dw333 Posted February 7, 2006 Posted February 7, 2006 soon tie advanced will have them to, as well as a tie bomber version with missiles, scimitar, missile boat, assault gunboat, etc... files needed to change for this effect: projectiles.xml missile size/damage/speed/turn,etc (all weapons, actually)hardpoints.xml add bomber_09 (add info for CM's), also add a bomber_?? (whatever you want, i now have 11 bomber_) for ion Cannon for tie defender and assault gunboat, while your at it. just make sure that the weapon comes out of the right muzzle!spacefighters.xml add hard point with bomber_09 in it. Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Cain Posted February 7, 2006 Posted February 7, 2006 Great remember to make the missiles smaller. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Megajames Posted February 7, 2006 Posted February 7, 2006 that is the mad thing a bout the broadside, it could only realy hold 10 misiles if that Evacuate, in our moment of triumph. I think you overestimate their chances. Please can you post a comment on My clone story, in fan fiction. http://pff.swrebellion.com/index.php?topic=2306.0 (\_/)(O.O)(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination
Star Wars Man Posted February 7, 2006 Posted February 7, 2006 soon tie advanced will have them to, as well as a tie bomber version with missiles, scimitar, missile boat, assault gunboat, etc... files needed to change for this effect: projectiles.xml missile size/damage/speed/turn,etc (all weapons, actually)hardpoints.xml add bomber_09 (add info for CM's), also add a bomber_?? (whatever you want, i now have 11 bomber_) for ion Cannon for tie defender and assault gunboat, while your at it. just make sure that the weapon comes out of the right muzzle!spacefighters.xml add hard point with bomber_09 in it. I suggest releasing a mod so us average joes don't screw up the demo. http://img525.imageshack.us/img525/3269/pffuserbar2globalmodnx9.jpg
Capstani Posted February 7, 2006 Posted February 7, 2006 Here's a bit more detailed version for anyone interested. It's a really simple addition, pretty hard to screw it up. Basically you add the hardpoint in the section in the unit's xml. It references the entry in hardpoints.xml, where all the stuff like projectile used, weapon type, fire speed, etc, is defined. Example hardpoints.xml entry: reference name HARD_POINT_WEAPON_TORPEDO Here you define the hardpoint class No self explanatory No self explanatory Damage_Proton_Torp Damage type from gameconstants.xml MuzzleB_00 slots for the weapon to fire from, varies for ships MuzzleB_00 30.0 angles at which weapon can be fired 30.0 Proj_Ship_Proton_Torpedo projectile type from projectiles.xml 8.0 time between shots 8.0 2 number of shots fired 0.15 time between the shots defined above 700.0 self explanatory Unit_Torpedo_Fire references the sfx file for weapons (sounds) Fighter, Bomber, Transport what it can't fire at False not quite sure what these do False Once that is set up, just add a section in the fighter's xml like this. HP_BOMBER_09
dw333 Posted February 8, 2006 Author Posted February 8, 2006 nearly everything i write down here is in my mod, which will be released once the full version code and demo code is checked and updated, so the mod will be for the full version. why release a mod now for the demo, when the full game is so clase at hand... Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
swgbex Posted February 8, 2006 Posted February 8, 2006 "False not quite sure what these do" I would guess it would allow it to attack other people along the way to its intended target.. think larger ships like ISD's that shoot at targets randomly until they get to waht they want to shoot at.. then they shoot at the object normally with one side of its guns.. the other side just shooting other targets. "MuzzleB_00 slots for the weapon to fire from, varies for ships " the reason it varies is because it is an actual part of the model .. but it is hidden in gameu could use it more than once on a unit http://www.swgbex.com/sig.jpgHehe IA 2 venator
vasuba_pff Posted February 8, 2006 Posted February 8, 2006 I really think the way missiles work need to be majorly tweaked before every rebel ship in the game has them. The fact they ignore shields is way too overpowered to have every rebel fighting blowing up hardpoints without a issue with shields
swgbex Posted February 8, 2006 Posted February 8, 2006 u could simply make them really weak against them.. or simply change in projectiiles.xml the fact that it can go through shields http://www.swgbex.com/sig.jpgHehe IA 2 venator
dw333 Posted February 8, 2006 Author Posted February 8, 2006 Oh i forgot to add torpedoes and missiles hit shields ;D after shields are down then they hit hull, this is in particles.xml - damage hull yes/no and damage shields yes/no, something like that Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
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