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Discussion in 'Showcase' started by BluetoothBoy, Jun 6, 2015.
I didn't develop it, so no i don't
I am having the same issue. I have tried all the things I can think of, (being a programmer, thats quite a few) to make it work, but it does not seem to want to cooperate... I know it is because of the spaces, because other objects spawn just fine. If there is a way to fix this, I would like to know. Thanks.
Ok, I figured it out. The solution was so obvious that I completely overlooked it. Here's how you do it:
Instead of typing
spawnObject(Aberrant medium cruiser, 5);
You simply enter it this way:
and then it should work.
spawnObject(Aberrant medium cruiser, 5);
hey can you add like a print console command?
Uh, you may wanna do something about that signature, heh
Hey man, sorry for the late reply. I usually don't reply unless i got an email notifications, and i didn't get one for this message. Anyway, i haven't tried this yet. I'll try it and let you know if it works
If you are trying to spawn it outside the zerzek map (like in dark kiegan for example) then it won't work because the duorotter unloads when you change maps, and when it is unloaded it doesn't exist, so it can't be spawned.
Hey, what's wrong with my sig?
Something else that is important; This will work: spawnObject(object 5); and this won't: spawnObject(object, 5); . Took way too long to notice that.
Bluetoothboy, a suggestion. Add a command list command, like help(); , and possibly make the console less picky about the inputted command's format.
I thought of a few more useful commands, although they might be a bit hard.
moveObject();- used to pick up and move things. useful for when you get an agrian executor cruiser stuck in the ground... ;)
findObject(<game object>);- used to locate in-level objects
devmode(<1 or 0>);- mode where you are invulnerable, and can noclip/fly (through things). used for (among other things, ) finding where you accidentally just spawned about 10 modded abbarant cruisers... you could also incorperate the moveObject command so when in devmode you can pick up and move the things you keep messing up back to where they need to be.
repair();- repairs the vehicle or object you are looking at to original condition. useful if MevNav attacks, or if you accidentally slam into a sand dune (or MON restaurant) going 500kph, or if you get in between an executor cruiser and its target when it fires... (I am using those cruisers in my WIP mod. sadly, the spawn mechanics are so buggy that they are hardly usable at times.)
unstuck(*); used to get stuff, well, unstuck! (this might be the most helpful idea). when used, object (or player) is teleported to the top of the nearest flat surface, like the ground, or a wooden platform where the flatbed trailer for transporting the miner in the madracen (I spelled that wrong, I know.) desert is. I get stuck there wayyyy too much.* If this is empty, it unsticks you, or the object you are looking at. you can also use the object name.
ammo(<type> <number>);- used to spawn ammo for reloading. there never is enough of that stuff...
Anyway, there's a few ideas for you to mull over. Yeah, they are complicated, But a friend of mine once said, "a project without complications to solve is not a project, it is a chore." The unstuck is probably the second best, next to the repair, but I haven't the foggiest on how to do it.
Hey! I've been out for a while, with college and all. However, Christmas break is almost here, so I might work on some of these things once the semester ends.
Here's a list of the suggestions that are easily done:
The rest are a bit more complicated, but I should be able to do them. The hard part is reverse-engineering the code and layout of the game.
So, hopefully there will be some progress with this mod in the near future (probably mid-December). It should be a nice Christmas present for y'all. ;)
Wow, I'm honored someone actually likes one of my ideas! I normally get yelled at...
If I had some way of working on the code of zerahypt, then I could help you. I think for several of those commands I can use my extensive knowledge of source engine code, and modify it with some tricks of mine, and maybe make it work. I am currently developing a unity tool that decompiles source engine content, so those kind of skills would be required. No, you wont get to see that, as I am not releasing it, and even I can't work on it anymore. I had to keep redownloading the software I used to make it work, but now there's a patch preventing me from doing so. The sorry part is, that software was promised free forever, and now the developer wants me to pay $500 to use it?!? IDK.
as for the ammo(); command, a better idea I had for it is: -reloads the vehicle to full ammo.
I forgot you can't add ammo to most of the vehicles. As for what I said about having no clue on how to do it, it was late at night and I had forgotten about my unity tool. ;)
BluetoothBoy, I just found a serious bug with your mod. In the 18.2 update, if you try and use the console, you can open the console just fine, but you can't enter any text.
Include output_log.txt to your post, maybe the solution to the error could be found in there.
You are awesome.
You mean this file?
Should work just fine. He did update the Unity version from 4.6.4 to 4.6.9 since I last worked on this, but I checked the Unity changelogs and nothing should be interfering... Either it's your system/setup or user error. I hope you can figure it out. :/
EDIT: After I tried a second time, I was unable to delete text from the box or add it in. I will try to fix this.
EDIT #2: It turns out that the problem happens when a new level is loaded. Problem identified. :)
EDIT #3: The problem has been remedied - check OP.
Thank you very much, sir!
You're quite welcome. :)
In case you're at all wondering why this even happened, apparently the console mod was being reloaded when a new level was loaded. For most mods, this wouldn't necessarily be an issue, but the console mod has this function:
This is doing exactly what it says it is - telling the game to not destroy the console when a new level is loaded. This is used for "memory," so to speak (so you can scroll through previously entered commands and retain the output text when changing levels). As such, every time a new level was loaded, a new version of the command console would be created. This created an issue with overlapping window IDs and incompatible text fields, which is what caused the problem.
I installed it with the zerahypt mod installer and the console didn't open. Anyway to fix that?