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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Why is this merge mod not working?

    Scheduled Pinned Locked Moved Modding & Tools
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    • G Offline
      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 Offline
        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 Offline
          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 Offline
            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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