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Help with downloaded code...


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On Saturday morning (I think), I downloaded some code for a tank.  I went for a two day hike and when I got back I put the code in.  Lo and behold, it doesn't work.  What's even better is the thread is gone.  I was wondering if anyone could tell me...

 

1. Is it possible to make work?

 

2. What would I have to do to make it work if so?

 

Right now the tanks get in a battle, and they can move etc but they can not fire, and their ability seems to do nothing (I think that is because they don't fire).

 

Thanks

 

edit-aren't I the genius? I forgot the code...

 

<?xml version="1.0" encoding="UTF-8"?>
<IFT-T_Data>
  <GroundVehicle Name="IFT-T_Repulsor_Tank">
    <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
    <Blob_Shadow_Scale>65.0, 65.0</Blob_Shadow_Scale>
    <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
    <Text_ID>TEXT_UNIT_IFT-T</Text_ID>
    <Encyclopedia_Good_Against>T2B_Tank MPTL MAL_Rocket_Vehicle</Encyclopedia_Good_Against>
    <Encyclopedia_Vulnerable_To>T4B_Tank Plex_Soldier Canderous_Assault_Tank</Encyclopedia_Vulnerable_To>
    <Encyclopedia_Text>TEXT_TOOLTIP_IFT-T</Encyclopedia_Text>
    <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HEAVY_VEHICLE</Encyclopedia_Unit_Class>
    <Land_Model_Name>EV_2MTANK.ALO</Land_Model_Name>
    <Mass>1.0</Mass>
    <Scale_Factor>1.0</Scale_Factor>
    <!--<Is_Sprite>No</Is_Sprite>-->
    <Type>Hover</Type>
    <Deploys>No</Deploys>
    <Affiliation>Empire</Affiliation>
    <Political_Control>0</Political_Control>
    <Ranking_In_Category>6</Ranking_In_Category>
    <Max_Speed>2.00</Max_Speed>
    <Movement_Animation_Speed>2.30</Movement_Animation_Speed>
    <Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
    <Space_Layer>Land</Space_Layer>
    <UnitCollisionClass>Vehicle</UnitCollisionClass>
    <OverrideAcceleration>.1</OverrideAcceleration>
    <OverrideDeceleration>.1</OverrideDeceleration>
    <FormationSpacing>1.1</FormationSpacing>
    <FormationOrder>5</FormationOrder>
    <FormationGrouping>Standard</FormationGrouping>
    <FormationRaggedness>1</FormationRaggedness>
    <MaxJiggleDistance>5</MaxJiggleDistance>
    <MinimumPushReturnDistance>100</MinimumPushReturnDistance>
    <UseSecondaryFacing>true</UseSecondaryFacing>
    <SecondaryTurnInPlaceROTCoefficient>.4</SecondaryTurnInPlaceROTCoefficient>
    <SecondaryTurnAngle>90</SecondaryTurnAngle>
    <MinSecondaryTurnROTCoefficient>.4</MinSecondaryTurnROTCoefficient>
    <MaxSecondaryTurnROTCoefficient>.9</MaxSecondaryTurnROTCoefficient>
    <SecondaryTurnLookaheadDistance>60</SecondaryTurnLookaheadDistance>
    <Custom_Hard_XExtent>20.0</Custom_Hard_XExtent>
    <Custom_Hard_YExtent>15.0</Custom_Hard_YExtent>
    <Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
    <Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
    <Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
    <Remove_Upon_Death>true</Remove_Upon_Death>
    <Ranged_Target_Z_Adjust>12.0</Ranged_Target_Z_Adjust>
    <Armor_Type>Armor_2M</Armor_Type>
    <Shield_Armor_Type>Shield_Tank</Shield_Armor_Type>
    <Size_Value>60</Size_Value>
    <Damage>10</Damage>
    <Sensor_Range>80</Sensor_Range>
    <Shield_Points>100</Shield_Points>
    <Tactical_Health>200</Tactical_Health>
    <Shield_Refresh_Rate>8</Shield_Refresh_Rate>
    <Energy_Capacity>999</Energy_Capacity>
    <Energy_Refresh_Rate>999</Energy_Refresh_Rate>
    <Behavior>SELECTABLE</Behavior>
    <LandBehavior>ABILITY_COUNTDOWN,AFFECTED_BY_SHIELD, HUNT, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET,STUNNABLE, WIND_DISTURBANCE, SURFACE_FX,DAMAGE_TRACKING</LandBehavior>
    <Property_Flags>GoodInfantryCrusher</Property_Flags>
    <Is_Affected_By_Gravity_Control_Field>Yes</Is_Affected_By_Gravity_Control_Field>
    <!-- This is considered a repulsorlift-driven unit -->
    <Targeting_Fire_Inaccuracy>Infantry, 0.0</Targeting_Fire_Inaccuracy>
    <Targeting_Fire_Inaccuracy>Vehicle, 0.0</Targeting_Fire_Inaccuracy>
    <Targeting_Fire_Inaccuracy>Air, 0.0</Targeting_Fire_Inaccuracy>
    <Fire_Inaccuracy_Distance>LandHero, 0.0</Fire_Inaccuracy_Distance>
    <Targeting_Fire_Inaccuracy>Structure, 0.0</Targeting_Fire_Inaccuracy>
    <Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
    <Targeting_Max_Attack_Distance>180.0</Targeting_Max_Attack_Distance>
    <Hardpoints>HP_IFT-T_Tank_01, HP_IFT-T_Tank_02</Hardpoints>
    <SurfaceFX_Name>Hover</SurfaceFX_Name>
    <Death_Explosions>Large_Explosion_Land</Death_Explosions>
    <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
    <Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>
    <CategoryMask>Vehicle</CategoryMask>
    <Icon_Name>i_button_1-m_med_repulsor_tank.tga</Icon_Name>
    <MovementClass>Hover</MovementClass>
    <OccupationStyle>1x1</OccupationStyle>
    <Victory_Relevant>yes</Victory_Relevant>
    <No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
    <No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
    <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
    <Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>
    <Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
    <Wind_Disturbance_Radius>50</Wind_Disturbance_Radius>
    <Wind_Disturbance_Strength>10</Wind_Disturbance_Strength>
    <Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha>
    <SFXEvent_Select>Unit_Select_2M_Tank</SFXEvent_Select>
    <SFXEvent_Move>Unit_Move_2M_Tank</SFXEvent_Move>
    <SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move>
    <SFXEvent_Attack>Unit_Attack_2M_Tank</SFXEvent_Attack>
    <SFXEvent_Guard>Unit_Guard_2M_Tank</SFXEvent_Guard>
    <SFXEvent_Turret_Rotating_Loop>Vehicle_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
    <SFXEvent_Engine_Idle_Loop>Unit_2M_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
    <SFXEvent_Engine_Moving_Loop>Unit_2M_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
    <SFXEvent_Assist_Move>Unit_Assist_Move_2M_Tank</SFXEvent_Assist_Move>
    <SFXEvent_Assist_Attack>Unit_Assist_Attack_2M_Tank</SFXEvent_Assist_Attack>
    <SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>
    <SFXEvent_Tactical_Build_Started>EHD_Reinforcements_En_Route</SFXEvent_Tactical_Build_Started>
    <SFXEvent_Tactical_Build_Complete>EHD_Reinforcements_Available</SFXEvent_Tactical_Build_Complete>
    <SFXEvent_Tactical_Build_Cancelled>EHD_Reinforcements_Cancelled</SFXEvent_Tactical_Build_Cancelled>
    <Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die>
    <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
    <Overall_Length>40.0</Overall_Length>
    <!-- For vehicle pitching up and down on terrain -->
    <Overall_Width>25.0</Overall_Width>
    <!-- For vehicle rolling left and right on terrain (30 by geometry)-->
    <Has_Land_Evaluator>Yes</Has_Land_Evaluator>
    <AI_Combat_Power>125</AI_Combat_Power>
    <Idle_Chase_Range>0.0</Idle_Chase_Range>
    <Guard_Chase_Range>200.0</Guard_Chase_Range>
    <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
    <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
    <Targeting_Priority_Set>AntiVehicleStructure</Targeting_Priority_Set>
    <Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker>
    <Select_Box_Scale>60</Select_Box_Scale>
    <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
    <Weather_Category>Walker</Weather_Category>
    <Score_Cost_Credits>125</Score_Cost_Credits>
    <Vehicle_Thief_Inside_Clone>IFT-T_Repulsor_Tank_Captured</Vehicle_Thief_Inside_Clone>
    <Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
    <Influences_Capture_Point>False</Influences_Capture_Point>
    <Tactical_Bribe_Cost>125</Tactical_Bribe_Cost>
    <!-- Non-Hero unit abilities description -->
    <Unit_Abilities_Data SubObjectList="Yes">
      <!-- IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone. -->
      <!-- I know this is awkward, hopefully we'll get a chance to re-write the code to fix it.   -Oksana -->
      <!-- Primary ability -->
      <Unit_Ability>
        <Type>TURBO</Type>
        <Expiration_Seconds>20</Expiration_Seconds>
        <Recharge_Seconds>50</Recharge_Seconds>
        <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
        <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	0.0f</Mod_Multiplier>
        <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
        <Mod_Multiplier>SPEED_MULTIPLIER,		2.5f</Mod_Multiplier>
        <SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated>
        <SFXEvent_GUI_Unit_Ability_Deactivated />
      </Unit_Ability>
    </Unit_Abilities_Data>
    <Abilities SubObjectList="Yes">
      <Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus">
        <Initially_Enabled>No</Initially_Enabled>
        <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade -->
        <Activation_Style>Take_Damage</Activation_Style>
        <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
        <Redirect_Chance>0.0</Redirect_Chance>
        <Block_Chance>0.15</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
        <Applicable_Unit_Types />
        <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
      </Redirect_Blaster_Ability>
      <Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus">
        <Initially_Enabled>No</Initially_Enabled>
        <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade -->
        <Activation_Style>Take_Damage</Activation_Style>
        <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
        <Redirect_Chance>0.0</Redirect_Chance>
        <Block_Chance>0.30</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
        <Applicable_Unit_Types />
        <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
      </Redirect_Blaster_Ability>
    </Abilities>
    <Converted_To_Enemy_Die_Time_Seconds>45</Converted_To_Enemy_Die_Time_Seconds>
  </GroundVehicle>
  <GroundVehicle Name="IFT-T_Repulsor_Tank_Captured">
    <Variant_Of_Existing_Type>IFT-T_Repulsor_Tank</Variant_Of_Existing_Type>
    <Icon_Name>i_button_chewbacca_Repulsor_M1.tga</Icon_Name>
    <!-- MUST have same abilities PLUS EJECT_THIEF -->
    <!-- Non-Hero unit abilities description -->
    <Unit_Abilities_Data SubObjectList="Yes">
      <!-- Primary ability -->
      <Unit_Ability>
        <Type>TURBO</Type>
        <Expiration_Seconds>20</Expiration_Seconds>
        <Recharge_Seconds>50</Recharge_Seconds>
        <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
        <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	0.0f</Mod_Multiplier>
        <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
        <Mod_Multiplier>SPEED_MULTIPLIER,		2.5f</Mod_Multiplier>
        <SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated>
        <SFXEvent_GUI_Unit_Ability_Deactivated />
      </Unit_Ability>
      <!-- Primary ability -->
      <Unit_Ability>
        <Type>EJECT_VEHICLE_THIEF</Type>
        <Recharge_Seconds>10</Recharge_Seconds>
        <!-- time that the user can't eject thief, kicks in right away -->
      </Unit_Ability>
    </Unit_Abilities_Data>
  </GroundVehicle>
  <!-- Company Data -->
  <GroundCompany Name="Imperial_Armor_Group_2">
    <Text_ID>TEXT_IMPERIAL_ARMOR_GROUP</Text_ID>
    <Encyclopedia_Good_Against>T2B_TankMPTLPod_Walker</Encyclopedia_Good_Against>
    <Encyclopedia_Vulnerable_To>T4B_TankPlex_SoldierUC_Rebel_Buildable_Anti_Vehicle_Turret</Encyclopedia_Vulnerable_To>
    <GUI_Row>1</GUI_Row>
    <Is_Dummy>Yes</Is_Dummy>
    <Damage>40</Damage>
    <Autoresolve_Health>100</Autoresolve_Health>
    <Affiliation>Empire</Affiliation>
    <Build_Cost_Credits>100</Build_Cost_Credits>
    <Piracy_Value_Credits>50</Piracy_Value_Credits>
    <Build_Time_Seconds>50</Build_Time_Seconds>
    <Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
    <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
    <Tech_Level>1</Tech_Level>
    <Required_Timeline>0</Required_Timeline>
    <Required_Ground_Base_Level>1</Required_Ground_Base_Level>
    <Required_Star_Base_Level>0</Required_Star_Base_Level>
    <Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures>
    <Required_Planets />
    <Behavior>DUMMY_GROUND_COMPANY</Behavior>
    <Formation_Priority>3</Formation_Priority>
    <Is_Escort>yes</Is_Escort>
    <Ship_Class>tank</Ship_Class>
    <Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit>
    <Company_Units>IFT-T_Repulsor_Tank,IFT-T_Repulsor_Tank,IFT-T_Repulsor_Tank,IFT-T_Repulsor_Tank</Company_Units>
    <Max_Squad_Size>1</Max_Squad_Size>
    <Icon_Name>i_button_1-m_med_repulsor_tank.tga</Icon_Name>
    <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
    <SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
    <SFXEvent_Build_Complete>Unit_Complete_2M_Tank</SFXEvent_Build_Complete>
    <SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move>
    <Score_Cost_Credits>500</Score_Cost_Credits>
    <!-- Non-Hero unit abilities description -->
    <Unit_Abilities_Data SubObjectList="Yes">
      <!-- Primary ability -->
      <Unit_Ability Name="TURBO">
        <Type>TURBO</Type>
        <Expiration_Seconds>20</Expiration_Seconds>
        <Recharge_Seconds>50</Recharge_Seconds>
        <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
        <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	0.0f</Mod_Multiplier>
        <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>
        <Mod_Multiplier>SPEED_MULTIPLIER,		2.5f</Mod_Multiplier>
        <SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated>
        <SFXEvent_GUI_Unit_Ability_Deactivated />
      </Unit_Ability>
    </Unit_Abilities_Data>
    <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
    <Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer>
    <Tactical_Build_Time_Seconds>10</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>-->
    <Encyclopedia_Text>TEXT_TOOLTIP_M1_REPULSOR</Encyclopedia_Text>
    <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TANK</Encyclopedia_Unit_Class>
    <Maintenance_Cost>0.05</Maintenance_Cost>
    <Population_Value>1</Population_Value>
  </GroundCompany>
  <!--</IFT-T_Data>-->
  <!-- Hard points for the IFT-T Tank -->
  <HardPoint Name="HP_IFT-T_Tank_01">
    <Type>HARD_POINT_WEAPON_LASER</Type>
    <Is_Targetable>No</Is_Targetable>
    <Is_Destroyable>No</Is_Destroyable>
    <Fire_Bone_A>p_electricalstatic3_ALT2</Fire_Bone_A>
    <Fire_Bone_B>p_electricalstatic_ALT1</Fire_Bone_B>
    <Fire_Cone_Width>100.0</Fire_Cone_Width>
    <Fire_Cone_Height>90.0</Fire_Cone_Height>
    <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Green</Fire_Projectile_Type>
    <Fire_Min_Recharge_Seconds>0.5</Fire_Min_Recharge_Seconds>
    <Fire_Max_Recharge_Seconds>0.5</Fire_Max_Recharge_Seconds>
    <Fire_Pulse_Count>2</Fire_Pulse_Count>
    <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds>
    <Fire_Range_Distance>200.0</Fire_Range_Distance>
    <SFXEvent_Fire>Unit_Empire_Ship_Laser_Fire</SFXEvent_Fire>
    <Fire_Inaccuracy_Distance>Infantry,5.0</Fire_Inaccuracy_Distance>
    <Fire_Inaccuracy_Distance>Vehicle, 0.0</Fire_Inaccuracy_Distance>
    <Fire_Inaccuracy_Distance>Structure, 10.0</Fire_Inaccuracy_Distance>
    <Fire_Category_Restrictions>Air</Fire_Category_Restrictions>
  </HardPoint>
  <HardPoint Name="HP_IFT-T_Tank_02">
    <Type>HARD_POINT_WEAPON_MISSILE</Type>
    <Is_Targetable>No</Is_Targetable>
    <Is_Destroyable>No</Is_Destroyable>
    <Fire_Bone_A>p_electricalstatic3_ALT2</Fire_Bone_A>
    <Fire_Bone_B>p_electricalstatic_ALT1</Fire_Bone_B>
    <Fire_Cone_Width>100.0</Fire_Cone_Width>
    <Fire_Cone_Height>90.0</Fire_Cone_Height>
    <Fire_Projectile_Type>Proj_T4B_Missile</Fire_Projectile_Type>
    <Fire_Min_Recharge_Seconds>1</Fire_Min_Recharge_Seconds>
    <Fire_Max_Recharge_Seconds>1</Fire_Max_Recharge_Seconds>
    <Fire_Pulse_Count>2</Fire_Pulse_Count>
    <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds>
    <Fire_Range_Distance>200.0</Fire_Range_Distance>
    <Fire_SFXEvent>Unit_MPTL_Tank_Fire</Fire_SFXEvent>
    <Fire_Category_Restrictions>Air,Infantry</Fire_Category_Restrictions>
  </HardPoint>
</IFT-T_Data>

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Hmm...changing the ship projectile green thing to missiles didn't do anything.  They never fired green, just the standard red...probably should have mentioned that.  I put projectile type as missile in the unit and company parts as well, and they are still firing standard red lasers.

 

On another note, do you know of a building model (standard or custom, doesn't matter) that I could use as a sort of corporation type building.  Is there a way to offer like 3 or 4 different structures and when one is built, the others disappear as options?  What I am trying to do is make "corporations", each with their own different unit types. to alleviate the too many units per gui bar problem.  If you could tell me first how or if it would be possible to do the "one building and the rest disappear" thing, I would be grateful.

 

Thank you.

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