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Posted

Okay, here's my problem: I have a custom unit in the game that has the Proton Beam ability, I have allowed the beam to target any type of unit, but there's a problem with the way the beam attacks capital ships. I'm not very happy with the beam just latching on to a single capital ship hardpoint, I want the whole ship gone!

 

And for those of you who didn't bother to read the long story, here's the short version: I have a custom unit and I want the proton beam for that unit to function like the Hypervelocity Gun, and damage the whole ship at once instead of having to use it over and over to destroy a capital ship.

 

I'm sure that this can be done in XML code, as I've heard of it being done before, I just can't seem to find anywhere where someone has posted the code.

Posted

Would it be enough for you to just boost the power of the proton beam, so it inflicts so much damage, that the ship will blow up, no matter what type?

 

Then you should search for

<Damage_Per_Frame>50</Damage_Per_Frame>			

and replace it with another value, like

<Damage_Per_Frame>5000</Damage_Per_Frame>

.

 

That should kill anything.

to Bria Tharen!

 

http://img118.imageshack.us/img118/7831/ueawsig4mu9.png

http://www.vereinte-nationen.de/german.gif Ich spreche auch Deutsch.

Posted

Well, as a matter of fact, I have tried that. All it does is just destroy the hardpoint faster.

 

What I'm talking about is: You know when you hit a ship with the Hypervelocity gun, it damages hardpoints at random, and if you repeat the process enough, you eventually destroy the entire ship? What I want is the same effect with the Proton Beam. I want the Proton Beam on this ship to target the hull itself, and not the hardpoints.

 

Oh, while I'm thinking about it, I have another ship I have added into the game, it has 4 hardpoints - a point defense weapon, two machine guns (Well, I tried to replicate the effect), and a Railgun (I'm just going to use a hypervelocity gun projectile), but only the point defense guns fire, nothing else works. Some help on either of these would be greatly appreciated, here is my code:

 

In SpaceUnitsSupers.xml:

	<SpaceUnit Name="Ragnarok">
	<Text_ID>TEXT_UNIT_RAGNAROK</Test_ID>
	<Encyclopedia_Good_Against> Vengence ISD2 Star_Destroyer </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> Executor_Super_Stardestroyer Praetor_Super_Stardestroyer Shadow </Encyclopedia_Vulnerable_To>

			<Required_Special_Structures>Rebel_Light_Ship_Yard</Required_Special_Structures>
	<GUI_Row> 1 </GUI_Row>
	<Space_Model_Name>RV_Ewing.ALO</Space_Model_Name>

	<Ranking_In_Category>5</Ranking_In_Category>

   <GUI_Bracket_Height>500</GUI_Bracket_Height>
	<GUI_Bracket_Size>2</GUI_Bracket_Size>

	<Select_Box_Scale>100</Select_Box_Scale>
	<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>

	<Scale_Factor>1.5</Scale_Factor>
	<Mass>0.999</Mass>
	<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
	<Multisample_FOW_Check>Yes</Multisample_FOW_Check>

	<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
	<Armor_Type> Armor_Star_Destroyer </Armor_Type>
	<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>

	<Max_Speed>4.5</Max_Speed>
	<Max_Rate_Of_Turn>4.5</Max_Rate_Of_Turn>
	<MovementClass> Space </MovementClass>
	<Space_Layer> Fighter </Space_Layer>
	<Layer_Z_Adjust>0</Layer_Z_Adjust>
	<Max_Rate_Of_Roll>2.5</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>90</Bank_Turn_Angle>
	<OverrideAcceleration> .02 </OverrideAcceleration>
	<OverrideDeceleration> .02 </OverrideDeceleration>

	<Max_Thrust>1.5</Max_Thrust>
	<Hyperspace>Yes</Hyperspace>
	<Hyperspace_Speed>0.45</Hyperspace_Speed>
	<Maintenance_Cost>0.3</Maintenance_Cost>

	<Affiliation>Rebel</Affiliation>
	<Tech_Level>3</Tech_Level>
	<Required_Timeline>0</Required_Timeline>
	<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
	<Required_Star_Base_Level>1</Required_Star_Base_Level>
	<Damage>70</Damage>
	<Autoresolve_Health>7500</Autoresolve_Health>
	<Shield_Points>4500</Shield_Points>
	<Tactical_Health>7500</Tactical_Health>
	<Shield_Refresh_Rate>45</Shield_Refresh_Rate>
	<Energy_Capacity>8000</Energy_Capacity>
	<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
	<Ship_Class>fighter</Ship_Class>
	<Squadron_Capacity>40</Squadron_Capacity>
	<Build_Cost_Credits>7000</Build_Cost_Credits>
	<AI_Combat_Power>3000</AI_Combat_Power>
	<Build_Time_Seconds>5</Build_Time_Seconds>
	<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
	<Size_Value>2</Size_Value>

	<Behavior> SELECTABLE, DUMMY_STARSHIP</Behavior>
	<SpaceBehavior>FIGHTER_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT</SpaceBehavior>

	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
	<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>

	<Death_Clone>Damage_Normal</Death_Clone>
	<Space_FOW_Reveal_Range>3500.0</Space_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>7000.0</Targeting_Max_Attack_Distance>
    	
	<HardPoints>
		HP_Ragnarok_Point_Guns,
		HP_Ragnarok_Laser01,
		HP_Ragnarok_Laser02,
		HP_Ragnarok_Railgun
    		</HardPoints>

	<SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Destroyer</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard>
	<SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite>
	<SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage>
	<SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop>
	<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Star_Destroyer </SFXEvent_Move_Into_Asteroid_Field>
	<SFXEvent_Move_Into_Nebula> Unit_Nebula_Star_Destroyer </SFXEvent_Move_Into_Nebula>

	<CategoryMask> Capital | AntiFrigate </CategoryMask>
	<Icon_Name>I_BUTTON_EV_ISD.TGA</Icon_Name>
	<GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name>
	<GUI_Distance>2300</GUI_Distance>
	<GUI_Offset>0 0 0</GUI_Offset>
	<GUI_Velocity>45</GUI_Velocity>
	<Victory_Relevant>yes</Victory_Relevant>
	<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
	<Has_Space_Evaluator>True</Has_Space_Evaluator>

	<Guard_Chase_Range>1000.0</Guard_Chase_Range>
	<Idle_Chase_Range>0.0</Idle_Chase_Range>
	<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Icon_Name>i_radar_capital_ship_empire.tga</Radar_Icon_Name>
	<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
	<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>

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

	<Abilities SubObjectList="Yes">

	</Abilities>		  
	<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
	<Spin_Away_On_Death_Chance>0.4</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>

	<Strafe_Distance>500.0</Strafe_Distance>
   

 	<Encyclopedia_Text> TEXT_TOOLTIP_STAR_DESTROYER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text>
	<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
	<Score_Cost_Credits> 45000</Score_Cost_Credits>-->

	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
	<Tactical_Build_Cost_Multiplayer>4700</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>55</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>

 

And in Hardpoints.xml:

<!-- Ragnarok Hardpoints -->

<HardPoint Name="HP_Ragnarok_Point_Guns">
	<Type> HARD_POINT_WEAPON_LASER </Type>
	<Is_Targetable>Yes</Is_Targetable>
	<Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_LASERCANNON</Tooltip_Text>
            <Health>500.0</Health>  

	<Damage_Type> Damage_Star_Destroyer </Damage_Type>
           
            <Attachment_Bone>collission</Attachment_Bone>
            <Collision_Mesh>collission</Collision_Mesh>

            <Fire_Bone_A>MuzzleB_00</Fire_Bone_A>
            <Fire_Bone_B>MuzzleB_01</Fire_Bone_B>
            <Fire_Cone_Width>360.0</Fire_Cone_Width>
            <Fire_Cone_Height>360.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_AssaultFrig</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>10</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>800.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_AT_ST_Fire</Fire_SFXEvent>

		<Fire_Inaccuracy_Distance> Fighter, 2.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 2.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 1.8 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 1.5 </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, 1.0 </Fire_Inaccuracy_Distance>

  		<Fire_When_In_Rocket_Attack_Mode>No</Fire_When_In_Rocket_Attack_Mode>
	<Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode>
</HardPoint>

<HardPoint Name="HP_Ragnarok_Laser01">
	<Type> HARD_POINT_WEAPON_LASER </Type>
	<Is_Targetable>Yes</Is_Targetable>
	<Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_LASERCANNON</Tooltip_Text>
            <Health>400.0</Health>  

	<Damage_Type> Damage_Star_Destroyer </Damage_Type>
           
            <Attachment_Bone>MuzzleA_02</Attachment_Bone>
            <Collision_Mesh>MuzzleA_02</Collision_Mesh>

            <Fire_Bone_A>MuzzleA_02</Fire_Bone_A>
            <Fire_Cone_Width>100.0</Fire_Cone_Width>
            <Fire_Cone_Height>100.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Blaster_Cannon_Green</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>8.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>9.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>20</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1100.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Blaster_Cannon_Fire</Fire_SFXEvent>

		<Fire_Inaccuracy_Distance> Fighter, 4.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 4.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 3.6 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 3.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 2.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

  		<Fire_When_In_Rocket_Attack_Mode>No</Fire_When_In_Rocket_Attack_Mode>
	<Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode>
</HardPoint>

<HardPoint Name="HP_Ragnarok_Laser02">
	<Type> HARD_POINT_WEAPON_LASER </Type>
	<Is_Targetable>Yes</Is_Targetable>
	<Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_LASERCANNON</Tooltip_Text>
            <Health>400.0</Health>  

	<Damage_Type> Damage_Star_Destroyer </Damage_Type>
           
            <Attachment_Bone>MuzzleA_00</Attachment_Bone>
            <Collision_Mesh>MuzzleA_00</Collision_Mesh>

            <Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
            <Fire_Cone_Width>100.0</Fire_Cone_Width>
            <Fire_Cone_Height>100.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Blaster_Cannon_Green</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>8.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>9.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>20</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>1100.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Blaster_Cannon_Fire</Fire_SFXEvent>

		<Fire_Inaccuracy_Distance> Fighter, 4.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 4.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 3.6 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 3.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 2.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

  		<Fire_When_In_Rocket_Attack_Mode>No</Fire_When_In_Rocket_Attack_Mode>
	<Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode>
</HardPoint>

<HardPoint Name="HP_Ragnarok_Railgun">
	<Type> HARD_POINT_WEAPON_TORPEDO </Type>
	<Is_Targetable>Yes</Is_Targetable>
	<Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_RAILGUN</Tooltip_Text>
            <Health>1500.0</Health>  

	<Damage_Type> Damage_Star_Destroyer </Damage_Type>
           
            <Attachment_Bone>MuzzleA_01</Attachment_Bone>
            <Collision_Mesh>MuzzleA_01</Collision_Mesh>

            <Fire_Bone_A>MuzzleA_01</Fire_Bone_A>
            <Fire_Cone_Width>10.0</Fire_Cone_Width>
            <Fire_Cone_Height>10.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Railgun_Slug</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>55.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>60.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>1</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>7000.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Blaster_Cannon_Fire</Fire_SFXEvent>

		<Fire_Inaccuracy_Distance> Fighter, 4.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 3.8 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 2.5 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 0.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 0.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 0.0 </Fire_Inaccuracy_Distance>

    <Fire_Category_Restrictions> Corvette, Frigate, Capital, Super </Fire_Category_Restrictions>
  		<Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode>
	<Fire_When_In_Normal_Attack_Mode>No</Fire_When_In_Normal_Attack_Mode>
</HardPoint>

Posted
I don't think it lets you target the ship itself...that's just my view of it - the ability is designed to take out a hardpoint OR the ship if it doesn't have any.

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

"That was fun"

Posted

Really? I was hoping otherwise, I'm sure I read somewhere in another topic that somebody had the proton beam target the hull.

 

Well, if not that, then what about the unit? Any idea why only one of the weapons works?

Posted

Maybe you're not turning on rocket attack?

 

You did make the nex projectiles right?

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

"That was fun"

Posted
btw, Proj_Blaster_Cannon_Green only has a LAND_MODEL I think, so its invisible in space...unbless you changed the projectile.

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

"That was fun"

Posted

For the Proton beam:

Can you modify the DeathStarII Laser to your fitting?

 

They seem to be basicly the same code, especially when you find this in both units:

                <!-- <Owner_Particle_Effect>Piet_Powerup_Particle_Effect</Owner_Particle_Effect> -->

Or does that hit the hardpoints, too?

to Bria Tharen!

 

http://img118.imageshack.us/img118/7831/ueawsig4mu9.png

http://www.vereinte-nationen.de/german.gif Ich spreche auch Deutsch.

Posted (edited)

Okay, I'll try changing the Blaster_Cannon to something else, but that still leaves the problem with the railgun not firing in rocket mode.

 

And about the DSII code, well... This is for EAW not FOC... So that probably doesn't help much...

 

[Edit] Okay, I just tried changing the projectile, and that didn't work either, so my other three hardpoints still don't fire.

Edited by GeneralVeersB1
Posted

I'm not sure if you figured it out, but in answer to your question about damaging random hardpoints on an enemy ship; put this line of code in with your projectile:

 

<Projectile_Damages_Random_Hard_Points>Yes</Projectile_Damages_Random_Hard_Points>

 

Hope this helps.

 

--Alpha

Posted

And anyway, that won't work.

I put the hypervelocity gun projectile itelf which contains this line onto an ISD hardpoint (to test) and it targets hardpoints.

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

"That was fun"

Posted

So theoretically speaking, if the Proton Beam is not a projectile that would mean it's an ability, and if it's an ability then it can not be edited. Because if I'm not mistaken no one's found a way to create or even edit existing abilities--theoretically speaking.  ;)

 

--Alpha

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