LordMandalore Posted March 26, 2006 Posted March 26, 2006 Hey I know people have talked about this before, but I'm actually trying to get it to work, because I have given up trying to mod the piett beam weapon. Simply because I can only find code for it in a few xml's and what is in those doesn't give me enough to create a second weapon. What i eventually plan on doing is replacing the tractor beam with a mini-hypergun. The problem that I have is that as i've been looking around at all of the places (in .xml files) where the tractor beam and hypergun are i've been seeing a lot of things that i'm not really sure how they function. For example there are several lines about SFX events. Specifically when your looking in the specialstructures.xml there is this line:Unit_Hyper_Velocity_Fire So in this case i'm wondering if rules for the gun firing from the planet are mixed in with this? Does anyone know? So basically what i'm asking is this 1. Does anyone know and can tell me what all of the different SFX's do and all of that kind of stuff2. Can anyone tell me how to create a new ability for ships? I have a vauge idea of how but I'd rather someone give me some instructions of what i need to do. If i can get answers to #1 specifically then i think that would really help. Because the hyper gun is a special weapon so those darn things always have special rules and thus far i cannot figure out what all of them are doing, so if anyone can tell me that would be nice. -------------------------- AND/OR Does anyone know how to duplicate the piett energy weapon? Because there is no entry for it in projectiles.xml and the only place i can see something that looks like rules for the animation of the laserbeam itself is in gameconstants.xml. And the only other place i can find reference to it is in uniqueunits.xml. But these 2 alone aren't enough to make a new weapon. Because i cant seem to get around having to have piett present for it to work. Because i want to make a new ship that has a beam cannon on it, and i've been having trouble editing the piett beam, and making a ship based hyper gun. So has anyone had any luck with doing something with either of these?
Stellar_Magic Posted March 26, 2006 Posted March 26, 2006 Piett's Energy beam is dictated in the Game Constants xml and I wouldn't mess with it. The SFX tags designate the sound that plays when a certain event happens, weapons fire for example. Forum and RPG Membership:http://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsTC.jpghttp://img.photobucket.com/albums/v436/StellarMagic01/RaporaWarsRPG2.jpg Signature:Sufficiently advanced technology would be indistinguishable from Magic. -Arthur C. Clarke
MistenTH Posted March 27, 2006 Posted March 27, 2006 Just give Luke's lucky shot the Hyper Velocity projectile and you've got an ability superweapon. 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
xicq Posted March 27, 2006 Posted March 27, 2006 ENERGY_WEAPON SPEED_MULTIPLIER, 0.8f Piet_Energy_Weapon_Attack_Ability 60 6 Unit_Energy_Blast_Piett Unit_Star_Destroyer_Energy_Blast TRACTOR_BEAM SPEED_MULTIPLIER, 0.6f Piet_Tractor_Beam_Attack_Ability 30 Unit_Tractor_Beam_Star_Destroyer Unit_Star_Destroyer_Tractor_Beam User_Input Capital | Corvette | Frigate | Fighter | Bomber | Transport Piet_Powerup_Particle_Effect HP_trac_bone 0 500 50 User_Input Transport | Corvette | Frigate Millennium_Falcon 0 800 0.45 2 Hope this helps.this is wwat i have in my ship capital
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