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Object Editor Questions

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Ganado:

Feel free to post questions you have about the ObjectEditor here, too.


I'm going to post a few of my own questions:

First question about acceptable item pids:
Basically, I copied the Flamer weapon, and I modified some of its attributes.

This time, I used the pid 30000 so it wouldn't interfere with anything that 2238 had done, or so I thought. Therefore, it would make a line for {3000000}&{3000001} in FOOBJ.MSG, which it did.

But, when I ran the Server:
From FOnline 2238 Server FOnlineServer.exe:

--- Code: ---[01:44:504] Loading items prototypes...
[01:46:183] ItemManager::ParseProtos - Invalid pid<30000> of item prototype.
[01:46:428] Items prototypes successfully loaded, count<4976>.
--- End code ---

The item isn't in-game, due to the invalid pid<30000>. I've searched through the other files and I can't find anything it's interfering with.

After this, I changed it to pid 11500 and it loads successfully.
So, why doesn't 30000 work, and is there a highest value that the PIDs can be?

Second question, about weapon modes:
This new weapon is based off the Flamer. I changed damage and some other stats, but most importantly, I added another mode. This new mode requires Energy Weapon skill, is Plasma damage, bursts 5 rounds at a time, and uses 77 as the burst soundID, which is what Gatling Laser uses.


Here's the info in weapon.fopro:

--- Code: ---[Proto]
ProtoId=11500
Type=3
PicMap=art\items\flamethr.frm
PicInv=art\inven\iflameth.frm
Flags=134250910
DisableEgg=1
Deteriorable=1
Weight=8164
Volume=6
SoundId=48
Cost=666
Material=1
LightFlags=42
LightDistance=5
LightIntensity=100
LightColor=1615377
Weapon_Anim1=11
Weapon_MaxAmmoCount=40
Weapon_Caliber=2
Weapon_DefaultAmmoPid=382
Weapon_MinStrength=5
Weapon_ActiveUses=2
Weapon_CriticalFailture=2
Weapon_Skill_0=201
Weapon_Skill_1=202
Weapon_Skill_2=200
Weapon_DmgType_0=3
Weapon_DmgType_1=4
Weapon_Anim2_0=Anim2Flame
Weapon_Anim2_1=Anim2Flame
Weapon_PicUse_0=art\intrface\single.frm
Weapon_PicUse_1=art\intrface\burst.frm
Weapon_PicUse_2=art\intrface\blank.frm
Weapon_DmgMin_0=100
Weapon_DmgMin_1=100
Weapon_DmgMax_0=300
Weapon_DmgMax_1=300
Weapon_MaxDist_0=12
Weapon_MaxDist_1=8
Weapon_Round_0=1
Weapon_Round_1=5
Weapon_ApCost_0=2
Weapon_ApCost_1=3
Weapon_SoundId_0=73
Weapon_SoundId_1=77
CraftLevel=1

--- End code ---

When I spawn this weapon in-game, this is what it looks like equipped:

Note it doesn't have a "Single" or "Burst" option. Compare with default Flamer:

It can't do anything on this blank default mode, but I can still switch the mode to "Burst" and Reload.
When I attack with Burst mode, it fires a Plasma-based EW burst that hits, but there is no gatling laser sound!

So, questions:

* Why does it show a blank, unusable weapon interface instead of my Single mode? Engine limitation?
* Why doesn't it play the correct firing sound on burst mode?

I guess this might be confusing, but if anyone knows why it doesn't work correctly, let me know, thanks. Easiest way to test it yourself would be copy the info from the weapon.fopro above, I assume.

Wipe:

--- Quote from: Ganado on July 08, 2013, 09:20:37 pm ---So, why doesn't 30000 work, and is there a highest value that the PIDs can be?

--- End quote ---
It's engine limitation, each [item] proto with id higher or equal 30000 will throw warning and won't be processed.

E3245:
I'm intrigued about the second question. I tried to make a mode for my M16A1 with a Grenade Launcher Undermount, using different ammo, sound, and damage, but it doesn't work, and it doesn't show up when I go past Burst. It skips it to reload and I can't figure it out.

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