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She should definitely have galactic stealth and be able to kill enemy heroes...that was what most of her job was anyway. Her Z-95 might actually be a good candidate for a starfighter with Turbo...it would sorta make sense at least. Maybe Power to Weapons or Invulnerability?

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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Good point. Penguins don't work in space...JUST YET! MWAHAHAHAHAA!!! (no, I'm not trying to get penguins in space)

 

Why not ?  ;D

 

On a serious note; to get the space units buildable in space skirmishes for example at the main star bases you need to edit the tags in the skirmish starbases at the bottom of 'StarBases.xml' file. Remeber to add the unit not just to the star base level you wish the unit to be available but ALSO to the levels above or they'll only be available for that starbase level.

It works the same as if making things buildable in land skirmishes - Hope that helps alittle.

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Why not ?  ;D

 

Because I'm already working on a larger mod. Needs a lot of work that I can do right now, and it'll have more once we get working LUA editors. And an mtd editor, or something...

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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  • 2 weeks later...
Mikan Cyclone can you help me add Turbo Lasers to this and Lasers and Missles. If I'm not mistaken were their not three points of missles on each side even though they weren't destructable Targets. I'd like to have the Three just for my own use. Help if you can. If I can't have all three how about Turbo and Missles?
"The attack on me by the Jedi has left me physically deformed. But, my Resolve has never been Stronger"Palpatine
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Yes, it is a Barloz class freighter....

 

Look I know you all mean well, but I put this unit in the game because there was a severe unit imbalance on the part of the Empire.  This is the only Imperial unit that can attack Corellian Corvettes and not take forever to do it.  This isn't for realisticity, it's for fun.

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

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The Shadowclaw DOES already have an entry into the game.  It is a Merchant Freighter, in spaceunitscorvettes.xml.  My guess is that it was going to be a unit that you could by off a merchant space dock.

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

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Mines turned into two variants of modified freighters (based on the Empire corvette one published here) for use by the pirate faction. One is armed with a missile launcher and laser cannon battery, and the other one has a spinal mount turbolaser.

 

Tycho

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The Shadowclaw DOES already have an entry into the game.  It is a Merchant Freighter, in spaceunitscorvettes.xml.  My guess is that it was going to be a unit that you could by off a merchant space dock.

 

Yeah, I just found that when I was working in the spaceunitscorvettes.xml.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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  • 2 weeks later...

2 bad this model doesnt allow more than 2 muzzle points....... :(

 

i could only get the concussion missles on the right side to work..........

 

my modification uses 2 rapidfile laser cannons (one off each side), enhanced shields and hull plating.

 

even has a short range proton torp inhibitor  :)

i find this necessary as i modded my xwings as full squadrons with torps enabled. even with the damage count lessoned accordingly its too mcuh for this little freighter.hence the "inhibitor" lol

a nice little ship though.

 

oh ya i have mine working in skirmish at whatever bases i choose....it wasnt so hard for those that want that.

 

to be a true corvette killer we'd need more points on this thing cuz 2 just isnt enough. (although it is with my changes)

 

** as a note.......does anyone else have a problem with this unit just sittin there even after u tell it to target something?? seems that unless its really close it just ignores it. ?? even then ive had a few times ive had to tell it to atack a vette that was lacing it up. weird. any hints would be appreciated.

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Actually yes, I had exactly the same problem. The downloaded Shadowclaw never attacked anything at all when i used them. They just kind of sat there when you ordered them to attack something. It was a few weeks ago, but i managed to make it work.

 

The ship has the turbo weapons ability but is missing  ABILITY_COUNTDOWN.

 

Also, it was given 8 Corellian Gunship hardpoints which attach to bones that don't exist on the Shadowclaw model. The hardpoints corellian_gunboat 07 and 08 attach to the correct bones MuzzleA_00 and MuzzleA_01.

 

I created new hardpoints and added in the space behaviour and they worked fine after that.

 

Tycho.

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even has a short range proton torp inhibitor  :)

Could you point me to the code that does this?

 

Also - does it work when you test it?

 

My interdictors aren't very useful, and I'm hoping to 'improve' the defend ability...

 

Thanks,

 

Phez

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here phez.......

 

 

 

MISSILE_SHIELD

Yes

 

175

0

0

 

Unit_Missile_Field_Interdictor

 

.......this is simply the regular ability the Imp Interdictor uses. i just toned it down alot, since all i wanted to do was protect the ship. but u can adjust the radius as needed.

 

the stock interdictors are just for stopping hyperspace jumps and jamming torpedos.(they dont make you invincible) you'll have to adjust the settings or change a few HP to get it to be much of a defender. maybe as an antifighter ship but not much else.

if u need anythig else lemme know.

 

and yes of course......everything is tested to death. im kinda picky so i want things to work and look like i want and if it doesnt it drives me nuts. lol

 

btw, any ideas from anyone on this.......ive lost my default ion cannon function button. not sure how or why. doesnt seem to be a hardpoint thing and i dont have original xml to compare. just one of those things thats buggin me.

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Is it just me or does the Shadowclaw look a bit like the YT2000 Otana seen in XWA?

 

I agree 100% its like a less..pretty version of that ship.. i loved that ship.... when u didnt have ur guns firing as the turret.. u had soo much firepower coming from the front..

 

O well i guess its a pre version ..

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

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here phez.......

 

Thanks,

 

Maybe it is something I did a long time ago, but my interdictor only stops the rockets fired by the broadside / marauder...

 

I just saw the effect for the first time today,... now I'll need to figure out why proton torpedos aren't repulsed,

It might have something to do with the fact I made them look like orange turbolaser shots (to appease the part of me that still loves the original XWing games)

 

When you say you lost the Ion Cannon button, do you mean the Planetary IC or a Y-Wing IC?

 

The Y-Wing ability looks complicated

in Containers.xml :

<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
	<Type>ION_CANNON_SHOT</Type>
	<Recharge_Seconds>20.0</Recharge_Seconds>
	<GUI_Activated_Ability_Name>Y_Wing_Container_Ion_Cannon_Shot</GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
	<Projectile_Types_Override>Proj_Ion_Cannon_Medium_Laser_Blue</Projectile_Types_Override>
</Unit_Ability>
</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">
<Ion_Cannon_Shot_Attack_Ability Name="Y_Wing_Container_Ion_Cannon_Shot">
	<Activation_Style> User_Input </Activation_Style>
	<!-- We only consider the following unit types "valid targets": -->
	<Applicable_Unit_Categories>All</Applicable_Unit_Categories>
	<Applicable_Unit_Types />
</Ion_Cannon_Shot_Attack_Ability>
</Abilities>

 

In Squadrons.xml:

<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
	<Type>ION_CANNON_SHOT</Type>
</Unit_Ability>
</Unit_Abilities_Data>

 

and in Fighters:

<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
	<Type>ION_CANNON_SHOT</Type>
	<SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Y_Wing</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>

 

I've never messed with those abilities

Phez

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