Kodor Posted May 30, 2007 Posted May 30, 2007 Quick question: Anyone know how to give imperial troops the proximity mines ability? I've been trying. I think the problem is with the fact that the empire cannot purchase the black market item. Perhaps there is a way around this? If there is it escapes me. Thanks.
jedi_consulor Posted May 30, 2007 Posted May 30, 2007 Set Black Market Items to 'No' in the code - it ignores this requirement then. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Droid803 Posted May 31, 2007 Posted May 31, 2007 Eh no that's not it, the ability will show up for any other faction - it just ignores the black market line....its something else. http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
jedi_consulor Posted May 31, 2007 Posted May 31, 2007 (edited) I have done this for all my custom coding using abilities this way. Yea it makes it show for any faction you wish to use the ability for however there is more to doing abilities than just that - I forgot to mention.. I was first talking about doing this... EXAMPLE: SWAP_WEAPONS TEXT_TOOLTIP_SHADOW_SWAP TEXT_SHADOW_SWAP_DESCRIPTION No Disruptor_Swap_Weapon Unit_Assist_Attack_Rebel_Soldier This was just modified fromt he swap weapons ability. I set the requirement to no. The ablity works fine then.. BUT IF you are doing an ability that is a bit more complicated like using Buzz Droids then you need to comment that above AND also the BlackmarketItems.xml file and add the unit you want to have the ability to the relevant section: For Proximity mines for example.. 5.5 Rebel 1 Grenadier_Proximity, Grenadier_Proximity_Solo 1000 i_sa_bl_proximity_mines.tga TEXT_BM_DEF_MINES TEXT_TOOLTIP_BM_DEF_MINES Underworld_Merc so we change it to 5.5 Rebel 1 Grenadier_Proximity, Grenadier_Proximity_Solo 1000 i_sa_bl_proximity_mines.tga TEXT_BM_DEF_MINES TEXT_TOOLTIP_BM_DEF_MINES Underworld_Merc, Rebel_Soldier So that means now if you have added the proximity mines ability to the Rebel Soldier - and did the trick with the Black Market items as I mentioned in the first part of the post, then Rebel Soldiers will (should now be able to lay the mines). The code here is example only and not the exact code. Hopefully this explains what I was saying better. Edited May 31, 2007 by jedi_consulor http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Kodor Posted May 31, 2007 Author Posted May 31, 2007 OK, Thanks for the great responses guys. However it seems the issue is more complex than simply entering a "No" into the bought on black market tag and editing the blackmarket items file. I'm about to give up on the idea. I can't find anything in any of the entries in any of the files having anything to do with the mines or the units using them to give me a clue. Does anyone know of a successful attempt to give prox mines to units of a faction other than the underworld?
1upD Posted May 31, 2007 Posted May 31, 2007 Does anyone know of a successful attempt to give prox mines to units of a faction other than the underworld?What happens if you force corrupt a grenadier? "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!
Droid803 Posted June 1, 2007 Posted June 1, 2007 Ok, its absolutely NOTHING to do with black market...you're barking up the wrong tree...I've attempted to make a minelayer drone that makes proxymines, and everything works up to actually dropping the mines (the ability gets a no-go sound). I probably just missed a BEHAVIOR tag or a entry for it or something...but I didn't bother fixing it. Force corrupted grenadiers work do they not? http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
jedi_consulor Posted June 1, 2007 Posted June 1, 2007 (edited) I am pretty sure I got this ability working with some special ops guys I was using in my mod. The ability worked for me. - yep I thought I had used it on another unit. I use it for my Katarn Commandoes.. Here is people telling me I do not know my work.. Yes this actually works. For the sake of more negative feedback I'll just post my code. ABILITY_COUNTDOWN, SURFACE_FX,WALK_LOCOMOTOR,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING, IDLE, GARRISON_UNIT SWAP_WEAPONS TEXT_TOOLTIP_KATARN_SWAP I_SA_CONCUSSIVE.TGA TEXT_KATARN_SWAP_DESCRIPTION No Disruptor_Swap_Weapon Unit_Attack_Rebel_Infiltrator PROXIMITY_MINES 80.0 Grenadier_Proximity_Solo 500.0 50.0 No User_Input 0.0 70.0 Proximity_Mine 30 3 3 Unit_Lightsaber_Projectile_Block Yes I think this is all I did to make it work. I think DROID you may of missed the bit at the end ? The Proximity mine ability name - if not then I do not know what you have done. By the way calm down and talk to people properly instead of ranting like that. I have tried to explain to the guy who made this thread I have this ability working with my own units, so IMO I do know what I am on about. Although Blackmarketitems is not needed for this ability to work in this case. Looks like you did miss some thing in the land behaviour code I think. Edited June 1, 2007 by jedi_consulor http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Kodor Posted June 3, 2007 Author Posted June 3, 2007 Thanks for the help consulor. The only difference I see in your code is that it uses the Grenadier_proximity_solo. I am using grenadier_proximity. I'm not sure if this will make a difference, but if you say it works for you I'll give it a try. BTW I don't think D803 meant to jump on your throat. He is a bit of a snob.
Droid803 Posted June 3, 2007 Posted June 3, 2007 Yea... I wasn't jumping on you...I was just trying to get the point across that the black market had nothing to do with it...that's all...Darn it, I hate it when I get misunderstood...or maybe I am a snob? http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
vaders_Legion Posted June 3, 2007 Posted June 3, 2007 your a snob . Anyhow i cant figure out why the mines wont spawn for me when i give a unit the ability. maybe its like the buzzdroids, you have to lua it into the unit?
Kodor Posted June 4, 2007 Author Posted June 4, 2007 Oh... No... Not LUA.... Come on snob, give us a lesson... ;D
jedi_consulor Posted June 4, 2007 Posted June 4, 2007 oh it works alright. I have this in my mod I am working on. I use it for my Spec force units and other Commando type units. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Kodor Posted June 24, 2007 Author Posted June 24, 2007 Just as an Update, I got the mines to work. It was as simple as entering No in the tag. And.... Making the troopers unique or hero units. I don't know how to get prox mines to work for the rebels and empire otherwise.
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