Fatal Scar Error
Posts: 18
Posts: 357
http://www.coh2.org/topic/12433/how-to-custom-starting-resources-%26-income-rate
I'm not sure if it is the cause or not. A good place to start on identifying the cause, is to remove each section one at a time, save, export, test. Try it with just the pop cap, then try it with just the Resource mod. It should point you in the right direction.
Posts: 18
Posts: 357
Posts: 18
function CustomStartingResources_Init()
--[[
CustomStartingResource System created by Janne252. Visit COH2.ORG for more. Please do not remove this note.
Some information about income_modifier table and how to use it:
- All resource income modifiers affect the # per minute value.
- By default all resource income modifiers are set to 1 (value = 1, math_type = MUT_Multiplication). As you know, anything * 1 is the same value.
- MUT_Multiplication multiplies the income rate and MUT_Addition adds to it. Here are some examples of that:
- Let's say manpower income is 294 manpower per minute. With value = 10, math_type = MUT_Multiplication we will get 2940 manpower per minute,
since 294 * 10 = 2940.
Let's say manpower income is still 294 manpower per minute. With value = 10, math_type = MUT_Addition, we will get 304 manpower per minute,
since 294 + 10 = 304.
- How to add 50 extra munition income?
{type = RT_Munition, value = 50, math_type = MUT_Addition}
- How to remove 100 from manpower income?
{type = RT_Manpower, value = -100, math_type = MUT_Addition}
- How to double manpower income?
{type = RT_Manpower, value = 2, math_type = MUT_Multiplication}
]]
local ResourceSets = {
standard = {
--german:
[0] = {
manpower = 490,
fuel = 20,
munition = 0,
action = 0,
command = 1,
},
--soviet:
[1] = {
manpower = 490,
fuel = 50,
munition = 0,
action = 0,
command = 1,
},
--Obercommando west:
[2] = {
manpower = 240,
fuel = 40,
munition = 0,
action = 0,
command = 1,
},
--us forces:
[3] = {
manpower = 400,
fuel = 15,
munition = 0,
action = 0,
command = 1,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
highResources = {
--german:
[0] = {
manpower = 1390,
fuel = 50,
munition = 50,
action = 0,
command = 2,
},
--soviet:
[1] = {
manpower = 1390,
fuel = 80,
munition = 50,
action = 0,
command = 2,
},
--Obercommando west:
[2] = {
manpower = 1140,
fuel = 70,
munition = 50,
action = 0,
command = 2,
},
--us forces:
[3] = {
manpower = 1300,
fuel = 45,
munition = 50,
action = 0,
command = 2,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
customSet_01 = {
--german:
[0] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
--soviet:
[1] = {
manpower = 2000,
fuel = 100,
munition = 100,
action = 0,
command = 2,
},
--Obercommando west:
[2] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
--us forces:
[3] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
customSet_02 = {
--german:
[0] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--soviet:
[1] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--Obercommando west:
[2] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--us forces:
[3] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
}
--This will set the resource set to use in-game
local g_ResourceSet = ResourceSets.customSet_01
local Player_ApplyResourceSet = function(player, resourceSet)
Player_SetResource(player, RT_Manpower, resourceSet.manpower)
Player_SetResource(player, RT_Fuel, resourceSet.fuel)
Player_SetResource(player, RT_Munition, resourceSet.munition)
Player_SetResource(player, RT_Action, resourceSet.action)
Player_SetResource(player, RT_Command, resourceSet.command)
end
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
local resource_set = g_ResourceSet[Player_GetRace(player)]
Player_ApplyResourceSet(player, resource_set)
for key, resource in ipairs(g_ResourceSet.income_modifier) do
local _value = resource.value
if resource.math_type == MUT_Addition then
_value = _value / (60 * 8)
end
Modify_PlayerResourceRate(player, resource.type, _value, resource.math_type)
end
end
end
Scar_AddInit(CustomStartingResources_Init)
Posts: 18
Posts: 357
Posts: 3421 | Subs: 11
Edit:
I've updated the tutorial, it should now work. I don't have time to test it but it's such a small change it should work without issues.
Posts: 18
Posts: 18
Posts: 18
Posts: 3421 | Subs: 11
function CustomStartingResources_Init()
--[[
CustomStartingResource System created by Janne252. Visit COH2.ORG for more. Please do not remove this note.
Some information about income_modifier table and how to use it:
- All resource income modifiers affect the # per minute value.
- By default all resource income modifiers are set to 1 (value = 1, math_type = MUT_Multiplication). As you know, anything * 1 is the same value.
- MUT_Multiplication multiplies the income rate and MUT_Addition adds to it. Here are some examples of that:
- Let's say manpower income is 294 manpower per minute. With value = 10, math_type = MUT_Multiplication we will get 2940 manpower per minute,
since 294 * 10 = 2940.
Let's say manpower income is still 294 manpower per minute. With value = 10, math_type = MUT_Addition, we will get 304 manpower per minute,
since 294 + 10 = 304.
- How to add 50 extra munition income?
{type = RT_Munition, value = 50, math_type = MUT_Addition}
- How to remove 100 from manpower income?
{type = RT_Manpower, value = -100, math_type = MUT_Addition}
- How to double manpower income?
{type = RT_Manpower, value = 2, math_type = MUT_Multiplication}
]]
local ResourceSets = {
standard = {
--german:
[0] = {
manpower = 490,
fuel = 20,
munition = 0,
action = 0,
command = 1,
},
--soviet:
[1] = {
manpower = 490,
fuel = 50,
munition = 0,
action = 0,
command = 1,
},
--Obercommando west:
[2] = {
manpower = 240,
fuel = 40,
munition = 0,
action = 0,
command = 1,
},
--us forces:
[3] = {
manpower = 400,
fuel = 15,
munition = 0,
action = 0,
command = 1,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
highResources = {
--german:
[0] = {
manpower = 1390,
fuel = 50,
munition = 50,
action = 0,
command = 2,
},
--soviet:
[1] = {
manpower = 1390,
fuel = 80,
munition = 50,
action = 0,
command = 2,
},
--Obercommando west:
[2] = {
manpower = 1140,
fuel = 70,
munition = 50,
action = 0,
command = 2,
},
--us forces:
[3] = {
manpower = 1300,
fuel = 45,
munition = 50,
action = 0,
command = 2,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
customSet_01 = {
--german:
[0] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
--soviet:
[1] = {
manpower = 2000,
fuel = 100,
munition = 100,
action = 0,
command = 2,
},
--Obercommando west:
[2] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
--us forces:
[3] = {
manpower = 2000,
fuel = 80,
munition = 100,
action = 0,
command = 2,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
customSet_02 = {
--german:
[0] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--soviet:
[1] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--Obercommando west:
[2] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
--us forces:
[3] = {
manpower = 0,
fuel = 0,
munition = 0,
action = 0,
command = 0,
},
income_modifier = {
{type = RT_Manpower, value = 1, math_type = MUT_Multiplication}, -- manpower. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Munition, value = 1, math_type = MUT_Multiplication}, -- munition. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Fuel, value = 1, math_type = MUT_Multiplication}, -- fuel. math_type = MUT_Multiplication OR MUT_Addition
{type = RT_Action, value = 1, math_type = MUT_Multiplication}, -- action/xp. math_type = MUT_Multiplication OR MUT_Addition
},
},
}
--This will set the resource set to use in-game
local g_ResourceSet = ResourceSets.customSet_01
local Player_ApplyResourceSet = function(player, resourceSet)
Player_SetResource(player, RT_Manpower, resourceSet.manpower)
Player_SetResource(player, RT_Fuel, resourceSet.fuel)
Player_SetResource(player, RT_Munition, resourceSet.munition)
Player_SetResource(player, RT_Action, resourceSet.action)
Player_SetResource(player, RT_Command, resourceSet.command)
end
--Population cap override value
g_popCapOverride = 200
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
local resource_set = g_ResourceSet[Player_GetRaceIndex(player)]
Player_ApplyResourceSet(player, resource_set)
Player_SetPopCapOverride(player, g_popCapOverride)
for key, resource in ipairs(g_ResourceSet.income_modifier) do
local _value = resource.value
if resource.math_type == MUT_Addition then
_value = _value / (60 * 8)
end
Modify_PlayerResourceRate(player, resource.type, _value, resource.math_type)
end
end
end
function Player_GetRaceIndex(player)
local racename = Player_GetRaceName(player)
if racename == "german" then
return 0
elseif racename == "soviet" then
return 1
elseif racename == "west_german" then
return 2
elseif racename == "aef" then
return 3
else
return -1
end
end
Scar_AddInit(CustomStartingResources_Init)
Posts: 18
Posts: 357
Posts: 14
I too have the fatal scar error BUT not with all custom maps...
I am using the same code with pop cap and modify__RT above:
function OnInitID()
--Population cap override value
g_popCapOverRide = 150
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
Modify_PlayerResourceRate(World_GetPlayerAt(1), RT_Manpower, 1.2)
Modify_PlayerResourceRate(World_GetPlayerAt(2), RT_Manpower, 1.2)
Modify_PlayerResourceRate(World_GetPlayerAt(3), RT_Manpower, 1.2)
Modify_PlayerResourceRate(World_GetPlayerAt(4), RT_Manpower, 1.2)
end
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
end
It seems that with some maps will work but others wont...
And what about the supply center_MP point that used to work?
With the WFA update I have a yellow box stating missing xml!
Guess its obsolete now?
And last any code to increase the speed of game?
In COH1 we had the setsimrate (x),which doesn't work in coh2
Thanks in advance!
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