Droid803 Posted April 1, 2007 Posted April 1, 2007 Or just name any MP3 file UND_ZANN_CONSORTIUM_THEME.mp3 and place into directory Audio/Music (which is what I do) - this allows me to even play online with my own playlist of personalized music Although within a mod, MusicEvents.XML is the better way to go. Its personal preference, really. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted April 3, 2007 Author Posted April 3, 2007 (edited) Thanks... ;D 1- Now, I made something to my game that I'm getting an exception every time in skirmish that I grab the B-Wing squadron in the reiforcement box and drag it to the map. The hilarious thing is that I didn't change B-Wing data or it's squadron data. Just made a land bombing run version of it (that isn't being used yet tho) - I didn't check GC yet. ??? 2- And the Empire AI stucks! They don't do nothing in skirmish, only send the starting units through the map. I didn't change nothing of AI settings and etc... ??? 3- Is it impossible to make a squadron a transport, right? Because I added all the transport tags to the SQUADRON data and it didn't work... 4- Is there anyway - changing the skirmish colors in GameConstants.xml of make some 'invisible team color'? To make the ships show as in GC ( in skirmish, basically)? Argh... Sorry about this 'question pack'... EDITED: In the Map Editor, I can put the B-Wing fighter in the map. But when I put it's squadron, they don't show in it (just the select pink layers around where were supposed the B-Wings to be). I copied one new B-Wing xml from the Source folder, but it didn't fixed it... I'm thinking my game is screwed, because I didn't change anything regarding the B-Wing (just the number of torpedoes that if fires from 3 to 4) and I can't also build the Crusader gunship in Skirmish as ZC, but I already check StarBases_Underworld, and copied a new Crusader data - since I didn't do anything to it. Do the game went crazy when you have more than 10 folders under 'Mods' folder? ??? :-\ Edited April 3, 2007 by HK-47
Droid803 Posted April 4, 2007 Posted April 4, 2007 q1- No idea...kinda vague descriptionq2- That's probably because...you changed some of what it normall builds...q3- Making a squadron a transport...I doubt it'd work... which unit would transport?q4- yes, I think you can set the "aplha" to 0 (like 0, 0, 0, 0)...I haven't tried tho, and on my new computer, it handles aplha-fading now, so setting it at grey works very well. I myself had over 10 mods (well, most of them were redundant copies that didn't do anything and unnanounced personal gameplay modifications that are incomplete) http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
1upD Posted April 4, 2007 Posted April 4, 2007 yes, I think you can set the "aplha" to 0 (like 0, 0, 0, 0Actually, it's 1, 1, 1, 255 "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 April 4, 2007 Author Posted April 4, 2007 (edited) Sorry 1upD, but Droid is right - works perfectly, unless that you only see the icon when selected, in the radar. Thanks! ;D Could anyone review the following code to find errors? Because I can't see any. : <Squadron Name="B-Wing_Squadron"> <LOD_Bias>10</LOD_Bias> <Text_ID>TEXT_B_WING_SQUADRON</Text_ID> <Encyclopedia_Text>TEXT_TOOLTIP_B_WING</Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class> <Encyclopedia_Good_Against> Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Tartan_Patrol_Cruiser TIE_Defender </Encyclopedia_Vulnerable_To> <Icon_Name>i_button_RV_BWing.tga</Icon_Name> <GUI_Row> 1 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Formation_Priority>2</Formation_Priority> <Is_Escort>No</Is_Escort> <Is_Bomber>yes</Is_Bomber> <Autoresolve_Health>200</Autoresolve_Health> <Damage>15</Damage> <Affiliation>Rebel</Affiliation> <Political_Control>0</Political_Control> <Build_Cost_Credits>300</Build_Cost_Credits> <Build_Time_Seconds>20</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer> <Slice_Cost_Credits>400</Slice_Cost_Credits> <Tech_Level>4</Tech_Level> <Required_Timeline /> <Required_Star_Base_Level>2</Required_Star_Base_Level> <Required_Special_Structures /> <Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior> <Squadron_Units>B-Wing, B-Wing, B-Wing</Squadron_Units> <Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets> <Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets> <Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets> <SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_B_Wing</SFXEvent_Build_Complete> <FormationOrder>3</FormationOrder> <Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>200.0</Idle_Chase_Range> <Attack_Move_Response_Range>300.0</Attack_Move_Response_Range> <Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker> <Property_Flags> SmallShip </Property_Flags> <Tactical_Bribe_Cost>150</Tactical_Bribe_Cost> <Create_Team_Type/> <Max_Squad_Size> 6 </Max_Squad_Size> <Population_Value>1</Population_Value> <Score_Cost_Credits> 900</Score_Cost_Credits> <!-- 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, 1.75</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> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>700</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>17</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>--> </Squadron> Edited April 4, 2007 by HK-47
1upD Posted April 4, 2007 Posted April 4, 2007 Sorry 1upD, but Droid is right - works perfectly, unless that you only see the icon when selected, in the radar. Thanks! ;DHuh? Oops...I misunderstood the question. Actually we're both right...I think. 1, 1, 1, 1 is invisible. I know that. "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!
THX1138_pff Posted April 5, 2007 Posted April 5, 2007 HK, check the line. There's a square in it (unreadable object). it shouldnt be there. Or is it just my computer? http://i199.photobucket.com/albums/aa302/AdnamTHX1138/Sigs/THXJunoSig.png
HK-47 Posted April 5, 2007 Author Posted April 5, 2007 I have no idea why that's square is there. Opening the file in the notepad, it doesn't appear. ???Sorry again, both of the colours works. In land, everything goes OK, but in space the team colors aren't transparent, they're black.... If someone could attach a 'new B-Wing source' non-modified file (from the Source folder), it would be good... : I got the Empire AI to works in land battle, but they still stuck in space...
Droid803 Posted April 5, 2007 Posted April 5, 2007 If someone could attach a 'new B-Wing source' non-modified file (from the Source folder), it would be good... http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted April 5, 2007 Author Posted April 5, 2007 Thanks! I'll gonna check it and see what happens... ;D
HK-47 Posted April 9, 2007 Author Posted April 9, 2007 OH MY!!! It still don't work!!! > The B-Wing itself works (can see it in the Map Editor) but the squadron is still messed up (nothing appear inside the purple select circle). Is there some other file that has something to do with the B-Wings?? Like LandBombingRunUnits etc?? ???
HK-47 Posted April 12, 2007 Author Posted April 12, 2007 While thinking in concepts, the idea of a new ability called Magnetize Armor came in mind. Basically, it's just the magnetically sealed armor ability, but needing to be activated and having recharge time etc... Then, I'm adding it to my hero (the one that uses the Tartan - I wonder if I'll never get tired of this )In-game, everything looks OK, but when I click to use the ability, that I have that 'invalid' sound.Could someone take a look in the code for me? This is the part that goes in <Unit_Abilities_Data SubObjectList="Yes">: <Unit_Ability> <Type>SHIELD_FLARE</Type> <Alternate_Name_Text>TEXT_TOOLTIP_HEAR_MAGNETIZE</Alternate_Name_Text> <Alternate_Description_Text>TEXT_HEZAR_MAGNETIZE</Alternate_Description_Text> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -45.0</Mod_Multiplier> <Expiration_Seconds>23.0</Expiration_Seconds> <Recharge_Seconds>50</Recharge_Seconds> <GUI_Activated_Ability_Name> Shield_Flare_Vehicle </GUI_Activated_Ability_Name> <SFXEvent_GUI_Unit_Ability_Activated> Unit_Jam_Sensors_On_Skipray </SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated> Unit_Jam_Sensors_Off_Skipray </SFXEvent_GUI_Unit_Ability_Deactivated> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> And this is the part that goes under <Abilities SubObjectList="Yes">: <Shield_Flare_Ability Name="Shield_Flare_Tartan"> <Activation_Style>User_Input</Activation_Style> <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. --> <Redirect_Chance>0.1</Redirect_Chance> <Block_Chance>0.60</Block_Chance> <Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees> <Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees> <Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots> <!-- We can block/redirect shots from the following units types: --> <Applicable_Unit_Categories>Fighter | Bomber | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate> </Shield_Flare_Ability> And I'm also officially declaring that the game screwed the B-Wing squadron... I'll code a new one some day to see if it works... o.O
Droid803 Posted April 13, 2007 Posted April 13, 2007 I believe Shield_Flare_Vehicle should be Shield_Flare_Tartan to match with your . I'm not sure if sticking it into shield flare is th best idea though... http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted April 13, 2007 Author Posted April 13, 2007 Thanks, Droid. ;D That was the problem. I can activate it now, but it isn't deflecting the projectiles... I think I know what's wrong...
HK-47 Posted April 23, 2007 Author Posted April 23, 2007 (edited) Thanks God!!! I have B-Wing Squadrons working again!!!!!! ;D The problem was because I made a prop version called B-Wing too, and the game was making confusion since we had the fighter 'B-Wing' and the prop 'B-Wing'... That's probably the solution of the problem with the Crusader Gunship... Now I need to fix the Empire Skirmish Space AI bug... Does someone know if there's some tag that can be added to Unit Abilities Data section that make it's 'disappear', expire, after using the ability? EDITED: Nevermind, I checked the Defiler's code...Now I wonder:- How can I make the 'Swap' ability work? I modified the game's missile satellite into one that can launch two types of projectiles... Although when he fires, he fires a continuous wave of torperdoes (even if I click in the swap button - it goes active as if it was active - it doesn't change.- Is possible to make the tractor beam satellite have two tractor beam abilities? I made that, but I cannot activate any of them... Although I think I know how to solve it (same bone on both)... Edited April 24, 2007 by HK-47
Droid803 Posted April 24, 2007 Posted April 24, 2007 Actually, a given unit can only have one instance of each ability. I tried giving my minelayer two "lay mine" abilities using the same ability type and both countdown when one or the otehr is activated. As for the Weapon Swap, fire pulse count, fire recharge seconds, pulse delay seconds, etc , is handeled in the projectile itself, that's why it fires a constant stream - defaulting to no-delay-whatsoever. You need to put the two projectiles in A, B, and have the swap weapon ability go 1, if all else fails, I need to take a look at it to do a more in-depth analysis. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
HK-47 Posted April 24, 2007 Author Posted April 24, 2007 Thanks, Droid. I'll take a look tomorrow, now I need to sleep. ;D
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