Posted: Sun Apr 08, 2018 7:47 am Post subject:
Problem regarding to Secret Labs
Hello anyone, can any one give me idea regarding to this problem:
I created SuperWeapon which deploys Secret Labs at any where, then I use Engineer to capture that building, but nothing happened, therefore I configure SuperWeapon as:
UIName=Deploy Secret Lab
Name=Deploy Secret Lab
IsPowered=no
Money.Amount=-5000
RechargeTime=4
Type=UnitDelivery
Action=Custom
SidebarPCX=xcfslab.pcx
ShowTimer=no
DisableableFromShell=no
Range=1.5
LineMultiplier=0
Cursor=WarpIn
NoCursor=NoWarpIn
EVA.Ready=EVA_ReinforcementsReady
SW.RequiresTarget=land
SW.Sound=ChronosphereMoveQuiet
SW.FireIntoShroud=no
SW.AITargeting=None
Deliver.Types=SLAB
Deliver.Owner=neutral
SW.CreateRadarEvent=no
FlashSidebarTabFrames=0
IsPowered=true
I make sure that Owner is neutral, so Engineer can capture that building
Any one can tell what it wrong ? or it is a bug
Many thank QUICK_EDIT
Is your problem that the Lab doesn't work, despite spawned as Neutral House, then captured by an engi, but doesn't give you anything?
In that case, the problem lies with the Lab, rather than the SW that spawns it. The SW looks fine.
It's also possible that other SLab settings are set incorrectly, including ones that you can set on units and buidlings (and aircraft too).
But are you sure SLAB is defined in rules.ini? IIRC, it's supposed to be CASLAB. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Is your problem that the Lab doesn't work, despite spawned as Neutral House, then captured by an engi, but doesn't give you anything?
In that case, the problem lies with the Lab, rather than the SW that spawns it. The SW looks fine.
It's also possible that other SLab settings are set incorrectly, including ones that you can set on units and buidlings (and aircraft too).
But are you sure SLAB is defined in rules.ini? IIRC, it's supposed to be CASLAB.
Thank for your reply,
You right, Everything seem good,
The LAB deployed at where I want (that means the building is defined correctly), ENG can capture the lab, but no new techno acquired QUICK_EDIT
Is your problem that the Lab doesn't work, despite spawned as Neutral House, then captured by an engi, but doesn't give you anything?
In that case, the problem lies with the Lab, rather than the SW that spawns it. The SW looks fine.
It's also possible that other SLab settings are set incorrectly, including ones that you can set on units and buidlings (and aircraft too).
But are you sure SLAB is defined in rules.ini? IIRC, it's supposed to be CASLAB.
Thank for your reply,
You right, Everything seem good,
The LAB deployed at where I want (that means the building is defined correctly), ENG can capture the lab, but no new techno acquired
Then post the code for the SLAB. That's where you'll find the error. Can't exactly help tho if there's no code to look at.
And, call this hunch, but are SecretInfantry, SecretUnits, SecretBuildings defined correctly? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Is your problem that the Lab doesn't work, despite spawned as Neutral House, then captured by an engi, but doesn't give you anything?
In that case, the problem lies with the Lab, rather than the SW that spawns it. The SW looks fine.
It's also possible that other SLab settings are set incorrectly, including ones that you can set on units and buidlings (and aircraft too).
But are you sure SLAB is defined in rules.ini? IIRC, it's supposed to be CASLAB.
Thank for your reply,
You right, Everything seem good,
The LAB deployed at where I want (that means the building is defined correctly), ENG can capture the lab, but no new techno acquired
Then post the code for the SLAB. That's where you'll find the error. Can't exactly help tho if there's no code to look at.
And, call this hunch, but are SecretInfantry, SecretUnits, SecretBuildings defined correctly?
It here, actually I just copy from CASLAB and add more boons
SecretLab.PossibleBoons=TANY & SecretLab.GenerateOnCapture=yes MIGHT be conflicting one another, as it's just one boon.
Speaking of the boon: rechk what TANY has regarding SecretLab.
There's a flag that prevents a Techno from becoming a boon and/or restricts it for other countries/houses. TANY might have it set. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
SecretLab.PossibleBoons=TANY & SecretLab.GenerateOnCapture=yes MIGHT be conflicting one another, as it's just one boon.
Speaking of the boon: rechk what TANY has regarding SecretLab.
There's a flag that prevents a Techno from becoming a boon and/or restricts it for other countries/houses. TANY might have it set.
At first time I used first boons line code. but still nonthing happen. then I try use the second line with 1 boon but it does not work as well QUICK_EDIT
At first time I used first boons line code. but still nonthing happen. then I try use the second line with 1 boon but it does not work as well
TAK02 wrote:
rechk what TANY has regarding SecretLab.
There's a flag that prevents a Techno from becoming a boon and/or restricts it for other countries/houses. TANY might have it set.
_________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
At first time I used first boons line code. but still nonthing happen. then I try use the second line with 1 boon but it does not work as well
TAK02 wrote:
rechk what TANY has regarding SecretLab.
There's a flag that prevents a Techno from becoming a boon and/or restricts it for other countries/houses. TANY might have it set.
Just tested with E1 and GGI, still get nothing QUICK_EDIT
Does the debug.log say anything about Secret Labs?
[Secret Lab] CASLAB has no boons applicable to country [Europeans]!
But I dont understand rules to apply CASLAB, could you explain ?
I remember player can train any poon without their required technos, is this right ? QUICK_EDIT
Is SecretLab.ForbiddenHouses=Europeans or SecretLab.RequiredHouses={all but Europeans} set on the units listed? Because that's what would do that. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Is SecretLab.ForbiddenHouses=Europeans or SecretLab.RequiredHouses={all but Europeans} set on the units listed? Because that's what would do that.
I only set one boon SecretLab.PossibleBoons=MORALES and MORALES belongs to Latin Confederation no SecretLab.ForbiddenHouses or SecretLab.RequiredHouses presents QUICK_EDIT
I'm still looking into it. I'm not sure why you can't build the unit afterwards. Is there more in the debug.log, maybe something like MORALES couldn't be parsed? The prerequisites are a mess.
Technical stuff: There's a function that essentially does what the huge graph in the Ares documentation says. It returns whether an object can be built, whether it's forbidden to be built, whether current conditions prevent it to be built (like negative prereqs), or whether it can't be built but that is overridden by a feature (like Secret Labs or Reverse Engineering)... but it does this in an unordered fashion.
Secret Labs try to grant boons that are not allowed atm (that is prereqs not satisfied yet, or forbidden). Yet, even if the Secret Lab grants a boon, it could still be forbidden, because the Secret Lab check is further down the list than the theater check, for example.
Untangling this would be a breaking change. And it would be ugly. And somebody would have to update that huge graph, and I know who that would be... _________________ QUICK_EDIT
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