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Hover Scout can now Carry (but it can't...)


aidenpons
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So I'm neeeaaaaaarly done making the Hover Scout able to carry things. I added nulls to Route.lws and Sway.lws by hand in Notepad (took a nice-looking null and pasted it at the bottom of the null list - pasting it at the bottom of the null list is terribly important! In between will cause things to BREAK!), sorted out all the stuff in the .ae file (just upgrade "when you upgrade carry shove a bucket on the back.") And indeed, it works beautifully at carrying things, and looks the part too, what with its bucket at the back. I also had to toss some lines in the CFG to tell the game that it could actually carry stuff - EnterToolStore TRUE (for ore) and MaxCarry.

 

 

However I now want the carry to be an upgrade, rather than off the bat.

 

This CFG code works:

 

Spoiler

Hoverboard {			; [Carry][Scan][Speed][Drill]	(No drill or carry)
			
			; vanilla stuff
			Levels				8
			RouteSpeed			03.000:03.000:05.000:05.000:03.000:03.000:05.000:05.000
			SurveyRadius		0:0:0:0:4:4:4:4

			; new stuff
			MaxCarry			1:1:1:1:1:1:1:1
			CostCrystal			0
			EnterToolStore		TRUE ; needed to allow it to carry ore into tool store


			; everything below here is vanilla
			TrackDist			50.0
			CollRadius			8.0
			CollHeight			12.0
			PickSphere			16.0
			CanBeDriven			TRUE
			CrossLand			TRUE
			UseSmallTeleporter	TRUE
			CanStrafe			TRUE

			UpgradeCostOre		0:5:10:0
			UpgradeCostStuds	0:1:2:0

			ShowHealthBar		TRUE
			EngineSound			SND_SmallEngine
		}

 

However this CFG code crashes the game upon loading, and so does if I just copy over the Loader Dozer's stats

 

Spoiler

		Hoverboard {			; [Carry][Scan][Speed][Drill]
			Levels				16
			RouteSpeed			3:3:5:5:3:3:5:5:3:3:5:5:3:3:5:5
			MaxCarry			0:0:0:0:0:0:0:0:1:1:1:1:1:1:1:1
			SurveyRadius		0:0:0:0:4:4:4:4:0:0:0:0:4:4:4:4
			CostCrystal			0
			EnterToolStore		TRUE
			
			; vanilla stuff below here
			TrackDist			50.0
			CollRadius			8.0
			CollHeight			12.0
			PickSphere			16.0
			CanBeDriven			TRUE
			CrossLand			TRUE
			UseSmallTeleporter	TRUE
			CanStrafe			TRUE
			
			; edited this as well
			UpgradeCostOre		5:5:10:0
			UpgradeCostStuds	1:1:2:0

			ShowHealthBar		TRUE
			EngineSound			SND_SmallEngine
		}

 

 

When an upgraded Hover Scout is hit, the bucket dissapears for the hit animation but the game continues running, which is nice.

 

Another odd behaviour: despite SingleWidthDig being set to TRUE, the Hover Scout clears rubble all in one go (had to sort out the .ae first and of course CanClearRubble TRUE).

It can't seem to reinforce at all, despite putting it in the AE.

 

 

 

Anybody have a clue what's going on?

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The only difference I'm noticing is that your working CFG has 8 levels and the broken one has 16. Did you try changing the MaxCarry for the first one to something like 0:1:1:1:1:1:1:1? Also, I'm pretty sure vehicles cannot reinforce. Adding activities to them doesn't necessarily make them do new things. At best, you can turn them into enemies by giving them BumpDamage, but monsters already do that. Vehicles can't really do anything more than drive, carry, scan, drill, shovel, and take damage.

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I realised I had left out Level1000 { [stuff] } out of my .ae file - telling it to mount just a bucket upgrading Carry and nothing else.

 

I'm going to list some more things I haven't tried that don't work as intended. These here allow the game to load, but which clickable upgrades correspond to which stat edits is making no sense.

 

Spoiler

;RouteSpeed			3:3:5:5:3:3:5:5
;MaxCarry			0:0:0:0:1:1:1:1
;SurveyRadius		0:4:0:4:0:4:0:4
; causes some shenanigans with upgrades... (carry not working) - game loads fine! 
; this is using the list as the order appears in HoverBoard.ae
; although the order is not "binarily making sense" in that 1000 does not come first

nor this


; is this right then?
; this goes from left to right, 0000 = 0 , 1000 = 1 , 0100 = 2 , 1100 = 3 etc
; and realising that those four digits correspond to the upgrades
;Speed						S S S S
;Scan				    S S     S S
;Carry				  C   C   C   C
RouteSpeed			3:3:3:3:5:5:5:5
MaxCarry			0:1:0:1:0:1:0:1
SurveyRadius		0:0:4:4:0:0:4:4
; no that does all sorts of stupid things - upgrading Carry + any other upgrades will always do nothing
; Engine only  / Scan only are swapped

nor this either


; what if it's from right to left?
; so 0001 = level 1 = drill only, which it doesn't have
; so we start at level 0010 = speed only (well 0000 first!)
; then level 0011, which doesn't exist, so 0100 it is
; then 0101, doesn't exist, 0110, 0111 (DE - doesn't exist)
; 1000 , 1001 (DE), 1010, 1011(DE) 1100, and finally 1110 (as 1111 DE)
		
RouteSpeed     3:5:3:5:3:5:3:5
MaxCarry       0:0:0:0:1:1:1:1
SurveyRadius   0:0:8:8:0:0:8:8
; no, again Carry + any other upgrades = nothing
			

 

 

As you can see, I've been toying around with the idea that I only need 8 levels, After all... that's because that's all I need. Eight levels. None, C, Sp, Sc, CSp, CSc, SpSc, CSpSc. Eight levels should be all I need.

 

Yet the Small Transport Truck and Loader Dozer both have 16 levels, and if I paste the Loader Dozer's files in LRR just silently crashes to desktop without a sound on loading.

Curiously they both have duplicated entries: for instance look at level 1 and level 2 of the Loader Dozer (pasted here for your convenience):

Spoiler

			Levels				16
			RouteSpeed			0.5:0.5:0.8:0.8:0.5:0.5:0.8:0.8:0.5:0.5:0.8:0.8:0.5:0.5:0.8:0.8
			MaxCarry			000:000:000:000:000:000:000:000:002:002:002:002:002:002:002:002
			SurveyRadius		000:000:000:000:005:005:005:005:000:000:000:000:005:005:005:005

 

Level 1 and Level 2 are exactly the same. You only need 8 (23) levels for 3 upgrades, yet the Loader Dozer has 16.

 

The Small Digger, meanwhile, has 8 levels despite also having three upgrades - but they're different as it has no Carry.

 

The Small Mobile Laser Cutter (Smallmlp) can only upgrade its Drill yet it has four levels. And the Rapid Rider (Smallcat) has three levels, going RouteSpeed 2:3:4, which makes absolutely no sense in the LRR engine we know.

 

But if I paste in the Loader Dozer's code... it just doesn't work. :S Something about sixteen levels causes the game to go kaput.

 

 

And yet I can't get eight levels to work properly... when I upgrade the vehicle to maximum none of its upgrades seem to take effect...

 

On 8/31/2018 at 11:04 PM, Cirevam said:

Adding activities to them doesn't necessarily make them do new things. At best, you can turn them into enemies by giving them BumpDamage, but monsters already do that.

Tried CanScare TRUE ? OldTonguePNG_transparent.png.e4013114c97501de1099aa06ca5e6529.png That might be interesting... who needs bats when you have the terror of STTs zooming around at ungodly speeds? At least it'd teach those raiders to be safe when crossing Power Paths OldTonguePNG_transparent.png.e4013114c97501de1099aa06ca5e6529.png

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