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Implementing fuel in existing ships

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@Krnt_13 wrote:

Hi,

I have a fuel script that I'm trying to implement in the existing ships of Homeworld Remastered, this script needs a hardpoint for a subsystem for it to work, I can't edit the existing hods so I'm using the Kadeshi fuel subsystem as the shared hod, so I attempted to attach it to the vanilla strikecraft but since they don't have a hardpoint as a workaround I attempted to share the same joint position as their weapons, but then the shots fired collide with the subsystem making them unable to fire.

Does anyone has any idea to solve this issue?

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Thinking about a hero ship game mode

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@EvilleJedi wrote:

I am trying to come up with how to implement a hero mothership game mode

A few things I am planning on starting with

The player can build up a normal fleet through resourcing and construction

The hero mothership can be built once the no rush timer is expired, the player can pick from a list on the build menu with a limit of 1

The hero mothership would have its own .ship and maybe .hod file, but for now would just be a stats change from the normal ships with different weapons etc

The player would be able to build 1 hero ship for the game, once it is destroyed maybe a timer would start before they would lose, if all players hero ships were destroyed then some other victory condition would need to take over (highest score?, most ships killed?)

okay so onto the hero ship itself, there is a fine balance between hit points and regen rate that will just need experimentation to make the ship powerful, but also not unkillable, I think it would be uncapturable to start with

I would like some help to know if I have all of the abilities that would be useful listed here
Capture,salvage,canbuildships,sensor ping, repaircommand, cloaking, specialattack(EMP, missile barrage), minelayer, defense field, magnetic field, hyperspace inhibitor, hyperspace (default for all heroes but also add area hyperspace)

I stumbled across this one, but I think it is only on capture
addAbility(NewShipType,"CanHaveTechHarvested","GhostShipRecording",100, 45);

script based actions (obviously could write additional ones, but these could be adopted quickly)
Drones, auto spawn fighters, gravity well effect (turn off small ship engines), sensor distortion field

Multipliers
Health Regen Rate
Sensor Distortion
capture
nebula sensativity
dustcloud sensativity
weapon accuracy
weapon damage
cloaking strength
resource capcaity
resource collection rate
resource drop off rate
build speed
max health
max speed
ship hold repair speed
max emp shield
emp shield regen rate
hyperspace time
hyperspace cost
hyperspece abort damage
hyperspace recovery time
cloaking detection
visual range
primary and secondary sensor ranges

Here are some more advanced topics that I want to investigate (I may add more thoughts in the future)

Is it possible to have buttons on the UI that always apply to the Hero ship? (thinking about MOBA type cooldowns) This would be something that would need to be in the hero ship's lua file, not something in the game type if possible.

I remember some talk of an experience point system being possible, can these points unlock ship specific research/changes to the ships stats?

has anyone been able to randomize the starting subsystems on a ship ( for example mix up the turret types that get installed on hardpoints)?

Any thoughts on how to implement area effect ranged attacks?

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How to edit campaign tables?

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@QuecoJo wrote:

Hello all, new to modding! I really want make something similar to the "Engagements" mod but for the campaign (more for personal use than anything else, if I can get it to work maybe I'll upload it).

So the main problem is balancing the ships/structures that are not part of our initial fleet, like the transports from mission 2, the shipyard in mission 3, the sajuk dreadknought, the big gate structure in mission 15 I think (balcora gate), and of course, Sajuk itself.

I have managed to unpack the .big files for the ships. But my main issue is just not knowing were to find these specific files and how to make sure that my changes affect the campaign and not just skirmish.

Any help would be appreciated. Thanks!

Edit: Just to confirm, I just need to edit the the following line for health right?:

NewShipType.maxhealth=getShipNum(NewShipType, "maxhealth", 240000)

Edit 2: What about capture tables for the marine frigates?

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Graphical Issue

Launching mods for GoG version

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@sastrei wrote:

This works.

shortcut path:
"C:\Program Files (x86)\GOG Galaxy\Games\Homeworld Remastered\HomeworldRM\Bin\Release\HomeworldRM.exe" -workshopmod brickspace\brickspace.big

actual directory structure
C:\Program Files (x86)\GOG Galaxy\Games\Homeworld Remastered\HomeworldRM\DATAWORKSHOPMODS\brickspace

and it's a 2.205 developed mod running fine (afaik) on v2.1 to boot.

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Generating a SobGroup list of all active ships

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@RufusShinraSB wrote:

I'm currently working on a new, smoother, version of the scripts for the fuel and ammunition management in my mod that would be centered in a single ship controlling everything rather than having each ship update its own custom code. The idea is to set up a few tables to get a table of ammunition and fuel for every affected ship (strike crafts) controlled by the player and update the whole thing with a lot less loops and functions than if everything had to be done individually. If I get something to work reliably, it could be a better and simpler way to implement these features into future mods.

I'm pretty sure that the tables as managed in LUA would allow the whole thing, but I'm currently having an issue: the CustomGroup argument seems to only contain the relevant ship when you reach the Update part of the custom code, and the whole idea behind the new version would be to eliminate this Update part in my ships. I would want to do either one of these two options:

  • Being able to make and refresh the individual selection of every ship from a SobGroup. For example, if I had 5 flights of Interceptors, I would want to be able, after making a SobGroup with all the Interceptors, to make five SobGroups with one of the flights in each. And, of course, update this every cycle so I could get for every run of the Update, that would come from the Mothership, the individual SobGroups.
  • Have each relevant unit create its own SobGroup with only itself included in the SobGroup, in the Create part of the custom code.

I tried creating yet another SobGroup including all the Interceptors that have already been listed and then removing said SobGroup from a SobGroup including all the Interceptors, period. However, the SobGroup_FillShipsByType function doesn't include the docked ships, which prevents the system from working properly.

Any ideas for an algorithm I could use to solve that problem? Thanks!

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Shanes First Mod - Capital ship focused brawler

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@shanewal wrote:

I've been wanting to make a mod for a while now and have been starting modeling of my own, i think now is the perfect time for me to start modding

The idea is to have a mod focused on capital class warfare, massive behemoths duking it out with fighters and corvettes being present but de-emphisised

an example of one of the ship classes is the one below, the 'destroyer' though i will be reducing the number of missiles and point defence guns by a fair bit to reduce potential lag from them all firing at once

and for the fighter class example

any hints or ideas are welcome especially ones involving how to get large ships into the game, im quite new and am currently looking up modding tutorials

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Badge Shader Issue

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@880Zero wrote:

I'm finally rebooting Halo Homefront and I've run into a snag. I have just about everything down, but badges seem to not want to work right.

This was the initial test:

And this was after setting the diffuse area to 128RGB:

Now I've also noticed that this issue doesn't occur when it's overlayed on team or stripe areas of vanilla ships. Is this just the nature of the beast or is there a way to make this work? The badges are working as intended, they just don't seem to like dark backgrounds unless it's a team/stripe mask.

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Current BIG files

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@Mikali wrote:

I'm getting back into HWRM modding. I just loaded up the game for the first time in many months. In the log file I get these errors:

Failed to Load Archive '..\..\DATAUPDATES\UpdateHomeworld2.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateHW1Ships.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateHW2Ships.big'
Failed to Load Archive '..\..\DATAUPDATES\UpdateHWBackgrounds.big'

Is this normal?

What is the latest game version?

Could someone please post a directory listing of the current vanilla HomeworldRM\Data folder for me? Thanks!

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[SCRIPTING] Identify subsystems

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@Mikali wrote:

I'm trying to come up with a way to tell if a ship has built a particular subsystems.

Can I use SobGroup_GetHardPointHealth for this?

Am I limited to using the hardpoint names contained in the .ship files?

What about generic hardpoints?

Can I determine what type of subsystem is installed there? Are hardpoint names used inside the HOD files as well?

What tool can I use to change them?

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[SUBSYSTEM] Advanced production facilities

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@Mikali wrote:

I noticed in hgn_mothership.ship that the "Production 3" hardpoint allows you to build "Hgn_MS_Production_Frigate" and "Hgn_MS_Production_FrigateAdvanced". Has this always been the case? Are there really two separate subystems that go by these names?

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[SCRIPTING] Add ship to sobgroup when built?

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@Mikali wrote:

Is there a way to automatically add a ship to a sobgroup when built? I want to put each ship into its own sobgroup. Thanks.

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[SCRIPTING] Spawn ship in hyperspace?

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@Mikali wrote:

Is there a way using gametype scripting to create or spawn a ship such that it is in hyperspace and not on the map? I know this can be done in a .level file, but I need it to be a gametype script. Thanks.

[edit]

Basically, I'm trying to reproduce the effect of spawning the fleet at the beginning of each mission. However, I can't make use of the normal methods.

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[SHIP] random desyncs

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@Mikali wrote:

I noticed in "kus_dronefrigate.lua" that the "random" function is used. Does this not cause desyncs? In gametype scripts, the use of this function always causes desyncs.

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[MOD] Test Mission Grid v0.10.0

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@Mikali wrote:

This test mod modifies the game so that missions are organized in a grid- or table-like fashion. Instead of proceeding through the singleplayer campaign in a linear, sequential fashion, you now exit each mission by landing on one or more special "zones" that take you to a neighboring adjacent sector. Included with the mod is an extended version of the Postmortem campaign created by following WyvernNZ's tutorial.

https://steamcommunity.com/sharedfiles/filedetails/?id=1009418970

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[MODELING] Semi-transparent rectangle

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@Mikali wrote:

I don't know much about modeling. I need to create a megalith composed of a 2D rectangle with a semi-transparent texture. How would I go about creating this? Thanks.

[edit]

Also, is it possible to scale an existing model without needing to edit the HOD?

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[MODELING] Coordinate axes?

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@Mikali wrote:

Is it possible to create 1D lines in Blender and import them into HWRM? I want to create a model of coordinate axes and grid that I can use to orient stuff in the game.

Must models be 2D or 3D meshes in order to work? Or do I need to create narrow cylinders instead?

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[CAMPAIGN] New campaign names

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@Mikali wrote:

Has anyone ever managed to get a campaign other than ascension to work? I mean the name/folder/string "ascension". I'm trying to troubleshoot crashing problems, and my notes from the old HW2C days say that using any other name causes the game to crash.

Here's the unhelpful error:

LUA -- CreateRef -- FATAL EXIT -- luaconfig/799:! --stack trace--

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[TUTORIAL] Blender - Getting a simple ship in game

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@Dom2 wrote:

This is the long-awaited Blender equivalent to my first 3DSMax tutorial:

It relies on the fantastic work done by @DKesserich and his YouTube tutorial:

Tools used in this tutorial:
1) Blender (version 2.76b to be precise)
- a) The Blender dae import plugin
- b) The Blender HW ToolKit and exporter
2) HODOR

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[GUI] Stretching with monitor

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@Mikali wrote:

I'm trying to edit "missionselect.lua". Currently, it stretches depending on the display aspect ratio. UI elements get wider on wider screens. How do I force GUI elements to stay the same size regardless of screen aspect ratio? Thanks.

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