MonkeyBiz Posted March 13, 2006 Posted March 13, 2006 Okay, so I've been working on a mod that sort of combines the best of a couple of mods. I integrated the scale mod, enabled the TIE-Advanced and Venator (which is now a badass fleet carrier), increased the space population limit, and Home One and Mon Cal cruisers now spawn fighters from nigh-indestructable fighter bays . So, I was looking for entries on the Imperial Probot, and couldn't find any. I was wondering if anyone knows where exactly it exists in the XML files. I was hoping to change it so that it reveals ground units as well as space units, being as it is the Probot, and I keep getting killed by Rebel artillery. Thanks for your help!
Mikan Cyclone Posted March 13, 2006 Posted March 13, 2006 Genericherounits.xml, me thinks. http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
MonkeyBiz Posted March 13, 2006 Author Posted March 13, 2006 Yeah, I found it right at the top of GENERICHEROUNITS. Thanks for your help! So, quick question. Here's what I've made so far: Space population limit increased to 500Proper scale for all space unitsVenator enabled for both sides, now acts as a fleet carrierMon Calamari Cruisers spawn fightersTIE Advanced enabled, spawned by Imperial Star DestroyersImperial Probot can now see the contents of space and land forcesLand camera now similar to space cameraStarting movies no longer play Anyone have any other suggestions for good stuff to do?
Mikan Cyclone Posted March 13, 2006 Posted March 13, 2006 Add in The Shadowclaw and the Penguin, and publish it. That's my opinion. http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
MonkeyBiz Posted March 14, 2006 Author Posted March 14, 2006 Okay, checked out the Shadowclaw and the Penguin mods. Honestly, I wasn't that impressed. They don't seem to really fit with the other units.
MonkeyBiz Posted March 15, 2006 Author Posted March 15, 2006 Okay, so I've come up with some new ideas. First off, I want to add proton torpedoes to the X-Wings and concussion missiles to the TIE Advanced's. However, Necro's post wasn't too clear on how to do this. Then, I want the space stations to autoheal any unit nearby. Third, I want to set it so that if the Rebellion captures Kuat they can build ISDs, and if the Empire captures Mon Calimari they can build Mon Cal Cruisers. Suggestions?
TheDesertFox Posted March 15, 2006 Posted March 15, 2006 To make space stations auto heal, put this in their code (it's from the repair turret): Ground_Automatic 150.0 15.0 1.0 Yes Reinforcement_Point_Radius_Overlay Vehicle Scout_Trooper, Droid_R2D2, Droid_C3P0, MPTL_Spotter, Veers_AT_AT_Walker Unit_Force_Healing_Pulse Shield_Sparks_Medium B_TURRET, TURRET_00, B_TURRET_BASE Color_Flash 1.2, 1.2, 2.0 0.6 1 ROOT Color_Flash 1.2, 1.2, 2.0 0.6 1 Repair_Facility_Effect You will have to change applicable_unit_categories and applicable_unit_types to the ones that you want (i.e. fighter, bomber, capital, corvette). Also you may have to tale away some of that target light stuff, since the bones aren't the same. Then, where it says Ground_Automatic, it's a space battle, so that won't work. Is there a space_automatic? Idk. Try that. It may work. Idk how many instances of the space stations there are, but that seems like it should work. To make it so that rebels can build ISDs on kuat, you have to make a new rebel SD, and all you have to do is put this into the spaceunitscapital.xml Star_Destroyer 3 Rebel Kuat That will make it so that you get an SD that is the exact same as the imp one, but is only buildable by rebel in campaign, and is only buildable at kuat. You can change the tech level necessary if you want. To make a mon calamir jus buildable by imps, do the same thing as above, but rename the original mon cal somethign diff (like what i did above, but with _empire). Then do affiliation empire, required planet mon calamari and a variant of the original mon cal (just copy/paste the lines you need.) I'm pretty sure that will work, at least in GC. As for the x-wing thing. I've tried quickly and failed. so idk.
MonkeyBiz Posted March 15, 2006 Author Posted March 15, 2006 Okay, I implimented the cross construction thing (dunno if it works, gonna try soon). Where would I find the applicable unit types and where would I put that ability in the code? And I'm trying something with the fighters. I'll let you know if it works
TheDesertFox Posted March 15, 2006 Posted March 15, 2006 i'm pretty sure the applicable unit categories are as follows (in enumgameobjectcategorytype.xml): FighterBomberCorvetteTransportFrigateCapitalSuper However, you probably won't need super. You can try these. I'm not completely sure though. Unit types is a different story. Those are individual units that may not be listed. For example: SpaceHero is another category type. You may want to put this in. However, if you only want certain heroes to heal, you will put these individual heros in the applicable unit types line instead of SpaceHero in the category line. Tell me if it works.
razielad Posted March 15, 2006 Posted March 15, 2006 We need a mod with some sort of "map ping device". Like perhaps if you invade right after sending in a probot you would start the tac with no Fog of War and it would persist for like three or four minutes before the FoW would come back. Planets need a buildable version of the communication relay. I would SO build one of those on most of my planets.
MonkeyBiz Posted March 15, 2006 Author Posted March 15, 2006 Okay, instituted the proton torps on fighters. It was actually really easy. All you need to do is add this to the code: HP_BOMBER_02 (Empire) or HP_BOMBER_03 (Rebel) A warning. Six squads of X-Wings can take out a Level 2 Space Station pretty quickly. Now I need to figure out how to add that to the Space Station code. Anyone have any ideas?
MonkeyBiz Posted March 15, 2006 Author Posted March 15, 2006 Okay, so I tried adding the heal ability to the space station and it didn't work. Here's the code: 10 Space_Automatic 500.0 50.0 1.0 Yes Reinforcement_Point_Radius_Overlay Fighter, Bomber, Corvette, Transport, Frigate, Capital Unit_Force_Healing_Pulse Shield_Sparks_Medium SPAWN_00 Color_Flash 1.2, 1.2, 2.0 0.6 1 ROOT Color_Flash 1.2, 1.2, 2.0 0.6 1 Repair_Facility_Effect Anyone see a problem?
tychosabbat Posted March 15, 2006 Posted March 15, 2006 See if this will work: All All That should take care of anything that comes within the 500 range specified (hopefully!) Tycho.
MonkeyBiz Posted March 15, 2006 Author Posted March 15, 2006 Cross construction works. If you capture Kuat as the Rebels you can build ISDs, and if you capture MonCal as the Imps you can build Mon Cal Cruisers. And as a little treat, they come preloaded with your side's snubfighter of choice (X-Wings, A-Wings, and Y-Wings for the Rebelsl TIE Fighters, TIE Bombers, and TIE Advanced's for the Empire). Also, the TIE-Advanceds and X-Wings launch torps now. Honestly, if there's interest I think I'm going to publish this. I'll need some permission from some folks, but I don't think that will be a problem.
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