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  1. #1
    Major Zocom7's Avatar
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    Problem making a new upgrade

    I remember one time R3ven (formerly aka Huhnu) had done a new upgrade involving Tech upgrades for the Japan War Factory and Naval Yard as well as for the Allies Construction Yard and Outpost. I have the modified portrait icon from the Huhnu Alert3 source code that R3ven once released. Right now I am stumped on trying to make this upgrade out of the Japan War Factory in order to have tier 4 units to be buildable under that condition.

    Here's what I have added right now:

    Upgrade.xml:
    Code:
    	<UpgradeTemplate id="Upgrade_JapanWarFactoryTech4"
    		inheritFrom="BasePurchasableUpgrade" 
    		DisplayName="UpgradeName:JapanWarFactoryTech4"
    		AcquireHint="UpgradePrereq:JapanWarFactoryTech4"
    		TypeDescription="UpgradeType:JapanWarFactoryTech4"
    		Description="UpgradeDesc:JapanWarFactoryTech4"
    		Type="OBJECT"
    		BuildTime="30.0s"
    		BuildCost="3000"
    		IconImage="Button_UpgradeMortar">
    		<GameDependency
    			ForbiddenModelConditions="STRUCTURE_UNPACKING">
    			<NeededUpgrade>Upgrade_JapanWarFactoryTech3</NeededUpgrade>
    		</GameDependency>
    	</UpgradeTemplate>
    ButtonStateDataCommon.xml:
    Code:
    	<ButtonSingleStateData
    		id="ButtonStateUpgradeJapanWarFactoryTech4">
    		<State
    			Image="JUA_Nanotech_Upgrade3"
    			Title="NAME:UpgradeJapanWarFactoryTech4"
    			Description="DESCRIPTION:UpgradeJapanWarFactoryTech4" />
    	</ButtonSingleStateData>
    Images.xml:
    Code:
    	<Texture id="JapanWarFactoryUpgrade3" File="JPN_EXP_UPGRADE3.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false" AllowAutomaticResize="false"/>
    	<PackedTextureImage id="JUA_Nanotech_Upgrade3" Texture="JapanWarFactoryUpgrade3" Rotated="false">
    		<Dimensions x="106" y="106"/>
    		<Coords x="0" y="0"/>
    		<TextureDimensions x="106" y="106"/>
    	</PackedTextureImage>
    In the JapanWarFactory.xml:
    Code:
    			<SubObjectsUpgrade
    				id="ModuleTag_SubObjectsUpgrade3">
    				<TriggeredBy>Upgrade_JapanWarFactoryTech4</TriggeredBy>
    				<Nugget
    					ShowSubObjects="Upgrade_04"
    					HideSubObjects="Upgrade_01 Upgrade_02 Upgrade_03"						
    					Upgrade="Upgrade_JapanWarFactoryTech4">
    					<CustomAnimAndDuration AnimState="USER_4"/>
    				</Nugget>
    			</SubObjectsUpgrade>
    
    			<AttributeModifierUpgrade
    				id="ModuleTag_JapanWarFactoryTech4_AttributeModifier"
    				AttributeModifier="AttributeModifer_JapanTech4_JapanWarFactory">
    				<TriggeredBy>Upgrade_JapanWarFactoryTech4</TriggeredBy>
    			</AttributeModifierUpgrade>
    In AttributeModifier.xml:
    Code:
    			<AttributeModifier
    				id="AttributeModifer_JapanTech4_JapanWarFactory"
    				Category="LEVEL">
    				<Modifier Type="HEALTH_MULT" Value="125%"/>
    			</AttributeModifier>
    Every time I compiled this, the compiler doesn't know the define of "Upgrade_JapanWarFactoryTech4", and the "BasePurchasableUpgrade" part doesn't cover that. Am I missing something or what?

  2. #2
    Master Sergeant R3ven's Avatar
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    Oh hey, if you still have that source, feel free to throw it up somewhere for download.

  3. #3
    Major Zocom7's Avatar
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    Quote Originally Posted by R3ven View Post
    Oh hey, if you still have that source, feel free to throw it up somewhere for download.
    What source? Your Huhnu Alert 3 source or the HA3 Minimod source?

    Your source codes at that time did not contain the upgrade coding for the one I need help with, until you managed to get that working in a new RA3 mod that did not come with the source code. Btw, you lost it?

  4. #4
    Lieutenant Bobug's Avatar
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    did you update the command sets to include a t4 research command?
    http://i684.photobucket.com/albums/vv204/BOBUG_2009/bobugsig.jpg

  5. #5
    Major Zocom7's Avatar
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    Quote Originally Posted by Bobug View Post
    did you update the command sets to include a t4 research command?
    I did include the logic command and logic command sets for the upgrade. The problem is defining the new upgrade in which the Mod SDK compiler thinks it's an error.

  6. #6
    Major Zocom7's Avatar
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    No answer for a solution?

  7. #7
    Lieutenant Bibber's Avatar
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    What exactly does the error say? Copy it in here.

  8. #8
    Major Zocom7's Avatar
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    This is what the buildlog is saying if compiled by order:
    Code:
    Building Mod Upgrade
    Step 1: Clearing Build Cache
    Step time taken: 00:00:18.9687500
    Step 2: Clearing Session Cache
    Step time taken: 00:00:00.1875000
    Step 3: Clearing Built Mod
    Step time taken: 00:00:00.0468750
    Step 4: Building Global Data
    Step time taken: 00:00:00.0156250
    Step 5: Building Static Data
    [00:00:00.0312500] BinaryAssetBuilder started
    [00:00:02.6406250] Cached session data not available.
    [00:00:02.6406250] Session caching enabled ('D:\Program Files\Electronic Arts\RA3 Mod SDK\builtmods\BinaryAssetBuilder.SessionCache.xml').
    [00:00:03.8750000] Attempting use of referenced stream global.xml with configuration 
    [00:00:03.8750000] Stream d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\data\mod.xml references stream d:\program files\electronic arts\ra3 mod sdk\global.xml which has not been compiled, attempting to use precompiled
    [00:00:04.5625000] Attempting use of referenced stream audio.xml with configuration 
    [00:00:04.5625000] Stream d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\data\mod.xml references stream d:\program files\electronic arts\ra3 mod sdk\audio.xml which has not been compiled, attempting to use precompiled
    ...
    [00:00:07.5468750] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\data\japanwarfactory.xml'.
    [00:00:07.7031250] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_skn.w3x'.
    [00:00:07.7031250] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_bld.w3x'.
    [00:00:07.7187500] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_door_skn.w3x'.
    [00:00:07.7187500] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_door_opn.w3x'.
    [00:00:07.7187500] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_door_bld.w3x'.
    [00:00:07.7343750] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_arm_skn.w3x'.
    [00:00:07.7343750] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_arm_idla.w3x'.
    [00:00:07.7343750] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_upgrade.w3x'.
    [00:00:07.7343750] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_lights.w3x'.
    [00:00:07.7343750] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\jb\jbwarfactory_fx.w3x'.
    [00:00:07.7500000] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\fx\fxinvisbone.w3x'.
    [00:00:07.7500000] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\de\decal_rig_co.xml'.
    [00:00:07.7500000] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\sagexml\baseobjects\basestructure.xml'.
    [00:00:07.7500000] basestructure.xml: Compiling GameObject:BaseStructure [942fff2d:4efbce1c]
    [00:00:07.7968750] japanwarfactory.xml: Compiling GameObject:JapanWarFactory [942fff2d:a689b39a]
    [00:00:07.9062500] japanwarfactory.xml: Compiling AttributeModifier:AttributeModifer_JapanTech4_JapanWarFactory [c5e07887:c4a35bdb]
    [00:00:07.9218750] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\data\upgrade.xml'.
    [00:00:07.9218750] Critical: Instance UpgradeTemplate:Upgrade_JapanWarFactoryTech4 [e1afe75b:5bdbf4a9] attempts to inherit from or override non-existing instance UpgradeTemplate:BasePurchasableUpgrade [e1afe75b:046a0120]
    [00:00:06.9375000] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\ju\jumechaking_torso_bida.w3x'.
    [00:00:06.9375000] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\ju\jumechaking_torso_trnl.w3x'.
    [00:00:06.9531250] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\art\ju\jumechaking_torso_trnr.w3x'.
    Build failed on step 5
    But if I change the mod.xml with upgrade.xml to be compiled first, this is what the buildlog is saying:
    Code:
    Building Mod Upgrade
    Step 1: Clearing Build Cache
    Step time taken: 00:00:00.0312500
    Step 2: Clearing Session Cache
    Step time taken: 00:00:00.0312500
    Step 3: Clearing Built Mod
    Step time taken: 00:00:00.0156250
    Step 4: Building Global Data
    Step time taken: 00:00:00.0312500
    Step 5: Building Static Data
    [00:00:00] BinaryAssetBuilder started
    [00:00:00.4843750] Cached session data not available.
    [00:00:00.5000000] Session caching enabled ('D:\Program Files\Electronic Arts\RA3 Mod SDK\builtmods\BinaryAssetBuilder.SessionCache.xml').
    [00:00:02.8437500] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\data\upgrade.xml'.
    [00:00:02.8593750] Critical: Instance UpgradeTemplate:Upgrade_JapanWarFactoryTech4 [e1afe75b:5bdbf4a9] attempts to inherit from or override non-existing instance UpgradeTemplate:BasePurchasableUpgrade [e1afe75b:046a0120]
    [00:00:00.5000000] Network caching enabled ('D:\Program Files\Electronic Arts\RA3 Mod SDK\builtmods\cache').
    [00:00:01.4843750] Stream d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\data\mod.xml references stream d:\program files\electronic arts\ra3 mod sdk\global.xml which has not been compiled, attempting to use precompiled
    Command Line: D:\Program Files\Electronic Arts\RA3 Mod SDK\mods\Upgrade\mod.babproj /od:D:\Program Files\Electronic Arts\RA3 Mod SDK\builtmods /iod:D:\Program Files\Electronic Arts\RA3 Mod SDK\builtmods /cpf:_1.0 /csc:false /ls:true /osh:false /pc:true /res:true /slowclean:true /ss:true /audio:.\mods\Upgrade\audio;.\audio /art:.\mods\Upgrade\art;.\art /data:.;.\mods;.\mods\Upgrade\data;.\sagexml 
    [00:00:00.7343750] Loading 'file://d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\data\mod.xml'.
    [00:00:00.7968750] Attempting use of referenced stream static.xml with configuration 
    [00:00:00.7968750] Stream d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\data\mod.xml references stream d:\program files\electronic arts\ra3 mod sdk\static.xml which has not been compiled, attempting to use precompiled
    [00:00:01.4843750] Stream d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\dat[00:00:02.0781250] Attempting use of referenced stream audio.xml with configuration 
    [00:00:02.0781250] Stream d:\program files\electronic arts\ra3 mod sdk\mods\upgrade\data\mod.xml references stream d:\program files\electronic arts\ra3 mod sdk\audio.xml which has not been compiled, attempting to use precompiled
    Command Line: D:\Program Files\Electronic Arts\RA3 Mod SDK\mods\Upgrade\mod.babproj /od:D:\Program Files\Electronic Arts\RA3 Mod SDK\builtmods /iod:D:\Program Files\Electronic Arts\RA3 Mod SDK\builtmods /cpf:_1.0 /csc:false /ls:true /osh:false /pc:true /res:true /slowclean:true /ss:true /audio:.\mods\Upgrade\audio;.\audio /art:.\mods\Upgrade\art;.\art /data:.;.\mods;.\mods\Upgrade\data;.\sagexml 
    Build failed on step 5
    As for the Mod.str, I assumed is correct for the upgrade.
    Code:
    Name:UpgradeJapanWarFactoryTech4
    "Mecha Bay Clearance"
    END
    DESCRIPTION:UpgradeJapanWarFactoryTech4
    "Unlocks advanced units to the maximum level."
    END
    
    UpgradeName:JapanWarFactoryTech4
    "Mecha Bay Clearance"
    END
    UpgradePrereq:JapanWarFactoryTech4
    "Requires Mecha Bay Breakthrough"
    END
    UpgradeType:JapanWarFactoryTech4
    "Advanced Upgrade"
    END
    UpgradeDesc:JapanWarFactoryTech4
    "Unlocks advanced units to the maximum level."
    END
    I actually had to skip some parts in the buildlog because of this freaking forum limiting image usage in which it might have been automatic embedded links somewhere in the buildlog.

    I know R3ven did it, but how I couldn't even do this?
    Last edited by Zocom7; 03-29-2011 at 07:21 PM.

  9. #9
    Lieutenant Bibber's Avatar
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    You didn't include an instance of the xml where tha BasePurchasableUpgrade is located into your upgrade.xml.

  10. #10
    Major Zocom7's Avatar
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    Okay, I got the instance upgrade id working, compiled the test upgrade mod correctly, but it won't show up ingame. The next problem I am unsure of is the SubObjectsUpgrade in the Japan War Factory.

    Code:
    			<SubObjectsUpgrade
    				id="ModuleTag_SubObjectsUpgrade">
    				<TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
    				<Nugget
    					ShowSubObjects="Upgrade_02"
    					HideSubObjects="Upgrade_01 Upgrade_03"					
    					Upgrade="Upgrade_JapanWarFactoryTech2">
    					<CustomAnimAndDuration AnimState="USER_2"/>
    				</Nugget>
    			</SubObjectsUpgrade>
    			<SubObjectsUpgrade
    				id="ModuleTag_SubObjectsUpgrade2">
    				<TriggeredBy>Upgrade_JapanWarFactoryTech3</TriggeredBy>
    				<Nugget
    					ShowSubObjects="Upgrade_03"
    					HideSubObjects="Upgrade_01 Upgrade_02"						
    					Upgrade="Upgrade_JapanWarFactoryTech3">
    					<CustomAnimAndDuration AnimState="USER_3"/>
    				</Nugget>
    			</SubObjectsUpgrade>
    			<SubObjectsUpgrade
    				id="ModuleTag_SubObjectsUpgrade3">
    				<TriggeredBy>Upgrade_JapanWarFactoryTech4</TriggeredBy>
    				<Nugget
    					ShowSubObjects="Upgrade_04"
    					HideSubObjects="Upgrade_01 Upgrade_02 Upgrade_03" 						
    					Upgrade="Upgrade_JapanWarFactoryTech4">
    					<CustomAnimAndDuration AnimState="USER_4"/>
    				</Nugget>
    			</SubObjectsUpgrade>
    and this other part in the same file:
    Code:
    			<CommandSetUpgrade
    				id="ModuleTag_CommandSetUpgrade"
    				CommandSet="JapanWarFactoryCommandSetTech2">
    				<TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
    			</CommandSetUpgrade>
    The question is what SubObjects shall I include, in order to show up ingame. I used a new SubObjectsUpgrade name as ModuleTag_SubObjectsUpgrade3.

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