Adding a new ship to the TEC frigate Factory

 

I built a a custom ship, actually managed to model it, and texture it, and convert it to XSI and all the weapon points and everything!  Even got it into the game flew it around blew some stuff up.

Who would have thought adding it to the frigate factory would be my stumping point.

I've edited to the the PlayerTech.entity file added: the following

    frigateInfo
        Page:0
            count 7
            entityDefName "FrigateTechScout"
            entityDefName "FrigateTechLight"
            entityDefName "FrigateTechLongRange"
            entityDefName "FrigateTechSiege"
            entityDefName "FrigateTechAntiFighter"
            entityDefName "FrigateTechColony"
            entityDefName "FrigateTechAlpha"

and then went into the entity.manifest file and added

entityName "FrigateTechAlpha.entity"

That entity contains


TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 1
frigateRoleType "Light"
statCountType "FrigateLight"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHLIGHT"
picture "PICTURE_FRIGATE_TECHLIGHT"
NameStringID "IDS_FRIGATE_TECHLIGHT_NAME"
DescriptionStringID "IDS_FRIGATE_TECHLIGHT_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_ALPHA"
basePrice
    credits 50.000000
    metal 15.000000
    crystal 5.000000
slotCount 1.000000
BuildTime 1.500000
hasLevels FALSE
ExperiencePointsForDestroying 10.000000
MaxHullPoints 400.000000
MaxShieldPoints 0.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 0.000000
BaseArmorPoints 2.000000
maxMitigation 0.600000
Prerequisites
    NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 5
numSpecificDebris 0
armorType "Medium"
hudIcon "HUDICON_FRIGATE_TECHLIGHT"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHLIGHT"
infoCardIcon "INFOCARDICON_FRIGATE_TECHLIGHT"
minZoomDistanceMult 1.500000
NumWeapons 2
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "ANTIHEAVY"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 22.250000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 3500.000000
    PreBuffCooldownTime 2.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.300000
    TravelSpeed 4000.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Projectile"
        burstCount 3
        burstDelay 0.100000
        muzzleEffectName "Weapon_TechCapitalLaserLight_Muzzle"
        muzzleSoundMinRespawnTime 0.400000
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE"
            sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT1"
            sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT2"
        hitEffectName "Weapon_TechCapitalLaserLight_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
        projectileTravelEffectName "Weapon_TechCapitalLaserLight_Travel"
Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "ANTIMEDIUM"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "MISSILE"
    DamagePerBank:FRONT 10.500000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 9800.000000
    PreBuffCooldownTime 2.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.150000
    TravelSpeed 2500.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Missile"
        burstCount 2
        burstDelay 0.250000
        muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.500000
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
            sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
        hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
        missileStartTurningDistance 250.000000
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 100.000000
ShieldMeshName "Shield_FrigateTechLight"
maxAccelerationLinear 250.000000
maxAccelerationStrafe 100.000000
maxDecelerationLinear 1000.000000
maxAccelerationAngular 49.999992
maxDecelerationAngular 99.999985
maxSpeedLinear 2000.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHLIGHT_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_0"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_1"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHLIGHT_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
    meshName "fighter_alpha"
    criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "ExhaustSmall"
ExplosionName "Fighter0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
exhaustTrailTextureName "ExhaustTrail"
exhaustTrailWidth 9.000000
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySabotageAntiMatter"
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 200.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000


I have added the appropriate strings into the English.str file.

I fire up the game and pop crash boom mini dump

If I rename the FrigateTechAlpha.entity to FrigateTechLight.entity and remove the            

entityDefName "FrigateTechAlpha"

from the PlayerTech.entity file then the game fires up fine and my little ship takes the place of the cobalt.

I am completely stumped.  Anyone know any other steps I have overlooked?

 

12,671 views 14 replies
Reply #1 Top

it needs to be entityDefName "FrigatetechAlpha.entity"

not entityDefName "FrigateTechAlpha"

hope this solves your problem!

Reply #2 Top

No such luck, it seems if I add anything NEW to either file, instant mini dump.

If I duplicate a line, say the cobalt firagte in the playertech.entity it jsut gives me a new button to build a cobalt frigate from.

The instant I use any other ship file, boom crash.

I can even use a custom ship named as the cobalt entity file and it will work.

Entity.manifest touching anything in there seems to be an isnta dump.

This is very frustrating.

Reply #3 Top

Open your user.setting (Settings folder) file and at the bottom set showErrors to TRUE. Then launch the mod again and when it crashes it should tell you why it's crashing, including the line # if it applies.

Reply #4 Top

Thanks Annatar I'll try that when I get home from work.  I have had no luck using the dev.exe I fire it up and it just throws a bazllion errors and closes.

I did solve my problem and for those who are stuck with anything similiar I did not notice the entity.manifest file contains a number count as well. I upped the count by 1 and BOOM it worked.  This was a simple oversight on my part so I was glad to find it by accident.

Just thought I'd whisper to the winds that I am working on a Robotech Mod, I have my alpha Veritechs working like little champs.  Later tonight I'll have a Garfish flying around launching Veritechs.

Reply #5 Top

Thronde,

Thanks for sharing how you fixed your problem. I myself am working on a new race mod that will also give additional ships to all races. Knowing that that's how to fix crashing in the event of new ship type additions is extremely helpful.

Reply #6 Top

guys have you looked at my manifest maker?

I wrote it s othat I would NOT have to manually edit the manifests for mods, and also create a total correct set of manifests for the mod(s).

harpo

 

Reply #7 Top

I D/Led it earlier harpo, so it should be helpful

HOWEVER,

It can still be helpful knowing how to do it manually, as if the program doing it for you messes it up (no disparagement to yours intended), then it's a good idea to know how to do it manually.

Reply #8 Top

whiskey yes it is a good idea to understand the files, but the manifest maker was designed to prevent any count or case sensitivity problems from affecting any modder by useing the EXACT case of each file AND the exact total counts

harpo

 

Reply #9 Top

BuildTime 1.500000

1.5? did you mean 15?

Either that or I found out, that if you don't put it a specific order, it will be very picky. and it will tell you that you need a specific line to go there

ShieldMeshName "Shield_FrigateTechLight"
renderShield TRUE

 

Reply #10 Top

good spotting mooster, if he is using 1.03 entrenchment then it could be the dumpper

harpo

 

Reply #11 Top

In Entrenchment 1.01 may add new ships and strike craft ? Over six types frigates and over five capships ?

Especially interested strike craft. I try add, but minidump error -and crash.>:(

Reply #12 Top

zvezdochets, if you are using files from a mod from a different entrenchment version IT WILL CRASH. I suggest updateing to 1.03 and creating a personal set of reference files with eith the dekanroic  or my utilities from the bottom of the OP here

harpo

+1 Loading…
Reply #13 Top

Quoting harpo99999, reply 12
zvezdochets, if you are using files from a mod from a different entrenchment version IT WILL CRASH. I suggest updateing to 1.03 and creating a personal set of reference files with eith the dekanroic  or my utilities from the bottom of the OP here
harpo

Thanks, yesterday a know how add new ship and strike craft, and add tactical image for they, strings.

But very big problem: convert file HUDIcon-Ship in .txt, but if i try add new info image new unit - minidump crash. All .brush files normal, except this ... Please help ...:'( very need for my personal mod. May be wrong convert, because if a change one symbol and save - too minidump crash. Converted V 1.01 file.

Reply #14 Top

you need to convert your 1.03 files to use in 1.03.

My suggestion is to start out using the existing icons, but adding new strings/entities.