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Re: DS II Ideas


bhaalshad
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Is this topic dead?  How about some more codes 8)

 

Well im still a novice but i gotta post something so heres this..A non hero MC80 home one type.

 

Open Spaceunitscapital.xml and add this below " "

<UniqueUnit Name="MC80_Cruiser">
	<Text_ID>TEXT_UNIT_MC80_CRUISER</Text_ID>
	<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
	<Encyclopedia_Good_Against> Victory_Destroyer Acclamator_Assault_Ship Tartan_Patrol_Cruiser </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> TIE_Bomber Skipray_Blastboat Executor_Super_Star_Destroyer </Encyclopedia_Vulnerable_To>
	<Icon_Name>I_BUTTON_HOME_ONE.TGA</Icon_Name>
	<Space_Model_Name>RV_HOMEONE.ALO</Space_Model_Name>
	<Mass>0.995</Mass>
	<Scale_Factor>1.90</Scale_Factor>
	<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

        	<Ranking_In_Category>5</Ranking_In_Category>
	<Select_Box_Scale>800</Select_Box_Scale>
	<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
	<GUI_Row> 1 </GUI_Row>
	<GUI_Bracket_Width>500</GUI_Bracket_Width>
	<GUI_Bracket_Height>500</GUI_Bracket_Height>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>

	<MovementClass> Space </MovementClass>
	<Space_Layer> Capital </Space_Layer>
	<Max_Speed>1.6</Max_Speed>
	<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
	<Max_Thrust>0.2</Max_Thrust>
	<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>15</Bank_Turn_Angle>
	<Hyperspace>Yes</Hyperspace>
	<Hyperspace_Speed>1.5</Hyperspace_Speed>
	<Space_Full_Stop_Command>yes</Space_Full_Stop_Command>
	<OverrideAcceleration> .1 </OverrideAcceleration>
	<OverrideDeceleration> .1 </OverrideDeceleration>
	<Layer_Z_Adjust> -290 </Layer_Z_Adjust>

	<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>

	<Death_Clone>Damage_Normal, Home_One_Death_Clone1</Death_Clone>

	<Damage>40</Damage>
	<Autoresolve_Health>3500</Autoresolve_Health>
	<Shield_Points>2400</Shield_Points>
	<Tactical_Health>5000</Tactical_Health>
	<Shield_Refresh_Rate>30</Shield_Refresh_Rate>
	<Energy_Capacity>5000</Energy_Capacity>
	<Energy_Refresh_Rate>500</Energy_Refresh_Rate>

	<Affiliation>Rebel</Affiliation>
	<Build_Initially_Locked>Yes</Build_Initially_Locked>
	<Build_Can_Be_Unlocked_By_Slicer>Yes</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>0</Required_Ground_Base_Level>
	<Required_Star_Base_Level>5</Required_Star_Base_Level>
	<Required_Special_Structures />
	<Required_Planets>MonCalimari, Kuat, Fondor, Sullust, Bestine, Corellia</Required_Planets>
	<Ship_Class>capital</Ship_Class>
	<Formation_Priority>5</Formation_Priority>
	<Is_Bomber>no</Is_Bomber>
	<Surface_Bombardment_Capable>no</Surface_Bombardment_Capable>
	<!--<Political_Control>1</Political_Control>-->
	<Political_Faction>Rebel</Political_Faction>
	<Squadron_Capacity>50</Squadron_Capacity>
	<Transport_Capacity>30</Transport_Capacity>
	<Number_per_Squadron>1</Number_per_Squadron>
	<Build_Cost_Credits>5000</Build_Cost_Credits>
	<AI_Combat_Power>4200</AI_Combat_Power>
	<Build_Time_Seconds>60</Build_Time_Seconds>
	<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
	<Size_Value>8</Size_Value>

<!-- Set to spawn all units once and then continue Fighters - no Bomber reserves -->
	<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Starting_Spawned_Units_Tech_0>
	<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 1</Starting_Spawned_Units_Tech_0>
	<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
	<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0> 
	<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 1</Reserve_Spawned_Units_Tech_0>

	<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
	<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON </SpaceBehavior>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
	<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
	<Targeting_Max_Attack_Distance>1800.0</Targeting_Max_Attack_Distance>

	<HardPoints>
			HP_HomeOne_Shield_Generatorx, HP_HomeOne_Enginesx, HP_HomeOne_TBL_BLx, HP_HomeOne_TBL_BRx, HP_HomeOne_IC_BLx, HP_HomeOne_IC_BRx, HP_HomeOne_IC_FLx, HP_HomeOne_IC_FRx, HP_HomeOne_TBL_FLx, HP_HomeOne_TBL_FRx, HP_Home_One_Fighter_Bayx
	</HardPoints>

	<Death_Explosions>Large_Explosion_Space</Death_Explosions>
	<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
	<Victory_Relevant>yes</Victory_Relevant>
	<Score_Cost_Credits> 40000 </Score_Cost_Credits>

	<Encyclopedia_Text> TEXT_TOOLTIP_MC80_CRUISER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS </Encyclopedia_Text>

	<SFXEvent_Select>Unit_Select_Ackbar</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_MC80</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Ackbar</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_MC80</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Ackbar</SFXEvent_Guard>

	<SFXEvent_Fire>Unit_Corvette_Fire</SFXEvent_Fire>
	<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
	<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

	<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>

	<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>

	<Population_Value>4</Population_Value>

	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
	<Tactical_Build_Cost_Multiplayer>6000</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites />
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	<!--<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>-->
	<!--<Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies>-->
	<!--<MULTIPLAYER SKIRMISH VALUES END>-->

	<!-- Non-Hero unit abilities description -->
	<Unit_Abilities_Data SubObjectList="Yes">
		<!-- Primary ability -->
		<Unit_Ability>
			<Type>DEFEND</Type>
			<Expiration_Seconds>18</Expiration_Seconds>
			<Recharge_Seconds>45</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	1.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
			<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!-- make it faster to recharge -->
			<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.8f</Mod_Multiplier>
			<Supports_Autofire>True</Supports_Autofire>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Assault_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>

	</Unit_Abilities_Data>

	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
	<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
	<Radar_Icon_Size>0.03  0.075</Radar_Icon_Size>
	<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
      		<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
	<Multisample_FOW_Check>Yes</Multisample_FOW_Check>

	<CategoryMask> Capital AntiFrigate </CategoryMask>
	<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
	<Has_Space_Evaluator>True</Has_Space_Evaluator>
</UniqueUnit>

<UniqueUnit Name="Home_One_Death_Clone1">
	<Text_ID> TEXT_UNIT_HOME_ONE </Text_ID>
	<Space_Model_Name> RV_HOMEONE_D.ALO </Space_Model_Name>
	<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
	<Scale_Factor> 1.90 </Scale_Factor>
	<Death_Persistence_Duration> 10 </Death_Persistence_Duration>
	<Layer_Z_Adjust> -290.0 </Layer_Z_Adjust>
	<Max_Speed> 0.25 </Max_Speed>
	<Max_Rate_Of_Turn> 0.3 </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> Rebel </Affiliation>
	<Ship_Class> capital_ship </Ship_Class>
	<Remove_Upon_Death>true</Remove_Upon_Death>

</UniqueUnit>

 

you will ofcourse need to edit the Text descriptions with the Dat editor.

 

Now for its modifiable hardpoints ( just so you dont bug Home one's)

by the way..i modified these some already i think..might have added a rocket.

 

<!-- Hard points for MC80 Home one Cruiser -->

<HardPoint Name="HP_Home_One_Fighter_Bayx">
	<Type> HARD_POINT_FIGHTER_BAY </Type>
	<Is_Targetable>No</Is_Targetable>
	<Is_Destroyable>No</Is_Destroyable>
	<Model_To_Attach>RV_HomeOne_HP_SHG.alo</Model_To_Attach>
            <Attachment_Bone>HP_SHG_Bone</Attachment_Bone>  
            <Collision_Mesh>HP_SHG_COLL</Collision_Mesh>
            <Damage_Decal>HP_SHG_BLAST</Damage_Decal>
            <Damage_Particles>HP_SHG_EMITDAMAGE</Damage_Particles>        
	<Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text>
	<Health>350.0</Health>
	<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>  <!-- STUBBED PLACEHOLDER -->
	<Death_Explosion_SFXEvent>Unit_Hardpoint_Bay_Death</Death_Explosion_SFXEvent> <!-- STUBBED PLACEHOLDER -->
        <Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Shield_Gen </Death_Breakoff_Prop>
</HardPoint> 

    <HardPoint Name="HP_HomeOne_Shield_Generatorx">
		<Type> HARD_POINT_SHIELD_GENERATOR </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>
            <Tooltip_Text>TEXT_SHIELD_GENERATOR_HARDPOINT</Tooltip_Text>
            <Health>500.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Shields_Death</Death_Explosion_SFXEvent>

		<Death_Breakoff_Prop> Hardpoint_Breakoff_HomeOne_Shield_Gen </Death_Breakoff_Prop>

            <Model_To_Attach>RV_HomeOne_HP_SHG.alo</Model_To_Attach>
            <Attachment_Bone>HP_SHG_Bone</Attachment_Bone>
            <Collision_Mesh>HP_SHG_COLL</Collision_Mesh>
            <Damage_Decal>HP_SHG_BLAST</Damage_Decal>
            <Damage_Particles>HP_SHG_EMITDAMAGE</Damage_Particles>
    </HardPoint>

    <HardPoint Name="HP_HomeOne_Enginesx">
		<Type> HARD_POINT_ENGINE </Type>
		<Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_ENGINE_HARDPOINT</Tooltip_Text>
            <Health>440.0</Health>

		<Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles>
		<Death_Explosion_SFXEvent>Unit_Hardpoint_Engines_Death</Death_Explosion_SFXEvent>

            <Model_To_Attach />
            <Attachment_Bone>HP_E_Bone </Attachment_Bone> <!-- This is an attachment bone for the HUD reticle centering, even though no model is attached -->
            <Collision_Mesh>HP_E_COLL</Collision_Mesh>
            <Damage_Decal />
            <Damage_Particles>HP_E_EMITDAMAGE</Damage_Particles>
            <Engine_Particles>HP_E_MAINENGINES</Engine_Particles>
    </HardPoint>

    <HardPoint Name="HP_HomeOne_TBL_BLx">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>220.0</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>

	<Projectile_Damage>16.0</Projectile_Damage>
		<Damage_Type> Damage_Calamari_Cruiser </Damage_Type>
            <Fire_Bone_A>FP_TBL_BL_00</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_Turbolaser_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>8</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1900.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 60.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 60.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 7.0 </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_BRx">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>220.0</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>

	<Projectile_Damage>16.0</Projectile_Damage>
		<Damage_Type> Damage_Calamari_Cruiser </Damage_Type>
            <Fire_Bone_A>FP_TBL_BR_00</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_Turbolaser_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>8</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1900.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 60.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 60.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 7.0 </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_FLx">
			<Type> HARD_POINT_WEAPON_TORPEDO </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_HROCKET</Tooltip_Text>
            <Health>420.0</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>
<Projectile_Damage>25.0</Projectile_Damage>
		<Damage_Type> Damage_Proton_Torp </Damage_Type>
            <Fire_Bone_A>FP_TBL_FL_00</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>Ion_Harmonic_Rocket</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>4.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>5.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>2</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
            <Max_Speed>16.0</Max_Speed>
             <Scale_Factor>1.8</Scale_Factor>
             
           <Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent>
		<Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle>
         <Projectile_Object_Armor_Reduced_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Armor_Reduced_Detonation_Particle>
         <Projectile_Absorbed_By_Shields_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Absorbed_By_Shields_Particle>
             
		<Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 20.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 25.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 60.0 </Fire_Inaccuracy_Distance>	
    </HardPoint>

    <HardPoint Name="HP_HomeOne_TBL_FRx">
	<Type> HARD_POINT_WEAPON_TORPEDO </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_HROCKET</Tooltip_Text>
            <Health>420.0</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>
	 <Projectile_Damage>25.0</Projectile_Damage>
             <Max_Speed>16.0</Max_Speed>
             <Scale_Factor>1.8</Scale_Factor>
		<Damage_Type> Damage_Proton_Torp </Damage_Type>
            <Fire_Bone_A>FP_TBL_FR_00</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>Ion_Harmonic_Rocket</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>4.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>5.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>2</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>2000.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent>
		<Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle>
         <Projectile_Object_Armor_Reduced_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Armor_Reduced_Detonation_Particle>
         <Projectile_Absorbed_By_Shields_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Absorbed_By_Shields_Particle>


		<Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 20.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 25.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 60.0 </Fire_Inaccuracy_Distance>
    </HardPoint>

    <HardPoint Name="HP_HomeOne_IC_BLx">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_HROCKET</Tooltip_Text>
            <Health>220.0</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_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>

	<Projectile_Damage>30.0</Projectile_Damage>
		<Damage_Type> Damage_Calamari_Cruiser </Damage_Type>
            <Fire_Bone_A>FP_IC_BL_00</Fire_Bone_A>
            <Fire_Bone_B>FP_IC_BL_01</Fire_Bone_B>
            <Fire_Projectile_Type>Proj_Ship_Turbolaser_Red</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>3.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>1</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1900.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 60.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 60.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 7.0 </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_BRx">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>220.0</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_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>

	<Projectile_Damage>16.0</Projectile_Damage>
		<Damage_Type> Damage_Calamari_Cruiser </Damage_Type>
            <Fire_Bone_A>FP_IC_BR_00</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_Turbolaser_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>8</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1900.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>


		<Fire_Inaccuracy_Distance> Fighter, 60.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 60.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 7.0 </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_FLx">
		<Type> HARD_POINT_WEAPON_ION_CANNON </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_IONCANNON</Tooltip_Text>
            <Health>300.0</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>

	<Projectile_Damage>25.0</Projectile_Damage>
            <Fire_Bone_A>FP_IC_FL_00</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_Ion_Cannon</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>6</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1800.0</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, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 7.0 </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_FRx">
		<Type> HARD_POINT_WEAPON_ION_CANNON </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_IONCANNON</Tooltip_Text>
            <Health>300.0</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>

	<Projectile_Damage>25.0</Projectile_Damage>
            <Fire_Bone_A>FP_IC_FR_00</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_Ion_Cannon</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>6</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1800.0</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, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 7.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

    </HardPoint>

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  • 1 year later...

Are dead threads allowed to remain sticky? LOL, this hasn't been used in a while, but it's sticky and awesome, so whatever.

 

I finally cracked the bounty hunter code! I was looking through the 'story mode and tutorial scripting system' document and found this:

STORY_CONSTRUCT

(Object name)

(number to construct)

(side doing construction filter)

Triggers when a specific object or objects are constructed by the player/AI.

 

You can use it in conjunction with another action to disable a certain hero for the other factions when one buys him. I'm gonna try it on Boba. I'll have the XML code up once I know for sure that it works.

"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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  • 1 month later...

Are dead threads allowed to remain sticky? LOL, this hasn't been used in a while, but it's sticky and awesome, so whatever.

 

I finally cracked the bounty hunter code! I was looking through the 'story mode and tutorial scripting system' document and found this:

STORY_CONSTRUCT

(Object name)

(number to construct)

(side doing construction filter)

Triggers when a specific object or objects are constructed by the player/AI.

 

You can use it in conjunction with another action to disable a certain hero for the other factions when one buys him. I'm gonna try it on Boba. I'll have the XML code up once I know for sure that it works.

 

 

I think this won't work properly, because STORY_CONSTRUCT checks only if an object/unit has been build, yet, but while you're building Boba your enemy could build him as well. Of course the chance that this happens becomes smaller if you set a lower build time.

 

And then one last thing that I'm not sure about:

You'd have to put a STORY_CONSTRUCT event and an event that disables the build option for the hero also in the AI's story files. I'm not sure if this works.

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