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Posted

I am in the process of editing fighters and have come across some differences. Some fighters, such as the A-wing, have their damage look like so.

 

                6

 

        Damage_Fighter

Proj_Ship_Small_Laser_Cannon_Green

4.0

0.09

0.3

 

Fighter, 0.6

Bomber, 0.6

Transport, 0.6

Corvette, 23.0

Frigate, 24.0

Capital, 28.0

Super, 30.0

 

While others have hardpoints instead. Like so..

 

3

 

        Damage_Fighter

 

HP_Tie-Interceptor_00,

HP_Tie-Interceptor_01,

HP_Tie-Interceptor_02,

HP_Tie-Interceptor_03

 

What is the difference between these two types? I understand the first fairly well as it is setting the lasers settings and accuracies towards different types of ships. However, the second confuses me. Any help is most appreciated.

Posted

Ok well

 

6

 

        Damage_Fighter

      Proj_Ship_Small_Laser_Cannon_Green

      4.0

      0.09

      0.3

     

      Fighter, 0.6

      Bomber, 0.6

      Transport, 0.6

      Corvette, 23.0

      Frigate, 24.0

      Capital, 28.0

      Super, 30.0

 

This code tells the game that its firepower - damage rate is 6 - I guess you know this though. How powerful it can damage a target. You know what the target inaccuracy's are...

 

Now the Other code:

 

        HP_Tie-Interceptor_00,

        HP_Tie-Interceptor_01,

        HP_Tie-Interceptor_02,

        HP_Tie-Interceptor_03

     

 

These are specific bone's that are found on the model that the model can fire from. Each can have the same of different type of projectile, and firing settings. This code is telling the game the model has 4 firing bones that it can use. In the Hardpoints.xml file you will find those entries each teliing the game what type of laser it fires and how far it can fire and how accurate and how powerful it can be, plus any exceptions on targets it should not fire on.

 

JC

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

 

Sote Mod Website @

 

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

Posted
I'm also curious about the damage values between the fighters and the squadron associated with it. For example, the Tie Fighter might have a damage of 3 with 10 in a squad. But in the Squadrons xml, the total dmg is 25. What is the relation between the two? Also it seems the Squadron_units tag in the Squadrons.xml sets up the formation for the squad, but I might be wrong. The fact that the number of units in this tag doesn't equal the number of units in the squad confuses me as well. Any insight is appreciated. I appoligize for the questions, but unlike capital ships which are easier to mod for me, fighters are proving more difficult.
Posted
How do modders sort that out? Many mods add new units so they have to come up with numbers. How do you chose the damage for the Squad and Fighters? Are they linked at all?
Posted

Keep these questions for a Modding related Developer Chat currently in the works :)

 

Call me an idiot but what does this mean? SDK stuff?

http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
Posted
Someone must have at least a slight idea about the relationship between Squad damage and individual damage. I've been doing some testing, but it's very difficult to see how it works. I know increasing squad damage by a large margin seems to have a difference. If you want to increase a fighters damage, do you start with the fighters xml or do you both squad and fighters?
Posted
from my experience, the tag is useless... It doesn't do anything, changes the projectile's damage (as seen on some heroes and the Assault Frigate's Tubolasers), and it does its job better and is easier to make sense of.

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

"That was fun"

Posted
Damage does make a difference in the fighters xml. Squadrons can't really do "damage" since a squadron is a group of units.

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

 

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

Posted

Might very well be.

 

Damage against AutoResolve_Health instead of Projectile_Damage vs. Tactical_Health...

 

Since I know for sure that if you want a unit to do more damage in tactical, you change/add . Similarily, how can a unit do damage without a projectile? I'm willing to bet that the Damage tag is either useless or that its Auto-Resolve (but I know auto-resolve uses Autoresolve_Heath...)

 

It'd be so much easier just to use the tag in the fighters (add the tag) and set it to how much damage you want the fighters indiviudally to do per shot...

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

"That was fun"

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