun101D
        Dragun101
        last edited by

        first the unit name should be in lowercase, and second the weapon tables are not setup correctly. If the thing has only 1 weapon you should do
        ———
        Weapons = {
        [1] = {},
        },

        I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

        Project Head and current Owner/Manager of SCTA Project

        G 1 Reply Last reply Reply Quote 0
        • G
          Gladry @Dragun101
          last edited by

          @Dragun101

          UnitBlueprint {
          	Merge = true,
          	BlueprintId = 'gmrb402',
          	Weapon = {
          	[1] = { Damage = 19350, }, 
          	},
              Intel = {
                  VisionRadius = 56,
              },
          }
          

          having made those changes suggested, lower casing, weapons with bracing (as I mentioned in my original post "example: [1] = { before damage =" )
          Creating a new unit with Alt+F2 - it still shows damage = 30

          • it still does not affect the actual game
          • the Recent Game.log does not note any errors in parsing/processing any files related to my mod.

          Looking deeper into files within "AntaresUnitPack" mod, it seems it might be creating the unit by loading with .lua code files.

          it has a .lua file within menu structure <mot>/lua/CustomUnits/_T3StrategicMissileDefense.lua
          this has only one function defined

          T3StrategicMissileDefense = {
          UEF = {'tbu0029', 45}, -- AntiNuke
          Cybran = {'gmrb402', 50}, -- Name: Defender (Experimental Strategic Missile Defense)
          },

          There is also a .DB file in the original's directories "GMRB402_unit.bp"

          RoweyR 1 Reply Last reply Reply Quote 0
          • RoweyR
            Rowey @Gladry
            last edited by Rowey

            @Gladry Seems a bit of Miss Communication. what i would do is the following

            UnitBlueprint {
            BlueprintId = "tbu0029", Merge = true,
                Weapon = {
                    {
                        Damage = 30,
                    },
                    {},
                },
            }
            
            UnitBlueprint {
            BlueprintId = "gmrb402", Merge = true,
                Intel = {
                    VisionRadius = 20,
                },
                Weapon = {
                    {
                        Damage = 30,
                    },
                    {},
                },
            }
            

            "The needs of the many outweigh the needs of the few" - Spock

            1 Reply Last reply Reply Quote 0
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