HK-47 Posted February 26, 2007 Posted February 26, 2007 (edited) I made some minor changes to my stock FoC game and in these changes, I added some 'new' stuff like Tartan Strike Cruisers; one new hero, Admiral Hezar that has a prototype Tartan Strike Cruiser MkII that can take medium sized ships easily (example: Assault Frigates) and when his ship is destroyed, he "escapes" in his TIE Advanced x2 (the death projectile 'trick', discovered by D803), and one hero squadron to the Rebels, Wampa Squadron , formed by three smugglers (one Rihkxyrk Attack Ship, one Y-Wing and one z-95 Headhunter, all heavily modified and they have the deploy seismic charges ability - three at once ;D) after the Battle of Hoth.I wanted the AI to build these new units, and taking the Tartan Strike Cruisers as example, I thought I would only need to make a copy of the game original Tartan LUA and change a few lines - names. The problem is that I can't find the Tartan LUA (Or any other unit LUA) even in the Scripts folder of EaW (Source folder under Mods).Can someone help me? ??? Edited March 12, 2007 by HK-47
Droid803 Posted February 27, 2007 Posted February 27, 2007 Skirmish builds LUA is: TacticalMultiplayerBuildSpaceUnitsGeneric.lua located in: E:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Source\Data\Scripts\AI\SpaceMode for space units. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted February 27, 2007 Author Posted February 27, 2007 Bump! I added my units to that LUA and I put the files in Data/Scripts/AI/SpaceMode and it worked currectly, thanks! Now I'm having problens with the tractor beam ability. I wanted to put it in my space hero, I copied the Star Destroyer tractor beam code, it shows ok ingame, but I can't use it. The buttom stays 'gray'. Even in Autofire... http://img181.imageshack.us/img181/9351/helplesstractorsi9.png This is the code that I used: <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>TRACTOR_BEAM</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name> SD_Tractor_Beam_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>8</Recharge_Seconds> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Tractor_Beam_Attack_Ability Name="SD_Tractor_Beam_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Transport | Corvette | Fighter</Applicable_Unit_Categories> <Applicable_Unit_Types>Millennium_Falcon, IG2000, Hounds_Tooth</Applicable_Unit_Types> <Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types> <Activation_Min_Range>1</Activation_Min_Range> <Activation_Max_Range>850</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Target_Speed_Decrease_Percent>1</Target_Speed_Decrease_Percent> <Stacking_Category>0</Stacking_Category> </Tractor_Beam_Attack_Ability> </Abilities> Let me guess, I need a damn LUA to make it work? If so, can I copy the ISD tractor LUA if there are one - and where is it?
Droid803 Posted February 28, 2007 Posted February 28, 2007 Nope, it needs a tractor beam hardpoint AFAIK, and if you add the hardpoint it'll work.Just makeit nontargetable and non-destructable and have it fix onto ROOT. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted February 28, 2007 Author Posted February 28, 2007 Thanks! I did it and it works fine. Now I also have my Tartan Strike Cruisers with Point Laser Defense Systens, I did the same to them using Root as the bone, I also changed the projectile color to blue .
[[Template core/front/global/userPhoto is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]] Guest Posted February 28, 2007 Posted February 28, 2007 this is a little of topic but... the Tartan Strike Crusier is named "Helpless". Am I the only one who feels that that name is... well rather un-imperial? Sorry for off topic but that had come to my attention.
HK-47 Posted March 1, 2007 Author Posted March 1, 2007 Yes it is. I always wanted to create my own hero since I won EaW as a prize in one contest, almost one year ago. In my mind, I created Hezar, a former Old Republic Scientist and excellent Fleet Commander that raised in the Imperial Ranks quickly due to his skills. But that time, I didn't know how to do any modification to the game unless changing the space pop cap. Now that I have a good computer and I know something, I coded him. Since the first REBEL Campaign Mission, I liked the Tartans (and I hate that junk pile named Carrack Cruiser) except because they are weak, so I realized that I should give Hezar a Tartan, but a strong one, that should be capable of destroying Nebulon-Bs, Assault Frigates and most of Rebel Scum ships, but should be still weak against MonCal Capital Ships. To give some background and satisfy my want of burn holes through Rebel scum, I coded the Tartan Strike Cruisers, Hezar's first project that acquired mass production. And than the Tartan Strike Cruiser MKII, that didn't acquired mass production because of the two prototypes, one was stolen by the Rebels (still coding to the game) and most schematics and the facility that they were being constructed were destroyed in a devastating Rebel raid in the Damorian Manufacturing Corporation shipyards (they stole the another prototype there too). I would like to name the ship Mercieless, but Tyber Zann's flagship already has this name (unless I changed it name to the concept one, The Peacebringer, but I prefer Mercieless), so I gave the ship the name Helpless, because if some idiot stupid blasted scum commander or captain of some piece of junk see the ship alone, he/she must think "Hey guys, time to play with another helpless Tartan", but they would be floating in the space dead before they could say this due to the Helpless' turbolasers and laser emitters considerable fire range...
HK-47 Posted March 1, 2007 Author Posted March 1, 2007 Is there some way that I can set a ship to be buildable in GC only after certain other ship of the same faction was destroyed? ???
Droid803 Posted March 2, 2007 Posted March 2, 2007 Yup. Story XMLs. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted March 2, 2007 Author Posted March 2, 2007 You mean do this using a story event like in the campaign? Using some trigger or... LUA ( )?
Droid803 Posted March 2, 2007 Posted March 2, 2007 No LUA, trigger events. Given that the unit that needs to be destroyed is unique. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted March 2, 2007 Author Posted March 2, 2007 Ah very interesting... I don't know how to do, but some time I'll try. ;D
HK-47 Posted March 12, 2007 Author Posted March 12, 2007 (edited) Now I'm coding some smuggler/'civilian' ships - no I don't have any new freighter ship model - to be hired at skirmish merchant docks (come on, that thing only allows you to build 4 useless things), but it isn't working. I added them to the Merchant Dock code in SpaceBuildablesSkirmish, but nothing happens. Does that structure have data in other xml? Or do I need to add some kind of tag to the unit code? ??? EDITED: Oh nevermind, I got it to work now. Edited March 12, 2007 by HK-47
HK-47 Posted March 16, 2007 Author Posted March 16, 2007 I made a new squad but I'm not able to build it in skirmish. Where is the skirmish Imperial barracks data is? SpecialStructures?
Alpha17 Posted March 16, 2007 Posted March 16, 2007 I made a new squad but I'm not able to build it in skirmish. Where is the skirmish Imperial barracks data is? SpecialStructures? That' correct. --Alpha17
HK-47 Posted March 29, 2007 Author Posted March 29, 2007 Thx! It worked, but I'll need to do some adjustments to my 'sniper troopers'... I probably already asked something like this, but: is there some way to have new laser colors (the medium and small lasers (the ones used by Fighters, Corvettes and some laser cannons such as the Nebulon-B rear guns) in some different color without needing to 're-skin' or make a new model? I know we have them in game green, red and yellow; but seeing the texture w_laser_pill and w_laser_small2 in the Map Editor, I realized that they have more colours (the first one has red, orange, yellow, green, blue and purple).What about and 1? ??? Also, is possible to create new...uh, *special weapons* like the HV Gun and the planetary Ion Cannon? : Thanks in advance! ;D
Droid803 Posted March 29, 2007 Posted March 29, 2007 What I know is 1,1 is purple, 5,0 is orange, 6,0 is yellow, 0,0 is red, 0,3 is green, 0,1 is blue. Try fiddling for diff erent colors. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
Logan Felipe Posted March 29, 2007 Posted March 29, 2007 purple would worl nice for nantex fighters (which fire purple lasers in AotC) http://miniprofile.xfire.com/bg/sf/type/0/captainartenon.pnghttp://z4.invisionfree.com/The_Sith_Lords_EaW/index.php?act=Attach&type=post&id=5554600Alternate Sitehttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://img228.imageshack.us/img228/6296/sweawuban0cg.pngPetition for Obsidian and Bioware to work on Knights of the Old Republic III together! 3926 Total Signatures and counting!SW Fanon Wiki entry - Captain Artenon"A fake news show on fox should have real news!" -Louis Black, The Daily Show.
HK-47 Posted March 29, 2007 Author Posted March 29, 2007 Thanks a lot Droid!Now that blasted Rebel scum will eat my TIE Advanced X-2 blue projectiles! MWHAHAHAHAHAHA!!! Really, project and ship codding is the funniest thing in XML coding (in FoC)!
Star Wars Godzilla Ruler Posted March 29, 2007 Posted March 29, 2007 Hey, HK-47, great job on that unit!
1upD Posted March 29, 2007 Posted March 29, 2007 purple would work nice for nantex fighters (which fire purple lasers in AotC)I already have purple lasers for Nantex's in my mod, modeled by Codeuser. "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
HK-47 Posted March 31, 2007 Author Posted March 31, 2007 Hey guys, how do I:- Add new colors to skirmish? I've added some tags in some area of the GameConstants, basing in the game ones, but they didn't show in the select 'color' menu.- Add new music to the main menu? Is in GameConstants too, isn't it?
Droid803 Posted March 31, 2007 Posted March 31, 2007 You have to change the existing ones (like get rid of Dark Green) http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted March 31, 2007 Author Posted March 31, 2007 Ah thanks...I just figured out how to change the main menu music - MusicEvents.xml.
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