Necro Posted February 26, 2006 Posted February 26, 2006 (edited) It seems right i even checked it against sw realism mod but for some reason as soon as it starts loading it kicks me out...if i change the to it works...but of course the missiles dont! been trying to fix it for four hrs Edited February 26, 2006 by Cain
Cain Posted February 26, 2006 Posted February 26, 2006 You probably need to attach your hardpoint to the corect hull. Try the old WTME 6.0 and see how Zaarin got his ISD Glory to fire missiles. (just go back on the changes and you will see) - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
Necro Posted February 26, 2006 Author Posted February 26, 2006 should be here TEXT_UNIT_X_WING TEXT_ENCYCLOPEDIA_CLASS_FIGHTER TIE_Fighter TIE_Bomber TIE_Prototype Tartan_Patrol_Cruiser Broadside_Class_Cruiser IPV1_System_Patrol_Craft rv_XWing.ALO 0.7 70 1.0f 50.0 Damage_Fighter 0 0.2 0.98 4.0 1.0 6.0 6.0 6.0 40 800.0 no 20 40 4 Yes 1.0 0.1 Rebel 30 120 3 500 300 fighter Armor_Fighter Shield_Fighter 1 yes no 0 0 5 8 FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA Yes 5 Proj_Ship_Small_Laser_Cannon_Red 4 0.1 1.5 Fighter, 1.0 Bomber, 1.0 Transport, 1.0 Corvette, 30.0 Frigate, 30.0 Capital, 30.0 Super, 30.0 130.0 500.0 450.0 Small_Explosion_Space Unit_X_Wing_Death_SFX Small_Damage_Space HP_XWING Unit_X_Wing_Fire Unit_Select_X_Wing Unit_Move_X_Wing Unit_Fleet_Move_X_Wing Unit_Attack_X_Wing Unit_Guard_X_Wing Unit_Assist_Move_X_Wing Unit_Assist_Attack_X_Wing Unit_Asteroids_X_Wing Unit_Nebula_X_Wing HARD_POINT_WEAPON_LASER, Unit_HP_LASER_X_Wing HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_X_Wing HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_X_Wing HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_X_Wing HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_X_Wing HARD_POINT_ENGINE, Unit_HP_ENGINES_X_Wing HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_X_Wing Unit_Health_Low_X_Wing Unit_Health_Critical_X_Wing Unit_Enemy_Health_Low_X_Wing Unit_Enemy_Health_Critical_X_Wing Unit_X_Wing_Fly_By 5 10 Unit_X_Wing_Cinematic_Engine_Loop Fighter | AntiBomber SmallShip i_button_x_wing.tga yes Yes 7.0 Space 2 -1.0 25.0 Yes 60 2.0 Fighter 5.0 TEXT_TOOLTIP_X_WING SPOILER_LOCK WEAPON_DELAY_MULTIPLIER, 3.0f SHIELD_REGEN_MULTIPLIER, 3.0f ENERGY_REGEN_MULTIPLIER, 3.0f SPEED_MULTIPLIER, 1.5 Unit_Ability_On_X_Wing Unit_Ability_Off_X_Wing Yes 0.2 2.0f Small_Explosion_Space Unit_X_Wing_Spinning_By true 500.0 0 HARD_POINT_WEAPON_TORPEDO No No Damage_Default MuzzleA_01 MuzzleA_01 30.0 30.0 XWING_Proton_Torpedo 20.0 20.0 2 0.15 700.0 Unit_Torpedo_Fire Fighter, Bomber Proj_Ship_Small_Laser_Cannon_Generic W_LASER_SMALL.ALO 0,0 30.0 5 120 TEXT_NONE 2 5 6 2,0 246,156,146,255 0.8 Damage_Proton_Torp 5 3.0 PROJECTILE, HIDE_WHEN_FOGGED MISSILE 2200.0 0.0 90.0 SFX_Proton_Torpedo_Detonation SFX_Small_Damage_Detonation Yes No Yes 0 Conc_Missile_Detonation_Particle Large_Dud Projectile_Shield_Absorb_Medium 600
Prophion Posted February 26, 2006 Posted February 26, 2006 Would you perhaps have to add the 'projectile type' into the fighters.xml for the torps, like for the laser. 'All that evil needs to triumph, is for good men to do nothing.'
Necro Posted February 26, 2006 Author Posted February 26, 2006 unlikely - the sw realism mod has it working and doesnt have it.
Prophion Posted February 27, 2006 Posted February 27, 2006 Ok, so it appears you either have all hardpoints...or none at all. You will have to delete the laser entry and create a hardpoint for it, like for the TIE Bomber and Y-wing. 'All that evil needs to triumph, is for good men to do nothing.'
dw333 Posted February 27, 2006 Posted February 27, 2006 it is very simple just use the torpedo hp for the ywing! HP_bomber02 i think! all you have to do is add it to xwing! thats it! and change is bomber to yes as well Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Prophion Posted February 27, 2006 Posted February 27, 2006 Well there ya go. I did notice after writing that post that many of the ground units have both standard lasers and hardpoints.. On another note...what would happen if you didn't make it a bomber? 'All that evil needs to triumph, is for good men to do nothing.'
MistenTH Posted February 27, 2006 Posted February 27, 2006 If you used the code straight from my mod it should work. The fire bone I used for the X-wing torpedo is copied over from the Y-wing's torpedo fire bone since they are both rebel fighters. I noticed you bumped the damage up to 90, that's a pretty strong torpedo! EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode. http://pff.swrebellion.com/index.php?topic=2763.0http://www.lucasforums.com/showthread.php?t=161089 EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play. http://pff.swrebellion.com/index.php?topic=3136.0http://www.lucasforums.com/showthread.php?t=162569
Necro Posted February 27, 2006 Author Posted February 27, 2006 yea, i tried making it my own...it didnt work then i even tried copying your one and didnt work...then i got it to work by not modifying the files in /xml folder and moving them there afterwards!
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