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Re: DS II Ideas


bhaalshad
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EaW & FoC Compliant

Ok, due to a request on how to do this, thought it would be better to post for all. In this example I will show you how to add a Tie Fighter and a X-Wing for land use.

 

Open GroundCompaniesEmpire.xml

Add this

<!-- ******************* -->
<!-- Fighters Land Based -->
<!-- ******************* -->

<!-- ***** Empire Units ***** -->

<GroundCompany Name="TIE_Fighter_Land_squad">
<Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text>
	<Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> X_SPEEDER SNOWSPEEDER UC_Rebel_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To>
	<GUI_Row> 0 </GUI_Row>
	<Is_Dummy>Yes</Is_Dummy>
	<Damage>24</Damage>
	<Autoresolve_Health>40</Autoresolve_Health>
	<Affiliation>Empire</Affiliation>
	<Build_Cost_Credits>450</Build_Cost_Credits>
	<Build_Time_Seconds>25</Build_Time_Seconds>
	<Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories>
	<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
	<Build_Initially_Locked>No</Build_Initially_Locked>
	<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
	<Slice_Cost_Credits>2000</Slice_Cost_Credits>
<Tech_Level>1</Tech_Level>
	<Required_Timeline>0</Required_Timeline>
	<!--<Required_Ground_Base_Level>1</Required_Ground_Base_Level>-->
	<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
	<Required_Star_Base_Level>0</Required_Star_Base_Level>
	<Required_Special_Structures></Required_Special_Structures>
	<Required_Planets></Required_Planets>
	<Behavior>DUMMY_GROUND_COMPANY</Behavior>
	<Formation_Prority>1</Formation_Prority>
	<Is_Escort>yes</Is_Escort>
	<Ship_Class>walker</Ship_Class>
	<Company_Transport_Unit>Imperial_ATAT_Barge</Company_Transport_Unit>
<Company_Units>TIE_Fighter_Land</Company_Units>
<Icon_Name>i_button_tie_fighter.tga</Icon_Name>
<GUI_Model>RV_snowspeeder.ALO</GUI_Model>
	<GUI_Distance>70</GUI_Distance>
	<GUI_Offset>0 0 0</GUI_Offset>
	<GUI_Velocity>45</GUI_Velocity>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete>
	<Score_Cost_Credits>225</Score_Cost_Credits>



	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
	<Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites></Tactical_Build_Prerequisites>
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
	<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->
	<!--<MULTIPLAYER SKIRMISH VALUES END>-->

	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
        <Maintenance_Cost>0.05</Maintenance_Cost>
	<Population_Value>0</Population_Value>
</GroundCompany>

 

Open GroundComapiesRebel.xml

Add this

<!-- ***** Rebel Units ***** -->

<GroundCompany Name="X-Wing_Land_squad">
<Text_ID>TEXT_UNIT_X_WING</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_X_WING</Encyclopedia_Text>
	<Encyclopedia_Good_Against> TIE_Fighter TIE_Bomber TIE_Prototype </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To>
	<GUI_Row> 0 </GUI_Row>
	<Is_Dummy>Yes</Is_Dummy>
	<Damage>24</Damage>
	<Autoresolve_Health>40</Autoresolve_Health>
	<Affiliation>Rebel</Affiliation>
	<Build_Cost_Credits>450</Build_Cost_Credits>
	<Build_Time_Seconds>25</Build_Time_Seconds>
	<Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories>
	<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
	<Build_Initially_Locked>No</Build_Initially_Locked>
	<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
	<Slice_Cost_Credits>2000</Slice_Cost_Credits>
<Tech_Level>1</Tech_Level>
	<Required_Timeline>0</Required_Timeline>
	<!--<Required_Ground_Base_Level>1</Required_Ground_Base_Level>-->
	<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
	<Required_Star_Base_Level>0</Required_Star_Base_Level>
	<Required_Special_Structures></Required_Special_Structures>
	<Required_Planets></Required_Planets>
	<Behavior>DUMMY_GROUND_COMPANY</Behavior>
	<Formation_Prority>1</Formation_Prority>
	<Is_Escort>yes</Is_Escort>
	<Ship_Class>walker</Ship_Class>
	<Company_Transport_Unit>Imperial_ATAT_Barge</Company_Transport_Unit>
<Company_Units>X-Wing_Land</Company_Units>
<Icon_Name>i_button_x_wing.tga</Icon_Name>
<GUI_Model>RV_snowspeeder.ALO</GUI_Model>
	<GUI_Distance>70</GUI_Distance>
	<GUI_Offset>0 0 0</GUI_Offset>
	<GUI_Velocity>45</GUI_Velocity>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete>
	<Score_Cost_Credits>225</Score_Cost_Credits>



	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
	<Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites></Tactical_Build_Prerequisites>
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
	<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->
	<!--<MULTIPLAYER SKIRMISH VALUES END>-->

	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
        <Maintenance_Cost>0.05</Maintenance_Cost>
	<Population_Value>0</Population_Value>
</GroundCompany>

 

Open GroundVehicles.xml

Add this

<!-- ********************** -->
<!-- Land Based Space Units -->
<!-- ********************** -->

<GroundVehicle Name="X-Wing_Land">
	<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale>
	<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
	<Text_ID>TEXT_UNIT_X_WING</Text_ID>
	<Encyclopedia_Good_Against> TIE_Fighter TIE_Bomber TIE_Prototype </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To>
	<Encyclopedia_Text>TEXT_TOOLTIP_X_WING</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>

	<Land_Model_Name>rv_XWing.ALO</Land_Model_Name>
	<Mass>0.98</Mass>

	<Scale_Factor>1.2</Scale_Factor>
	<!--<Is_Sprite>No</Is_Sprite>-->
	<Size_Value>15</Size_Value>
	<Select_Box_Scale>40</Select_Box_Scale>

	<Ranking_In_Category>6</Ranking_In_Category>
	<Max_Speed>4.0</Max_Speed>
	<Min_Speed>2.5</Min_Speed>
	<OverrideAcceleration> .2 </OverrideAcceleration>
	<OverrideDeceleration> .2 </OverrideDeceleration>
	<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
	<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
	<Max_Lift>4</Max_Lift>
	<Bank_Turn_Angle>40</Bank_Turn_Angle>
	<Space_Layer> Frigate </Space_Layer>
	<Stationary_Space_Layer> Land </Stationary_Space_Layer>
	<FormationGrouping> Solo </FormationGrouping>
	<PathFrameDelay> 4 </PathFrameDelay>
	<Hover_Offset>100.0</Hover_Offset>
	<Prepare_Strafe_Height>150.0</Prepare_Strafe_Height>
	<MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames>
	<Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn>

	<AI_Combat_Power>2000</AI_Combat_Power>

	<Behavior>SELECTABLE, POWERED</Behavior>
	<LandBehavior>SPOILER_LOCK, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior>
	<Influences_Capture_Point>False</Influences_Capture_Point>
	<Weather_Category>Speeder</Weather_Category>

	<Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living>

	<Affiliation>Rebel</Affiliation>
	<Political_Control>0</Political_Control>

	<Armor_Type> Armor_Speeder </Armor_Type>
	<Damage>28</Damage>
	<Autoresolve_Health>40.0</Autoresolve_Health>
	<Shield_Points>0</Shield_Points>
	<Tactical_Health>190</Tactical_Health>
	<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
	<Energy_Capacity>1000</Energy_Capacity>
	<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
	<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>

	<Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees>
	<Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees>

	<Projectile_Damage>28.0</Projectile_Damage>
	<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red</Projectile_Types>
	<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
	<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
	<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>

	<Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy>Air, 2.0</Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

	<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
	<Death_Explosions>Small_Explosion_Space</Death_Explosions>

	<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
	<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
	<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
	<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
	<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
	<Remove_Upon_Death>true</Remove_Upon_Death>

	<Wind_Disturbance_Radius>100</Wind_Disturbance_Radius>
	<Wind_Disturbance_Strength>5</Wind_Disturbance_Strength>
	<Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha>

	<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
	<SFXEvent_Select>Unit_Select_X_Wing</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_X_Wing</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_X_Wing</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_X_Wing</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_X_Wing</SFXEvent_Guard>

	<SFXEvent_Assist_Move> Unit_Assist_Move_X_Wing </SFXEvent_Assist_Move>
	<SFXEvent_Assist_Attack> Unit_Assist_Attack_X_Wing </SFXEvent_Assist_Attack>


	<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
	<SFXEvent_Ambient_Moving> Unit_X_Wing_Fly_By </SFXEvent_Ambient_Moving>
	<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
	<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>

	<!-- <SFXEvent_Engine_Idle_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Idle_Loop> -->
	<!-- <SFXEvent_Engine_Moving_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Moving_Loop> -->
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_X_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

	<SFXEvent_Unit_Lost> RHD_Unit_Destroyed </SFXEvent_Unit_Lost>
	<SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>
	<SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>
	<SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>

	<Icon_Name>i_button_x_wing.tga</Icon_Name>
	<CategoryMask> Air | AntiStructure</CategoryMask>
	<MovementClass> Flying </MovementClass>
	<OccupationStyle>1x1</OccupationStyle>
	<Victory_Relevant>yes</Victory_Relevant>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

	<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
	<GUI_Bracket_Size>1</GUI_Bracket_Size>

	<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

	<!--Keep the idle chase range small since Snowspeeders don't tether-->
	<Idle_Chase_Range>50.0</Idle_Chase_Range>
	<Guard_Chase_Range>200.0</Guard_Chase_Range>
	<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
	<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>
	<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>

	<FormationGrouping> Solo </FormationGrouping>
	<Weather_Category>Flying</Weather_Category>

	<Score_Cost_Credits>50</Score_Cost_Credits>

	<!-- Non-Hero unit abilities description -->
	<Unit_Abilities_Data SubObjectList="Yes">
		<!-- Primary ability -->
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>

			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		            1.5</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_X_Wing</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_X_Wing</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>

</GroundVehicle>

<GroundVehicle Name="TIE_Fighter_Land">		
	<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale>
	<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
	<Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID>
	<Encyclopedia_Good_Against> Y-Wing Z-95_Headhunter_Rebel </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To>
	<Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>

	<Land_Model_Name>ev_TieFighter.ALO</Land_Model_Name>
	<Mass>0.985</Mass>

	<Scale_Factor>1.2</Scale_Factor>
	<!--<Is_Sprite>No</Is_Sprite>-->
	<Size_Value>15</Size_Value>
	<Select_Box_Scale>40</Select_Box_Scale>

	<Ranking_In_Category>6</Ranking_In_Category>
	<Max_Speed>4.5</Max_Speed>
	<Min_Speed>2.5</Min_Speed>
	<OverrideAcceleration> .2 </OverrideAcceleration>
	<OverrideDeceleration> .2 </OverrideDeceleration>
	<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
	<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
	<Max_Lift>4</Max_Lift>
	<Bank_Turn_Angle>40</Bank_Turn_Angle>
	<Space_Layer> Frigate </Space_Layer>
	<Stationary_Space_Layer> Land </Stationary_Space_Layer>
	<FormationGrouping> Solo </FormationGrouping>
	<PathFrameDelay> 4 </PathFrameDelay>
	<Hover_Offset>100.0</Hover_Offset>
	<Prepare_Strafe_Height>150.0</Prepare_Strafe_Height>
	<MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames>
	<Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn>

	<AI_Combat_Power>2000</AI_Combat_Power>

	<Behavior>SELECTABLE, POWERED</Behavior>
	<LandBehavior>HUNT, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior>
	<Influences_Capture_Point>False</Influences_Capture_Point>
	<Weather_Category>Speeder</Weather_Category>

	<Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living>

	<Affiliation>Empire</Affiliation>
	<Political_Control>0</Political_Control>

	<Armor_Type> Armor_Speeder </Armor_Type>
	<Damage>28</Damage>
	<Autoresolve_Health>40.0</Autoresolve_Health>
	<Shield_Points>0</Shield_Points>
	<Tactical_Health>190</Tactical_Health>
	<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
	<Energy_Capacity>1000</Energy_Capacity>
	<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
	<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>

	<Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees>
	<Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees>

	<Projectile_Damage>28.0</Projectile_Damage>
	<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
	<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
	<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
	<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>

	<Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy>Air, 2.0</Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

	<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
	<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>

	<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
	<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
	<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
	<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
	<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
	<Remove_Upon_Death>true</Remove_Upon_Death>

	<Wind_Disturbance_Radius>100</Wind_Disturbance_Radius>
	<Wind_Disturbance_Strength>5</Wind_Disturbance_Strength>
	<Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha>

	<SFXEvent_Fire> Unit_TIE_Fighter_Fire </SFXEvent_Fire>
	<SFXEvent_Select> Unit_Select_TIE_Fighter </SFXEvent_Select>
	<SFXEvent_Move> Unit_Move_TIE_Fighter </SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move>
	<SFXEvent_Attack> Unit_Attack_TIE_Fighter </SFXEvent_Attack>
	<SFXEvent_Guard> Unit_Guard_TIE_Fighter </SFXEvent_Guard>

	<SFXEvent_Assist_Move> Unit_Assist_Move_Assault_Speeder </SFXEvent_Assist_Move>
	<SFXEvent_Assist_Attack> Unit_Assist_Attack_Assault_Speeder </SFXEvent_Assist_Attack>


	<Death_SFXEvent_Start_Die>Unit_Snow_Speeder_Death_SFX</Death_SFXEvent_Start_Die>
	<SFXEvent_Ambient_Moving> Unit_TIE_Fighter_Fly_By </SFXEvent_Ambient_Moving>
	<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
	<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>

	<!-- <SFXEvent_Engine_Idle_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Idle_Loop> -->
	<!-- <SFXEvent_Engine_Moving_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Moving_Loop> -->
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

	<SFXEvent_Unit_Lost> RHD_Unit_Destroyed </SFXEvent_Unit_Lost>
	<SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>
	<SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>
	<SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>

	<Icon_Name>i_button_tie_fighter.tga</Icon_Name>
	<CategoryMask> Air | AntiStructure</CategoryMask>
	<MovementClass> Flying </MovementClass>
	<OccupationStyle>1x1</OccupationStyle>
	<Victory_Relevant>yes</Victory_Relevant>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

	<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
	<GUI_Bracket_Size>1</GUI_Bracket_Size>

	<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

	<!--Keep the idle chase range small since Snowspeeders don't tether-->
	<Idle_Chase_Range>50.0</Idle_Chase_Range>
	<Guard_Chase_Range>200.0</Guard_Chase_Range>
	<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
	<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>
	<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>

	<FormationGrouping> Solo </FormationGrouping>
	<Weather_Category>Flying</Weather_Category>

	<Score_Cost_Credits>50</Score_Cost_Credits>

	<!-- Non-Hero unit abilities description -->
	<Unit_Abilities_Data SubObjectList="Yes">
		<!-- Primary ability -->
		<Unit_Ability>
			<Type>HUNT</Type>
		</Unit_Ability>
	</Unit_Abilities_Data>

</GroundVehicle>

 

Open SpecialStructures.xml

Search for " E_Ground_Light_Vehicle_Factory "

Add TIE_Fighter_Land_squad to the build que.

ie...

Empire,

Imperial_Anti_Infantry_Brigade,

Imperial_Heavy_Scout_Squad,

TIE_Fighter_Land_squad,

Imperial_Anti_Aircraft_Company,

EL_Light_Reflective_Armor_L1_Upgrade,

EL_Light_Reflective_Armor_L2_Upgrade,

EL_Enhanced_Reactors_L1_Upgrade,

EL_Enhanced_Reactors_L2_Upgrade,

 

Now search for " R_Ground_Light_Vehicle_Factory"

Add X-Wing_Land_squad to the build que.

ie...

   

Rebel,

X-Wing_Land_squad,

Rebel_Light_Tank_Brigade,

Rebel_Speeder_Wing,

RL_Light_Armor_L1_Upgrade,

RL_Light_Armor_L2_Upgrade,

RL_Enhanced_Repulsors_L1_Upgrade,

RL_Enhanced_Repulsors_L2_Upgrade,

 

Thats all there is to it.  You can modify this code as you see fit, mainly it is just a modification of the Rebel Snowspeeder code.

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Can you upload this in a Zip file at all? My XML files don't seem to like the new code, I must be typing something in wrong  :(

You could just copy and paste it.

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A couple of titbits. Firstly, I'm not sure if I'm the only one, but I've tended to find the Marauder missile ship to be practically useless, especially against ISD's. Anyway, I was playing about with changing the standard weapon and whilst I've tried several weapons and quite frankly the best one I've found is the Vengence Frigate mass driver. Therefore, if anyone wants to change this then try the following (expansion only):

 

Open the SPACEUNITSCORVETTES.XML file and search for the term "maurader". Look slightly further down to whether the entry for the Boron missile is but not the special weapon and change it to reflect the code below:

 

	<Projectile_Types>Proj_Vengeance_Mass_Driver</Projectile_Types>
	<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
	<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
	<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
	<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
	<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>

<!--		<Targeting_Fire_Inaccuracy_Fixed_Radius> 220 </Targeting_Fire_Inaccuracy_Fixed_Radius>  -->

 

*Note: by adding the REM statement to the Targetting line the ship will fire this with pretty good accuracy. Also in groups of 6 you'll find that these ships are now highly lethal to most ship classes, especially enemy fighters. Finally on this, doing the same to the Imperial Broadside Cruiser as well.

 

Now to no.2

 

IIRC I think I read that someone wasn't happy with Home One's lack of hardpoints. Well I had a little play about and got a total of 16 usable hardpoints by re-arranging specific ones and applying additional weapons to them. To do this open the HARDPOINTS.XML file and add this code to the bottom of the file (above the line):

 

 <!-- Home One additional hardpoints -->

    <HardPoint Name="HP_HomeOne_TBL_BL1">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>1000.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent>

            <Model_To_Attach>RV_homeone_hp_TBL_BL.alo</Model_To_Attach>
            <Attachment_Bone>HP_TBL_BL_BONE</Attachment_Bone>
            <Collision_Mesh>HP_TBL_BL_COLL</Collision_Mesh>
            <Damage_Decal>HP_TBL_BL_blast</Damage_Decal>
            <Damage_Particles>HP_TBL_BL_EmitDamage</Damage_Particles>

		<Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_BL </Death_Breakoff_Prop>

		<Damage_Type> Damage_Calamari_Cruiser </Damage_Type>
            <Fire_Bone_A>FP_TBL_BL_01</Fire_Bone_A>
            <Fire_Bone_B>FP_TBL_BL_01</Fire_Bone_B>
            <Fire_Cone_Width>170.0</Fire_Cone_Width>
            <Fire_Cone_Height>170.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

    </HardPoint>

    <HardPoint Name="HP_HomeOne_TBL_BR1">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>1000.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent>

            <Model_To_Attach>RV_homeone_hp_TBL_BR.alo</Model_To_Attach>
            <Attachment_Bone>HP_TBL_BR_BONE</Attachment_Bone>
            <Collision_Mesh>HP_TBL_BR_COLL</Collision_Mesh>
            <Damage_Decal>HP_TBL_BR_blast</Damage_Decal>
            <Damage_Particles>HP_TBL_BR_EmitDamage</Damage_Particles>

		<Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_BR </Death_Breakoff_Prop>

		<Damage_Type> Damage_Calamari_Cruiser </Damage_Type>
            <Fire_Bone_A>FP_TBL_BR_01</Fire_Bone_A>
            <Fire_Bone_B>FP_TBL_BR_01</Fire_Bone_B>
            <Fire_Cone_Width>170.0</Fire_Cone_Width>
            <Fire_Cone_Height>170.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

    </HardPoint>
  
    <HardPoint Name="HP_HomeOne_TBL_FL1">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>1000.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent>

            <Model_To_Attach>RV_homeone_hp_TBL_FL.alo</Model_To_Attach>
            <Attachment_Bone>HP_TBL_FL_BONE</Attachment_Bone>
            <Collision_Mesh>HP_TBL_FL_COLL</Collision_Mesh>
            <Damage_Decal>HP_TBL_FL_blast</Damage_Decal>
            <Damage_Particles>HP_TBL_FL_EmitDamage</Damage_Particles>

		<Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_FL </Death_Breakoff_Prop>

		<Damage_Type> Damage_Calamari_Cruiser </Damage_Type>
            <Fire_Bone_A>FP_TBL_FL_01</Fire_Bone_A>
            <Fire_Bone_B>FP_TBL_FL_01</Fire_Bone_B>
            <Fire_Cone_Width>170.0</Fire_Cone_Width>
            <Fire_Cone_Height>170.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

    </HardPoint>

    <HardPoint Name="HP_HomeOne_TBL_FR1">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>1000.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent>

            <Model_To_Attach>RV_homeone_hp_TBL_FR.alo</Model_To_Attach>
            <Attachment_Bone>HP_TBL_FR_BONE</Attachment_Bone>
            <Collision_Mesh>HP_TBL_FR_COLL</Collision_Mesh>
            <Damage_Decal>HP_TBL_FR_blast</Damage_Decal>
            <Damage_Particles>HP_TBL_FR_EmitDamage</Damage_Particles>

		<Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_TBL_FR </Death_Breakoff_Prop>

		<Damage_Type> Damage_Calamari_Cruiser </Damage_Type>
            <Fire_Bone_A>FP_TBL_FR_01</Fire_Bone_A>
            <Fire_Bone_B>FP_TBL_FR_01</Fire_Bone_B>
            <Fire_Cone_Width>170.0</Fire_Cone_Width>
            <Fire_Cone_Height>170.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

    </HardPoint>

    <HardPoint Name="HP_HomeOne_IC_BL1">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>1000.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent>

            <Model_To_Attach>RV_homeone_hp_IC_BL.alo</Model_To_Attach>
            <Attachment_Bone>HP_IC_BL_BONE</Attachment_Bone>
            <Collision_Mesh>HP_IC_BL_COLL</Collision_Mesh>
            <Damage_Decal>HP_IC_BL_blast</Damage_Decal>
            <Damage_Particles>HP_IC_BL_EmitDamage</Damage_Particles>

		<Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_BL </Death_Breakoff_Prop>

            <Fire_Bone_A>FP_IC_BL_01</Fire_Bone_A>
            <Fire_Bone_B>FP_IC_BL_01</Fire_Bone_B>
            <Fire_Cone_Width>170.0</Fire_Cone_Width>
            <Fire_Cone_Height>170.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

    </HardPoint>

    <HardPoint Name="HP_HomeOne_IC_BR1">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>1000.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent>

            <Model_To_Attach>RV_homeone_hp_IC_BR.alo</Model_To_Attach>
            <Attachment_Bone>HP_IC_BR_BONE</Attachment_Bone>
            <Collision_Mesh>HP_IC_BR_COLL</Collision_Mesh>
            <Damage_Decal>HP_IC_BR_blast</Damage_Decal>
            <Damage_Particles>HP_IC_BR_EmitDamage</Damage_Particles>

		<Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_BR </Death_Breakoff_Prop>

            <Fire_Bone_A>FP_IC_BR_01</Fire_Bone_A>
            <Fire_Bone_B>FP_IC_BR_01</Fire_Bone_B>
            <Fire_Cone_Width>170.0</Fire_Cone_Width>
            <Fire_Cone_Height>170.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_ion_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

    </HardPoint>
    
    <HardPoint Name="HP_HomeOne_IC_FL1">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>1000.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent>

            <Model_To_Attach>RV_homeone_hp_IC_FL.alo</Model_To_Attach>
            <Attachment_Bone>HP_IC_FL_BONE</Attachment_Bone>
            <Collision_Mesh>HP_IC_FL_COLL</Collision_Mesh>
            <Damage_Decal>HP_IC_FL_blast</Damage_Decal>
            <Damage_Particles>HP_IC_FL_EmitDamage</Damage_Particles>

		<Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_FL </Death_Breakoff_Prop>

            <Fire_Bone_A>FP_IC_FL_01</Fire_Bone_A>
            <Fire_Bone_B>FP_IC_FL_01</Fire_Bone_B>
            <Fire_Cone_Width>170.0</Fire_Cone_Width>
            <Fire_Cone_Height>170.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

    </HardPoint>

    <HardPoint Name="HP_HomeOne_IC_FR1">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>1000.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Ion_Death</Death_Explosion_SFXEvent>

            <Model_To_Attach>RV_homeone_hp_IC_FR.alo</Model_To_Attach>
            <Attachment_Bone>HP_IC_FR_BONE</Attachment_Bone>
            <Collision_Mesh>HP_IC_FR_COLL</Collision_Mesh>
            <Damage_Decal>HP_IC_FR_blast</Damage_Decal>
            <Damage_Particles>HP_IC_FR_EmitDamage</Damage_Particles>

		<Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Weapon_IC_FR </Death_Breakoff_Prop>

            <Fire_Bone_A>FP_IC_FR_01</Fire_Bone_A>
            <Fire_Bone_B>FP_IC_FR_01</Fire_Bone_B>
            <Fire_Cone_Width>170.0</Fire_Cone_Width>
            <Fire_Cone_Height>170.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Ion_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

    </HardPoint>

 

Then open the UNIQUEUNITS.XML file and search for the term "home one". Looks slightly further down for the hardpoints list and change the list to reflect the following code:

 

	<HardPoints>
			HP_HomeOne_Shield_Generator, HP_HomeOne_Engines, HP_HomeOne_TBL_BL, HP_HomeOne_TBL_BR, HP_HomeOne_TBL_FL, HP_HomeOne_TBL_FR, HP_HomeOne_IC_BL, HP_HomeOne_IC_BR, HP_HomeOne_IC_FL, HP_HomeOne_IC_FR, HP_HomeOne_TBL_BL1, HP_HomeOne_TBL_BR1, HP_HomeOne_TBL_FL1, HP_HomeOne_TBL_FR1, HP_HomeOne_IC_BL1, HP_HomeOne_IC_BR1, HP_HomeOne_IC_FL1, HP_HomeOne_IC_FR1
	</HardPoints>

 

What this does is then give Home One the addition of 8 medium lasers and the ship now performs better against almost all other ship classes, and AFAIK this should work with either EaW or the expansion.

 

Yes I know these are simple to do, but still. Someone might find them useful.

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OOOOOOOOh.........

 

I'll add the Marauder mass driver to the Hutt Marauder(the one in the campaign)

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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I've found the Hutt Marauder to be, suprisingly, extremely effective against frigates and corvettes, as well as fighters.

A few of them tear down ISDs, and somewhere around 6 takes out a level 5 base no problem...(just me)

 

And I liked the boron missiles because in EaW I was one of the people that can use 3 marauders to kill an empire base extremely quicksly (target the level-1 base reigon for mass effect), although now I'm pissed off because it doesn't work on consortium stations. And those blasted StarVipers!!! F***! Try barraging the area where the ISD is headed, It'll lose its sheilds then all its hardpoints...

 

Anyhow, thx for testing the projectiles :P

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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Now this is interesting. For those who want a bit of a strange change (and seeing as its not been mentioned so far), the AI can be made to coorporatively play along side a human but not in a manner normally thought of.

 

To put this a bit more basically (and this only works with GC games), this code below is the current style of play for a Rebel AI and Empire non-AI:

 

        	<AI_Player_Control> Empire, BasicEmpire </AI_Player_Control>
<AI_Player_Control> Rebel, SandboxHuman </AI_Player_Control>

 

Now if the Rebel entry is changed to the following below, the AI will control expansion quite rapidly, but the player will still have control over the forces movement (its a little more difficult to explain without a modder actually testing this themselves):

 

        	<AI_Player_Control> Empire, BasicEmpire </AI_Player_Control>
<AI_Player_Control> Rebel, BasicRebel </AI_Player_Control>

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Interesting...

 

What would that be used for?

 

I just got an idea....Would it be possible to change AI with an event? Then you could have certain buyable heroes "build for you"

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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Hey, is the Factions.xml file working ? - I copied it over into a mod I am working on (from FOC 1.01) and changed the land and space skirmish credits, - however the slider in the game is still showing the same amount of credits. Even though I move the slider to full - it still shows the default game credits value..?

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

Sote Mod Website @

 

http://sote-mod.com/forum/index.php?act=home

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Its not in Factions.

Its in GameConstants for skimrish (Skirmish_Max_Credits and Skirmish_Min_Credits) thats what affects the slider (as well as skirmish default credits)

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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I can't seem to change the population cap size on planets. Even though I have changed the values in Planets.xml for each planet I increased the values, and in hypergameconstants I changed the value in that file for max ground forces. Nothing has altered the fact that when I zoom in on a planet it still says Pop cap 10/10 ?

 

does anyone know what I am missing to change this. I'm sure I have tried everything.

http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg

 

Sote Mod Website @

 

http://sote-mod.com/forum/index.php?act=home

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Are you tired of mining asteroids in skirmishes? So, here's another way to obtain credits: I copied the Asteroid Mining Facility code and changed some things and now I have Tibanna Gas Collectors in my custom Bespin Map.

Open SpaceBuildableSkirmish and copy and paste the Gas Collector code under this section:

<!--**************** Mineral Extractors (income sources) ************************-->

 

Gas Collector code:

<SpaceBuildable Name="Gas_Collector">
	<Select_Box_Scale>600</Select_Box_Scale>
	<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
	<Behavior> SPACE_OBSTACLE, TACTICAL_BUILD_OBJECTS, REVEAL, CAPTURE_POINT, HIDE_WHEN_FOGGED </Behavior>

	<Tactical_Buildable_Objects_Multiplayer> 
		Empire, 
			UC_Empire_Gas_Collector, 

		Rebel,
			UC_Rebel_Gas_Collector,

		Underworld,
			UC_Underworld_Gas_Collector,

	</Tactical_Buildable_Objects_Multiplayer>

	<Text_ID> TEXT_GAS_COLLECTOR_FACILITY </Text_ID>
	<Space_Model_Name>W_Gas_Collector.ALO</Space_Model_Name>
	<Icon_Name>i_button_asteroidmining.tga</Icon_Name>
	<GUI_Row> 0 </GUI_Row>
	<Is_Dummy>Yes</Is_Dummy>
	<Select_Box_Scale>330</Select_Box_Scale>
	<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
	<Affiliation>Neutral, Rebel, Empire, Underworld</Affiliation>
	<Size_Value>30</Size_Value>

	<Space_FOW_Reveal_Range>275</Space_FOW_Reveal_Range>

	<GUI_Model_Name>W_Gas_Collector.ALO</GUI_Model_Name>
	<GUI_Distance>1000</GUI_Distance>
	<GUI_Offset>0 0 0</GUI_Offset>
	<GUI_Velocity>45</GUI_Velocity>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	<CategoryMask> Structure </CategoryMask>
	<Armor_Type> Armor_Satellite </Armor_Type>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>

	<Influences_Capture_Point>False</Influences_Capture_Point>
	<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty>
	<Hides_When_Built_On>True</Hides_When_Built_On>
	<Destroy_When_Child_Dies>True</Destroy_When_Child_Dies>

	<Loop_Idle_Anim_00> No </Loop_Idle_Anim_00>
	<Collidable_By_Projectile_Living> No </Collidable_By_Projectile_Living>

	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Show_Facing>No</Radar_Show_Facing>
	<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
	<Radar_Icon_Size>0.08  0.08</Radar_Icon_Size>

	<Select_Box_Scale> 50 </Select_Box_Scale>
	<Scale_Factor> 3.00 </Scale_Factor>
	<Victory_Relevant> No </Victory_Relevant>
	<Custom_Soft_Footprint_Radius> 275 </Custom_Soft_Footprint_Radius>
	<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
	<Space_Layer> StaticObject </Space_Layer>

	<Tactical_Respawn_Time_In_Secs>38</Tactical_Respawn_Time_In_Secs>
	<Tactical_Health>1900</Tactical_Health>
	<Score_Cost_Credits> 5000 </Score_Cost_Credits>
	<Capture_Point_Radius>550.0</Capture_Point_Radius>
	<Capture_Point_Transition_Time_Seconds>10</Capture_Point_Transition_Time_Seconds>
	<Has_Space_Evaluator>True</Has_Space_Evaluator>
	<Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_AGAS_COLLECTOR_FACILITY_PAD_00 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </Encyclopedia_Text>
	<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_AGAS_COLLECTOR_FACILITY_PAD_00 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </MP_Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
	<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
	<Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW>
</SpaceBuildable>

             <SpaceBuildable Name="UC_Empire_Gas_Collector">
	<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
	<Select_Box_Scale>600</Select_Box_Scale>
	<Behavior>SPACE_OBSTACLE, TACTICAL_UNDER_CONSTRUCTION, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</Behavior>
	<Tactical_Buildable_Constructed> Empire_Gas_Collector </Tactical_Buildable_Constructed>
	<Tactical_Build_Start_Lower_Z> 0.0 </Tactical_Build_Start_Lower_Z>
	<Scale_Factor> 3.00 </Scale_Factor>

	<Text_ID> TEXT_GAS_COLLECTOR_FACILITY </Text_ID>
	<GUI_Row> 0 </GUI_Row>
	<Is_Dummy>Yes</Is_Dummy>
	<Space_Model_Name>W_Gas_Collector.ALO</Space_Model_Name>
	<Icon_Name>i_button_asteroidmining.tga</Icon_Name>
	<Select_Box_Scale>330</Select_Box_Scale>
	<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
	<Affiliation>Empire</Affiliation>
	<Size_Value>30</Size_Value>
	<Space_FOW_Reveal_Range>275</Space_FOW_Reveal_Range>

	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Death_Explosions>Large_Explosion_Space</Death_Explosions>
	<Victory_Relevant>no</Victory_Relevant>
	<GUI_Model_Name>W_Gas_Collector.ALO</GUI_Model_Name>
	<GUI_Distance>1000</GUI_Distance>
	<GUI_Offset>0 0 0</GUI_Offset>
	<GUI_Velocity>45</GUI_Velocity>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
	<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	<CategoryMask> Structure </CategoryMask>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>
	<Armor_Type> Armor_Satellite </Armor_Type>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>
	<Custom_Soft_Footprint_Radius> 275 </Custom_Soft_Footprint_Radius>
	<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
	<Space_Layer> StaticObject </Space_Layer>
  
	<Tactical_Health>1700</Tactical_Health>
	<Tactical_Build_Cost_Multiplayer> 850 </Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds> 35 </Tactical_Build_Time_Seconds>
	<Has_Space_Evaluator>True</Has_Space_Evaluator>
	<Encyclopedia_Text> TEXT_STRUCTURE_GENERIC_PAD_UC </Encyclopedia_Text>
	<MP_Encyclopedia_Text> TEXT_STRUCTURE_GENERIC_PAD_UC </MP_Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

	<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
	<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
	<Influences_Capture_Point> False </Influences_Capture_Point>
  
</SpaceBuildable>		

<SpaceBuildable Name="UC_Rebel_Gas_Collector">
	<Variant_Of_Existing_Type>UC_Empire_Gas_Collector</Variant_Of_Existing_Type>

	<Tactical_Buildable_Constructed> Rebel_Gas_Collector </Tactical_Buildable_Constructed>
	<Tactical_Build_Cost_Multiplayer> 850 </Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds> 35 </Tactical_Build_Time_Seconds>

	<Affiliation>Rebel</Affiliation>
	<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
</SpaceBuildable>		

<SpaceBuildable Name="UC_Underworld_Gas_Collector">
	<Variant_Of_Existing_Type>UC_Empire_Gas_Collector</Variant_Of_Existing_Type>

	<Tactical_Buildable_Constructed> Underworld_Gas_Collector </Tactical_Buildable_Constructed>
	<Tactical_Build_Cost_Multiplayer> 1000 </Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds>

	<Affiliation>Underworld</Affiliation>
	<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
</SpaceBuildable>	

             <SpaceBuildable Name="Empire_Gas_Collector">

	<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>

	<SpaceBehavior> SPACE_OBSTACLE, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, REVEAL, UNIT_AI, DAMAGE_TRACKING, IDLE, HIDE_WHEN_FOGGED </SpaceBehavior>
	<Scale_Factor>3.00 </Scale_Factor>

	<Text_ID> TEXT_GAS_COLLECTOR_FACILITY </Text_ID>
	<GUI_Row> 0 </GUI_Row>
	<Is_Dummy>Yes</Is_Dummy>
	<Space_Model_Name>W_Gas_Collector.ALO</Space_Model_Name>
	<Icon_Name>i_button_asteroidmining.tga</Icon_Name>
	<Select_Box_Scale>600</Select_Box_Scale>
	<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
	<Affiliation>Empire</Affiliation>
	<Size_Value>30</Size_Value>
	<Space_FOW_Reveal_Range>400</Space_FOW_Reveal_Range>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Death_Explosions>Large_Explosion_Space</Death_Explosions>
	<Victory_Relevant>no</Victory_Relevant>
	<GUI_Model_Name>W_Gas_Collector.ALO</GUI_Model_Name>
	<GUI_Distance>1000</GUI_Distance>
	<GUI_Offset>0 0 0</GUI_Offset>
	<GUI_Velocity>45</GUI_Velocity>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
	<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	<CategoryMask> Structure </CategoryMask>

	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Show_Facing>No</Radar_Show_Facing>
	<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
	<Radar_Icon_Size>0.08  0.08</Radar_Icon_Size>

	<Armor_Type> Armor_Satellite </Armor_Type>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>
	<Custom_Soft_Footprint_Radius> 275 </Custom_Soft_Footprint_Radius>
	<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset> 
	<Space_Layer> StaticObject </Space_Layer>
	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="E_Mineral_Extractor_Income_Stream">
			<Base_Income_Value>200</Base_Income_Value>
			<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
			<Owner_Income_Percentage />
		</Income_Stream_Ability>

		<Force_Healing_Ability Name="E_Mineral_Extractor_Self_Repair">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.003</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>1.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories />
			<Applicable_Unit_Types />
			<SFXEvent_Target_Affected />
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2 />
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
	</Abilities>

	<Tactical_Health>1700</Tactical_Health>
	<Score_Cost_Credits> 5000 </Score_Cost_Credits>
	<Tactical_Buildable_Objects_Multiplayer> 
		Empire,
			ES_Increased_Supplies_L1_Upgrade,
			ES_Increased_Supplies_L2_Upgrade,				
	</Tactical_Buildable_Objects_Multiplayer>

	<Has_Space_Evaluator>True</Has_Space_Evaluator>
	<Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_AGASCOLLECTOR_FACILITY_00, MP_TEXT_ENCYCLOPEDIA_AGAS_COLLECTOR_FACILITY_01 </Encyclopedia_Text>
	<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_AGASCOLLECTOR_FACILITY_00, MP_TEXT_ENCYCLOPEDIA_AGAS_COLLECTOR_FACILITY_01 </MP_Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

	<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
	<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
	<Influences_Capture_Point> False </Influences_Capture_Point>
</SpaceBuildable>

<SpaceBuildable Name="Rebel_Gas_Collector">
	<Variant_Of_Existing_Type>Empire_Gas_Collector</Variant_Of_Existing_Type>
	<Affiliation>Rebel</Affiliation>
	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="R_Mineral_Extractor_Income_Stream">
			<Base_Income_Value>200</Base_Income_Value>
			<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
			<Owner_Income_Percentage />
		</Income_Stream_Ability>
	</Abilities>

	<Tactical_Buildable_Objects_Multiplayer> 
		Rebel,
			RS_Increased_Supplies_L1_Upgrade,
			RS_Increased_Supplies_L2_Upgrade,				
	</Tactical_Buildable_Objects_Multiplayer>
</SpaceBuildable>

<SpaceBuildable Name="Underworld_Gas_Collector">
	<Variant_Of_Existing_Type>Empire_Gas_Collector</Variant_Of_Existing_Type>
	<Affiliation>Underworld</Affiliation>
	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="U_Mineral_Extractor_Income_Stream">
			<Base_Income_Value>205</Base_Income_Value>
			<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
			<Owner_Income_Percentage />
		</Income_Stream_Ability>
	</Abilities>

	<Tactical_Buildable_Objects_Multiplayer> 
		Underworld,
			UL_Extort_Cash_L1_Upgrade,
			UL_Extort_Cash_L2_Upgrade,				
	</Tactical_Buildable_Objects_Multiplayer>

</SpaceBuildable>	

 

Now you just need to make entries in Master Text File if you want an description of the Gas Collector and put it in your custom maps!

 

Hope you like it!  ;D

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Nice work, it'll provide a good alternative to places where asteroids don't fit in. :P

 

Problem with this is that you'd need to add it in your own maps...oh well. PWNAGE!

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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  • 4 weeks later...

What about Gas Collectors for land maps? Like Bespin!  :D

 

Open GroundBuildablesSkirmish.xml and copy and paste the Gas Collector code after a:

 

<!--************************************************************************************************************-->

 

Land Gas Collector code:

 

	<GroundBuildable Name="N_Gas_Collector_Build_Pad">
	<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
	<Select_Box_Scale>200</Select_Box_Scale>
	<Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID>

	<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>
	<Behavior> TACTICAL_BUILD_OBJECTS, REVEAL, CAPTURE_POINT, HIDE_WHEN_FOGGED </Behavior>
	<Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again>
	<LandBehavior> LAND_OBSTACLE, SPACE_OBSTACLE, TERRAIN_TEXTURE_MODIFICATION </LandBehavior>

	<Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name>
	<Icon_Name>i_button_mining_facility.tga</Icon_Name>
	<Is_Dummy>Yes</Is_Dummy>
	<Scale_Factor>3.00</Scale_Factor>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>
	<Political_Control>0</Political_Control>
	<Size_Value>30</Size_Value>
	<Base_Position>Out_Base</Base_Position>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<Land_FOW_Reveal_Range>350.0</Land_FOW_Reveal_Range>

	<Space_Layer> Corvette </Space_Layer>

	<Land_Damage_Thresholds>1</Land_Damage_Thresholds>
	<Land_Damage_Alternates>3</Land_Damage_Alternates>
	<Land_Damage_SFX>null,null,null,null</Land_Damage_SFX>
	<Armor_Type> Armor_Structure </Armor_Type>
	<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
	<Is_Community_Property>Yes</Is_Community_Property>
	<CategoryMask> Structure </CategoryMask>
	<Hides_When_Built_On>True</Hides_When_Built_On>
	<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty>

	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
	<Radar_Show_Facing>No</Radar_Show_Facing>
	<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

	<Influences_Capture_Point> False </Influences_Capture_Point>
	<Tactical_Buildable_Objects_Multiplayer> 
		Empire, 
			UC_Empire_Gas_Collector_Facility, 
		Rebel,
			UC_Rebel_Gas_Collector_Facility,
		Underworld,
			UC_Underworld_GasCollector_Facility,
	</Tactical_Buildable_Objects_Multiplayer>
	<Affiliation>Neutral, Rebel, Empire, Underworld</Affiliation>
	<Capture_Point_Radius>300</Capture_Point_Radius>
	<Capture_Point_Transition_Time_Seconds>5.0</Capture_Point_Transition_Time_Seconds>
	<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00 MP_TEXT_ENCYCLOPEDIA_MINING_01 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </MP_Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>	

	<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
	<Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW>
	<Has_Land_Evaluator>True</Has_Land_Evaluator>
	<Immune_To_Damage>True</Immune_To_Damage>
</GroundBuildable>

<GroundBuildable Name="Empire_Gas_Collector_Facility_Build_Pad">
	<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
	<Tactical_Buildable_Objects_Multiplayer>Empire, UC_Empire_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer>
	<Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again>
	<Text_ID>TEXT_GROUND_MINING_FACILITY_EMPIRE</Text_ID>
	<Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name>
	<Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior>
	<LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior>

	<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>

	<Affiliation>Empire</Affiliation>
	<Icon_Name>i_button_mining_facility.tga</Icon_Name>
	<Is_Dummy>Yes</Is_Dummy>
	<Scale_Factor>3.00</Scale_Factor>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>
	<Political_Control>0</Political_Control>
	<Size_Value>30</Size_Value>
	<Base_Position>Out_Base</Base_Position>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>

	<Space_Layer> Corvette </Space_Layer>

	<Land_Damage_Thresholds>1</Land_Damage_Thresholds>
	<Land_Damage_Alternates>3</Land_Damage_Alternates>
	<Land_Damage_SFX>null,null,null,null</Land_Damage_SFX>
	<Armor_Type> Armor_Structure </Armor_Type>
	<Is_Community_Property>Yes</Is_Community_Property>
	<CategoryMask> Structure </CategoryMask>
	<Hides_When_Built_On>False</Hides_When_Built_On>
	<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty>

	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Show_Facing>No</Radar_Show_Facing>
	<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
	<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

	<Influences_Capture_Point> False </Influences_Capture_Point>

	<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01  </MP_Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>	

	<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
	<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>	
	<Has_Land_Evaluator>True</Has_Land_Evaluator>
	<Immune_To_Damage>True</Immune_To_Damage>
</GroundBuildable>

<GroundBuildable Name="UC_Empire_Gas_Collector_Facility">
	<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
	<Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID>
	<Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name>
	<Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_E </Tactical_Buildable_Constructed>
	<Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z>
	<Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior>
	<LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior>

	<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>

	<!-- In FoC these are built on outpost pads -->
	<Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type>
	<Affiliation>Empire</Affiliation>
	<Icon_Name>i_button_mining_facility.tga</Icon_Name>

	<Space_Layer> Corvette </Space_Layer>
	<UnitCollisionClass> Vehicle </UnitCollisionClass>
	<Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent>

	<Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range>
	<Is_Dummy>Yes</Is_Dummy>
	<Scale_Factor>3.00</Scale_Factor>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>
	<Political_Control>0</Political_Control>
	<Size_Value>30</Size_Value>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<Land_Damage_Thresholds>1</Land_Damage_Thresholds>
	<Land_Damage_Alternates>3</Land_Damage_Alternates>
	<Land_Damage_SFX>null,null,null,null</Land_Damage_SFX>
	<Armor_Type> Armor_Structure </Armor_Type>
	<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
	<Is_Community_Property>Yes</Is_Community_Property>
	<CategoryMask> Structure </CategoryMask>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Icon_Size>0.125  0.125</Radar_Icon_Size>
	<Influences_Capture_Point> False </Influences_Capture_Point>

	<Tactical_Health>900</Tactical_Health>
	<Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds>

	<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
	<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	<SFXEvent_Unit_Under_Attack> EHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack>
	<SFXEvent_Unit_Lost> EHD_Mining_Destroyed </SFXEvent_Unit_Lost>
	<SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select>

	<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_EMPIRE_PAD_00 </MP_Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

	<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
	<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>		
</GroundBuildable>

<GroundBuildable Name="Rebel_Gas_Collector_Facility_Build_Pad">
	<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
	<Tactical_Buildable_Objects_Multiplayer>Rebel, UC_Rebel_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer>
	<Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again>
	<Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>	
	<Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name>
	<Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior>
	<LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior>

	<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>

	<Affiliation>Rebel</Affiliation>
	<Icon_Name>i_button_mining_facility.tga</Icon_Name>
	<Is_Dummy>Yes</Is_Dummy>
	<Scale_Factor>3.00</Scale_Factor>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>
	<Political_Control>0</Political_Control>
	<Size_Value>30</Size_Value>
	<Base_Position>Out_Base</Base_Position>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>

	<Space_Layer> Corvette </Space_Layer>

	<Land_Damage_Thresholds>1</Land_Damage_Thresholds>
	<Land_Damage_Alternates>3</Land_Damage_Alternates>
	<Land_Damage_SFX>null,null,null,null</Land_Damage_SFX>
	<Armor_Type> Armor_Structure </Armor_Type>
	<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
	<Is_Community_Property>Yes</Is_Community_Property>
	<CategoryMask> Structure </CategoryMask>
	<Hides_When_Built_On>False</Hides_When_Built_On>
	<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty>

	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Show_Facing>No</Radar_Show_Facing>
	<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
	<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

	<Influences_Capture_Point> False </Influences_Capture_Point>

	<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01  </MP_Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

	<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
	<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>			
	<Has_Land_Evaluator>True</Has_Land_Evaluator>
	<Immune_To_Damage>True</Immune_To_Damage>
</GroundBuildable>

<GroundBuildable Name="UC_Rebel_Gas_Collector_Facility">
	<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
	<Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID>
	<Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name>
	<Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_R </Tactical_Buildable_Constructed>
	<Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z>
	<Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior>
	<LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior>

	<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>

	<!-- In FoC these are built on outpost pads -->
	<Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type>
	<Affiliation>Rebel</Affiliation>
	<Icon_Name>i_button_mining_facility.tga</Icon_Name>

	<Space_Layer> Corvette </Space_Layer>
	<UnitCollisionClass> Vehicle </UnitCollisionClass>
	<Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent>

	<Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range>
	<Is_Dummy>Yes</Is_Dummy>
	<Scale_Factor>3.00</Scale_Factor>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>
	<Political_Control>0</Political_Control>
	<Size_Value>30</Size_Value>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<Land_Damage_Thresholds>1</Land_Damage_Thresholds>
	<Land_Damage_Alternates>3</Land_Damage_Alternates>
	<Land_Damage_SFX>null,null,null,null</Land_Damage_SFX>
	<Armor_Type> Armor_Structure </Armor_Type>
	<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
	<Is_Community_Property>Yes</Is_Community_Property>
	<CategoryMask> Structure </CategoryMask>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Icon_Size>0.125  0.125</Radar_Icon_Size>
	<Influences_Capture_Point> False </Influences_Capture_Point>

	<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
	<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
	<SFXEvent_Unit_Under_Attack> RHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack>
	<SFXEvent_Unit_Lost> RHD_Mining_Destroyed </SFXEvent_Unit_Lost>
	<SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select>


	<Tactical_Health>900</Tactical_Health>
	<Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds>

	<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_REBEL_PAD_00 </MP_Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

	<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
	<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>	
</GroundBuildable>

<GroundBuildable Name="Underworld_Gas_Collector_Facility_Build_Pad">
	<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
	<Tactical_Buildable_Objects_Multiplayer>Underworld, UC_Underworld_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer>
	<Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again>
	<Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>	
	<Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name>
	<Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior>
	<LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior>

	<Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square>

	<Affiliation>Underworld</Affiliation>
	<Icon_Name>i_button_mining_facility.tga</Icon_Name>
	<Is_Dummy>Yes</Is_Dummy>
	<Scale_Factor>3.00</Scale_Factor>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>
	<Political_Control>0</Political_Control>
	<Size_Value>30</Size_Value>
	<Base_Position>Out_Base</Base_Position>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>

	<Space_Layer> Corvette </Space_Layer>

	<Land_Damage_Thresholds>1</Land_Damage_Thresholds>
	<Land_Damage_Alternates>3</Land_Damage_Alternates>
	<Land_Damage_SFX>null,null,null,null</Land_Damage_SFX>
	<Armor_Type> Armor_Structure </Armor_Type>
	<Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
	<Is_Community_Property>Yes</Is_Community_Property>
	<CategoryMask> Structure </CategoryMask>
	<Hides_When_Built_On>False</Hides_When_Built_On>
	<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty>

	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Show_Facing>No</Radar_Show_Facing>
	<Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name>
	<Radar_Icon_Size>0.1  0.1</Radar_Icon_Size>

	<Influences_Capture_Point> False </Influences_Capture_Point>

	<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01  </MP_Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

	<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
	<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>			
	<Has_Land_Evaluator>True</Has_Land_Evaluator>
	<Immune_To_Damage>True</Immune_To_Damage>
</GroundBuildable>

<GroundBuildable Name="UC_Underwold_Gas_Collector_Facility">
	<Variant_Of_Existing_Type>UC_Rebel_Gas_Collector_Facility</Variant_Of_Existing_Type>
	<Affiliation>Underworld</Affiliation>
	<Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_U </Tactical_Buildable_Constructed>
	<Tech_Level>0</Tech_Level>
	<Tactical_Health>900</Tactical_Health>
	<Tactical_Build_Cost_Multiplayer> 1500 </Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds> 25 </Tactical_Build_Time_Seconds>

	<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
</GroundBuildable>	

<GroundBuildable Name="Skirmish_Gas_Collector_Facility_E">
	<Variant_Of_Existing_Type>UC_Empire_Gas_Collector_Facility</Variant_Of_Existing_Type>
	<Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
	<Space_Layer> Corvette </Space_Layer>
	<UnitCollisionClass> Vehicle </UnitCollisionClass>
	<Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent>
	<Build_Cost_Credits>0</Build_Cost_Credits>
	<Tech_Level>0</Tech_Level>
	<Victory_Relevant>No</Victory_Relevant>
	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="Empire_Mining_Income_Stream">
			<!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. -->
			<Base_Income_Value>300</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="E_Mining_Facility_Self_Repair">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.005</Heal_Percent>  <!-- Change from .025 to .003 for MP-->
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP-->
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories />
			<Applicable_Unit_Types />
			<SFXEvent_Target_Affected />
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2 />
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
	</Abilities>

	<!-- Defer to build pad for obstacle footprint -->
	<Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type>
</GroundBuildable>

<GroundBuildable Name="Skirmish_Gas_Collector_Facility_R">
	<Variant_Of_Existing_Type>UC_Rebel_Gas_Collector_Facility</Variant_Of_Existing_Type>
	<Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
	<Build_Cost_Credits>0</Build_Cost_Credits>
	<Space_Layer> Corvette </Space_Layer>
	<UnitCollisionClass> Vehicle </UnitCollisionClass>
	<Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent>
	<Tech_Level>0</Tech_Level>
	<Victory_Relevant>No</Victory_Relevant>
	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="Rebel_Mining_Income_Stream">
			<!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. -->
			<Base_Income_Value>300</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="R_Mining_Facility_Self_Repair">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP-->
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP-->
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories />
			<Applicable_Unit_Types />
			<SFXEvent_Target_Affected />
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2 />
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
	</Abilities>

	<!-- Defer to build pad for obstacle footprint -->
	<Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type>
</GroundBuildable>

<GroundBuildable Name="Skirmish_Gas_Collector_Facility_U">
	<Variant_Of_Existing_Type>UC_Underworld_Gas_Collector_Facility</Variant_Of_Existing_Type>
	<Affiliation>Underworld</Affiliation>
	<Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
	<Space_Layer> Corvette </Space_Layer>
	<UnitCollisionClass> Vehicle </UnitCollisionClass>
	<Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent>
	<Build_Cost_Credits>0</Build_Cost_Credits>
	<Tactical_Buildable_Objects_Multiplayer> 
		Underworld,
			UL_Extort_Cash_L1_Upgrade,
			UL_Extort_Cash_L2_Upgrade,				
	</Tactical_Buildable_Objects_Multiplayer>
	<Tech_Level>0</Tech_Level>
	<Victory_Relevant>No</Victory_Relevant>
	<Has_Land_Evaluator>True</Has_Land_Evaluator>

        <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="Underworld_Mining_Income_Stream">
			<!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. -->
			<Base_Income_Value>300</Base_Income_Value>
			<Base_Interval_In_Secs>5</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
		<Force_Healing_Ability Name="U_Mining_Facility_Self_Repair">
			<Activation_Style>Skirmish_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.005</Heal_Percent>  <!-- Change from .025 to .003 for MP-->
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP-->
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories />
			<Applicable_Unit_Types />
			<SFXEvent_Target_Affected />
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2 />
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
	</Abilities>

	<!-- Defer to build pad for obstacle footprint -->
	<Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type>

</GroundBuildable>

<!--************************************************************************************************************-->

 

Now just create the entries in MasterTextFile if you want some info about the Gas Collector and put it in your maps in the Map Editor!

 

Hope you guys like!  ;D

Edited by HK-47
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  • 2 weeks later...

Tartan Strike Cruiser

 

http://img250.imageshack.us/img250/8238/striketartaniixu9.png

 

Open SpaceUnitsCorvettes.xml and copy the following code:

 

<SpaceUnit Name="Tartan_Patrol_Cruiser_MKII">
	<!-- Changed from Carrack-Class Cruiser -->
	<Text_ID>TEXT_UNIT_TARTAN_CRUISER_MKII</Text_ID>
	<Encyclopedia_Good_Against> Vengeance_Frigate Alliance_Assault_Frigate Nebulon_B_Frigate </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> B-wing Y-wing </Encyclopedia_Vulnerable_To>
	<GUI_Row> 1 </GUI_Row>
	<Space_Model_Name>EV_TartanCruiser.alo</Space_Model_Name>
	<Select_Box_Scale>370</Select_Box_Scale>
	<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
	<Mass>0.9995</Mass>
	<Scale_Factor>0.56</Scale_Factor>
	<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
	<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>

        	<Ranking_In_Category>7</Ranking_In_Category>
	<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>

	<Max_Speed>5.50</Max_Speed>
	<Max_Rate_Of_Turn>1.4</Max_Rate_Of_Turn>
	<MovementClass> Space </MovementClass>
	<Space_Layer> Corvette </Space_Layer>
	<Layer_Z_Adjust>0</Layer_Z_Adjust>
	<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>15</Bank_Turn_Angle>
	<OverrideAcceleration> .065 </OverrideAcceleration>
	<OverrideDeceleration> .065 </OverrideDeceleration>

	<Armor_Type> Armor_Tartan </Armor_Type>
        <Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
	<Max_Thrust>0.8</Max_Thrust>
	<Hyperspace>Yes</Hyperspace>
	<Hyperspace_Speed>2.5</Hyperspace_Speed>
	<Maintenance_Cost>0.05</Maintenance_Cost>

	<Affiliation>Empire</Affiliation>
	<Tech_Level>0</Tech_Level>
	<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
	<Required_Star_Base_Level>3</Required_Star_Base_Level>
	<Shield_Points>1000</Shield_Points>
	<Tactical_Health>2500</Tactical_Health>
	<Damage>20</Damage>
	<Autoresolve_Health>2000</Autoresolve_Health> 
	<Shield_Refresh_Rate>20</Shield_Refresh_Rate>
	<Energy_Capacity>4500</Energy_Capacity>
	<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
	<Ship_Class>corvette</Ship_Class>
	<Formation_Priority>5</Formation_Priority>
	<Is_Escort>Yes</Is_Escort>
	<Is_Bomber>no</Is_Bomber>
	<Political_Control>0</Political_Control>
	<Squadron_Capacity>5</Squadron_Capacity>
	<Transport_Capacity>4</Transport_Capacity>
	<Number_per_Squadron>1</Number_per_Squadron>
	<Build_Cost_Credits>2250</Build_Cost_Credits>
	<Piracy_Value_Credits>50</Piracy_Value_Credits>
	<AI_Combat_Power>1550</AI_Combat_Power>
	<Build_Time_Seconds>25</Build_Time_Seconds>
	<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
	<Size_Value>120</Size_Value>
	<Behavior>ABILITY_COUNTDOWN, DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
	<SpaceBehavior> SIMPLE_SPACE_LOCOMOTOR, TARGETING, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>

	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>

	<Death_Clone>Damage_Normal, Tartan_Patrol_Cruiser_Death_Clone</Death_Clone>
	<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>2500.0</Targeting_Max_Attack_Distance>

	<Hardpoints>
			HP_Tartan_CruiserMKII_00, HP_Tartan_CruiserMKII_01, HP_Tartan_CruiserMKII_02, HP_Tartan_CruiserMKII_03, HP_Tartan_CruiserMKII_04
	</Hardpoints>

	<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>

	<CategoryMask> Frigate </CategoryMask>
	<Icon_Name>i_button_carrack_cruiser.tga</Icon_Name>
	<GUI_Model_Name>EV_TartanCruiser.alo</GUI_Model_Name>
	<GUI_Distance>900</GUI_Distance>
	<GUI_Offset>0 0 0</GUI_Offset>
	<GUI_Velocity>45</GUI_Velocity>
	<Victory_Relevant>yes</Victory_Relevant>
	<Has_Space_Evaluator>True</Has_Space_Evaluator>

	<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>Unit_Complete_Tartan</SFXEvent_Build_Complete>
	<SFXEvent_Ambient_Loop>Unit_Carrack_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
	<SFXEvent_Select>Unit_Select_Tartan</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Tartan</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tartan</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Tartan</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Tartan</SFXEvent_Guard>
	<SFXEvent_Stop>Unit_Stop_Tartan</SFXEvent_Stop>
	<SFXEvent_Barrage>Unit_Barrage_Tartan</SFXEvent_Barrage>
	<SFXEvent_Move_Into_Nebula> Unit_Nebula_Tartan </SFXEvent_Move_Into_Nebula>

	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tartan </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tartan </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tartan </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tartan </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tartan </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Tartan </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Tartan </SFXEvent_Attack_Hardpoint>

	<SFXEvent_Engine_Idle_Loop> Unit_Tartan_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
	<SFXEvent_Engine_Moving_Loop> Unit_Tartan_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Tartan_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

	<Tactical_Bribe_Cost>925</Tactical_Bribe_Cost>

	<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

	<MovementClass> Space </MovementClass>
	<Guard_Chase_Range>1000.0</Guard_Chase_Range>
	<Idle_Chase_Range>400.0</Idle_Chase_Range>
	<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
	<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
	<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>



	<!-- Non-Hero unit abilities description -->
	<Unit_Abilities_Data SubObjectList="Yes">
		<!-- Primary ability -->
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>

			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-25.0</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	1.0</Mod_Multiplier>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Expiration_Seconds>12</Expiration_Seconds>

			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Tartan</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated />
		</Unit_Ability>
		<Unit_Ability>
                		<Type>LASER_DEFENSE</Type>
                		<Recharge_Seconds>65.0</Recharge_Seconds>
                		<GUI_Activated_Ability_Name> Crusader_Laser_Defense </GUI_Activated_Ability_Name>
                		<Effective_Radius> 800.0 </Effective_Radius>
                		<SFXEvent_GUI_Unit_Ability_Activated> Unit_Laser_Defense_On_Crusader </SFXEvent_GUI_Unit_Ability_Activated>  <!--(by pressing the activate button)-->
			<SFXEvent_GUI_Unit_Ability_Deactivated> Unit_Laser_Defense_Off_Crusader </SFXEvent_GUI_Unit_Ability_Deactivated>  <!--(by pressing deactivate)-->
                		<Must_Be_Bought_On_Black_Market>No</Must_Be_Bought_On_Black_Market>
                		<Supports_Autofire>True</Supports_Autofire>
           		</Unit_Ability>

	</Unit_Abilities_Data>




	<Encyclopedia_Text>TEXT_TOOLTIP_TARTAN_MKII</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
	<Score_Cost_Credits> 1250</Score_Cost_Credits>

	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
	<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites />
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
	<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
	<!--<MULTIPLAYER SKIRMISH VALUES END>-->
	<Population_Value>2</Population_Value>
</SpaceUnit>

<SpaceUnit Name="Tartan_Patrol_Cruiser_MKII_Death_Clone">
	<Text_ID>TEXT_UNIT_TARTAN_CRUISER_MKII</Text_ID>
	<Space_Model_Name>EV_tartancruiser_d.ALO</Space_Model_Name>
	<xxxSpace_Model_Name>EV_missile_ship.ALO</xxxSpace_Model_Name>
	<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
	<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
	<Scale_Factor>.56</Scale_Factor>
	<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
	<Max_Speed>0.25</Max_Speed>
	<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
	<Max_Thrust>0.05</Max_Thrust>
	<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>5</Bank_Turn_Angle>
	<Affiliation>Empire</Affiliation>
	<Ship_Class>capital_ship</Ship_Class>
	<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>

 

 

Now open HardPoints.xml and copy this other code:

 

<!-- Hard points for the Tartan Cruiser MKII-->

<HardPoint Name="HP_Tartan_CruiserMKII_00">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>

		<Damage_Type> Damage_Tartan_Cruiser </Damage_Type>
            <Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
            <Fire_Bone_B>MuzzleA_00</Fire_Bone_B>
            <Fire_Cone_Width>65.0</Fire_Cone_Width>
            <Fire_Cone_Height>45.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Turbolaser_Blue</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>6.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>12.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>15</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2300.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>

		<Fire_Inaccuracy_Distance> Fighter, 13.8 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 7.3 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 2.1 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 1.4 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.2 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.7 </Fire_Inaccuracy_Distance>
		<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
</HardPoint>

<HardPoint Name="HP_Tartan_CruiserMKII_01">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>

		<Damage_Type> Damage_Tartan_Cruiser </Damage_Type>
            <Fire_Bone_A>MuzzleA_01</Fire_Bone_A>
            <Fire_Bone_B>MuzzleA_02</Fire_Bone_B>
            <Fire_Cone_Width>175.0</Fire_Cone_Width>
            <Fire_Cone_Height>175.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>6.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2500.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 15.8 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 9.3 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.6 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.9 </Fire_Inaccuracy_Distance>
			<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
   </HardPoint>

    <HardPoint Name="HP_Tartan_CruiserMKII_02">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>

		<Damage_Type> Damage_Tartan_Cruiser </Damage_Type>
            <Fire_Bone_A>MuzzleA_03</Fire_Bone_A>
            <Fire_Bone_B>MuzzleA_04</Fire_Bone_B>
            <Fire_Cone_Width>175.0</Fire_Cone_Width>
            <Fire_Cone_Height>175.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>6.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2500.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 15.8 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 9.3 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 1.6 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.9 </Fire_Inaccuracy_Distance>
			<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
   </HardPoint>

   <HardPoint Name="HP_Tartan_CruiserMKII_03">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>

		<Damage_Type> Damage_Tartan_Cruiser </Damage_Type>
            <Fire_Bone_A>MuzzleA_05</Fire_Bone_A>
            <Fire_Bone_B>MuzzleA_05</Fire_Bone_B>
            <Fire_Cone_Width>175.0</Fire_Cone_Width>
            <Fire_Cone_Height>45.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Green</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 5.8 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 5.3 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 8.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 8.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 16.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>
		<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
    </HardPoint>
    
    <HardPoint Name="HP_Tartan_CruiserMKII_04">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>

		<Damage_Type> Damage_Tartan_Cruiser </Damage_Type>
            <Fire_Bone_A>MuzzleA_06</Fire_Bone_A>
            <Fire_Bone_B>MuzzleA_06</Fire_Bone_B>
            <Fire_Cone_Width>175.0</Fire_Cone_Width>
            <Fire_Cone_Height>45.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Green</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>7</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 5.8 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 5.3 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 8.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 8.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 16.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>
			<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
   </HardPoint>

 

The unit is ready... If you don't wan't to get the description and the unit name missing, open MasterTextFile and add the following strings:

 

String name: TEXT_UNIT_TARTAN_CRUISER_MKII

Text: Tartan Strike Cruiser

 

String name: TEXT_TOOLTIP_TARTAN_MKII

Text: Converted Tartan Patrol Cruiser into a heavy version. Armed with 1 heavy turbolaser near the bridge, 2 turbolasers batteries and 2 laser cannon batteries. Well suited to defeat most frigates, still weak against large capital ships, but this version can be a good target to enemy bombers.

 

Now open StarBases.xml and add Tartan_Patrol_Cruiser_MKII in the of the Skirmish_Empire_Star_Base_# that you wish.

 

Run your game and crush the Rebellion once and for all!  ;D

 

EDIT: I forgot to put the code of the custom projectile for the heavy turbolaser!

 

Open Projectiles.xml and under

<!-- Space Ship Projectiles USE THESE ONLY FOR SPACE UNITS!!!-->

copy this:

 

 

<Projectile Name="Proj_Ship_Turbolaser_Blue">
	<Text_ID>TEXT_NONE</Text_ID>
	<Projectile_Custom_Render>2</Projectile_Custom_Render>
	<Projectile_Width>5</Projectile_Width>
	<Projectile_Length>25</Projectile_Length>
	<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
	<Projectile_Laser_Color>104,40,180,255</Projectile_Laser_Color>
	<Scale_Factor>0.7</Scale_Factor>
	<Damage_Type> Damage_Turbolaser </Damage_Type>
	<Max_Speed>40.0</Max_Speed>
	<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
	<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
	<Projectile_Category>Laser</Projectile_Category>
	<Projectile_Max_Flight_Distance>3200.0</Projectile_Max_Flight_Distance>
	<Projectile_Damage>25.0</Projectile_Damage>
	<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
	<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
	<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
	<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>
	<Projectile_Object_Detonation_Particle> Large_Damage_Space </Projectile_Object_Detonation_Particle>
	<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
	<Projectile_Ground_Detonation_Particle />
	<Projectile_Lifetime_Detonation_Particle />
	<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
	<AI_Combat_Power>500</AI_Combat_Power>
	<Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate>
	<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
</Projectile>

<Projectile Name="Proj_Ship_Turbolaser_Blue_Dummy">
	<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Blue</Variant_Of_Existing_Type>
	<Projectile_Damage>0.0</Projectile_Damage>
</Projectile>

 

The Point Defense System doesn't work... Anyone knows why?

Edited by HK-47
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  • 3 weeks later...

Multiplayer Infantry Marker

Open Multiplayer_Structure_Markers.xml and put in Under Team 00's:

<MultiplayerStructureMarker Name="Team_00_Trooper">
	<Is_Marker>Yes</Is_Marker>
	<Marker_For_Specific_Object_Type> Stormtrooper, Underworld_Merc, Rebel_Trooper </Marker_For_Specific_Object_Type>
	<Land_Model_Name>RI_INFANTRY.ALO</Land_Model_Name>
	<Behavior>MARKER</Behavior>
	<Is_Discardable>false</Is_Discardable>  
	<Affiliation>Neutral</Affiliation>
	<Scale_Factor>1.25</Scale_Factor>
	<Include_In_UI_Map_Header>false</Include_In_UI_Map_Header>
</MultiplayerStructureMarker>

<MultiplayerStructureMarker Name="Team_00_Trooper_Speical">
	<Is_Marker>Yes</Is_Marker>
	<Marker_For_Specific_Object_Type> Plex_Soldier, Scout_Trooper_No_Bike, Underworld_Disruptor_Merc </Marker_For_Specific_Object_Type>
	<Land_Model_Name>RI_PLEXSOLDIER.ALO</Land_Model_Name>
	<Behavior>MARKER</Behavior>
	<Is_Discardable>false</Is_Discardable>  
	<Affiliation>Neutral</Affiliation>
	<Scale_Factor>1.25</Scale_Factor>
	<Include_In_UI_Map_Header>false</Include_In_UI_Map_Header>
</MultiplayerStructureMarker>

 

Turret and wall Markers

<MultiplayerStructureMarker Name="Team_00_AA_Turret">
	<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
	<Is_Marker>Yes</Is_Marker>
	<Galactic_Model_Name></Galactic_Model_Name>
	<Space_Model_Name></Space_Model_Name>
	<Marker_For_Specific_Object_Type> Empire_Anti_Aircraft_Turret, Rebel_Anti_Aircraft_Turret </Marker_For_Specific_Object_Type>
	<Land_Model_Name>RB_AA-TURRET.ALO</Land_Model_Name>
	<Scale_Factor>1</Scale_Factor>
	<Behavior>MARKER</Behavior>
	<Is_Discardable>false</Is_Discardable>  
	<Affiliation>Neutral</Affiliation>
	<Include_In_UI_Map_Header>false</Include_In_UI_Map_Header>
</MultiplayerStructureMarker>

<MultiplayerStructureMarker Name="Team_00_AI_Turret">
	<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
	<Is_Marker>Yes</Is_Marker>
	<Galactic_Model_Name></Galactic_Model_Name>
	<Space_Model_Name></Space_Model_Name>
	<Marker_For_Specific_Object_Type> Empire_Anti_Infantry_Turret, Rebel_Anti_Infantry_Turret </Marker_For_Specific_Object_Type>
	<Land_Model_Name>RB_TURRET.ALO</Land_Model_Name>
	<Scale_Factor>1</Scale_Factor>
	<Behavior>MARKER</Behavior>
	<Is_Discardable>false</Is_Discardable>  
	<Affiliation>Neutral</Affiliation>
	<Include_In_UI_Map_Header>false</Include_In_UI_Map_Header>
</MultiplayerStructureMarker>

<MultiplayerStructureMarker Name="Team_00_AV_Turret">
	<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
	<Is_Marker>Yes</Is_Marker>
	<Galactic_Model_Name></Galactic_Model_Name>
	<Space_Model_Name></Space_Model_Name>
	<Marker_For_Specific_Object_Type> Empire_Anti_Vehicle_Turret, Rebel_Anti_Vehicle_Turret </Marker_For_Specific_Object_Type>
	<Land_Model_Name>RB_VEHICLETURRET.ALO</Land_Model_Name>
	<Scale_Factor>1</Scale_Factor>
	<Behavior>MARKER</Behavior>
	<Is_Discardable>false</Is_Discardable>  
	<Affiliation>Neutral</Affiliation>
	<Include_In_UI_Map_Header>false</Include_In_UI_Map_Header>
</MultiplayerStructureMarker>

  <MultiplayerStructureMarker Name="Team_00_Wall">
	<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
	<Is_Marker>Yes</Is_Marker>
	<Galactic_Model_Name></Galactic_Model_Name>
	<Space_Model_Name></Space_Model_Name>
	<Marker_For_Specific_Object_Type> Empire_Wall, Wall </Marker_For_Specific_Object_Type>
	<Land_Model_Name>RB_BASEWALL-MID.ALO</Land_Model_Name>
	<Scale_Factor>1</Scale_Factor>
	<Behavior>MARKER</Behavior>
	<Is_Discardable>false</Is_Discardable>  
	<Affiliation>Neutral</Affiliation>
	<Include_In_UI_Map_Header>false</Include_In_UI_Map_Header>
</MultiplayerStructureMarker>

<MultiplayerStructureMarker Name="Team_00_Wall_Corner">
	<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
	<Is_Marker>Yes</Is_Marker>
	<Galactic_Model_Name></Galactic_Model_Name>
	<Space_Model_Name></Space_Model_Name>
	<Marker_For_Specific_Object_Type> Empire_Wall_Corner, Wall_Corner </Marker_For_Specific_Object_Type>
	<Land_Model_Name>RB_BASEWALL-corn.ALO</Land_Model_Name>
	<Scale_Factor>1</Scale_Factor>
	<Behavior>MARKER</Behavior>
	<Is_Discardable>false</Is_Discardable>  
	<Affiliation>Neutral</Affiliation>
	<Include_In_UI_Map_Header>false</Include_In_UI_Map_Header>
</MultiplayerStructureMarker>

<MultiplayerStructureMarker Name="Team_00_Wall_Inside_Corner">
	<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
	<Is_Marker>Yes</Is_Marker>
	<Galactic_Model_Name></Galactic_Model_Name>
	<Space_Model_Name></Space_Model_Name>
	<Marker_For_Specific_Object_Type> Empire_Wall_Inside_Corner, Wall_Inside_Corner </Marker_For_Specific_Object_Type>
	<Land_Model_Name>RB_BASEWALL-Inside-crn.ALO</Land_Model_Name>
	<Scale_Factor>1</Scale_Factor>
	<Behavior>MARKER</Behavior>
	<Is_Discardable>false</Is_Discardable>  
	<Affiliation>Neutral</Affiliation>
	<Include_In_UI_Map_Header>false</Include_In_UI_Map_Header>
</MultiplayerStructureMarker>

 

 

To put them on all the teams put 01 and 02 after "Team_".

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