Mr.Caine Posted June 3, 2007 Posted June 3, 2007 i tried to get LOW's AT-RT to work in my mod. It works at 1st but then after it takes a few steps it just causes a fatal error. <GroundVehicle Name="AT_RT_Walker"> <LOD_Bias>4</LOD_Bias> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_AT_RT_WALKER</Text_ID> <Encyclopedia_Good_Against> Rebel_Trooper Underworld_Merc Rebel_Commando </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> T1B_Tank T2B_Tank </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_ATRT</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class> <Land_Model_Name>LoW_AT-RT.ALO</Land_Model_Name> <Behavior>SELECTABLE</Behavior> <LandBehavior>ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD,HUNT, WALK_LOCOMOTOR,TARGETING,IDLE,WEAPON,POWERED,REVEAL,HIDE_WHEN_FOGGED,UNIT_AI,TELEKINESIS_TARGET,STUNNABLE,DAMAGE_TRACKING, SQUASH</LandBehavior> <!-- Ground vehicles priority 1, ground infantry priority 2, air vehicles priority 3 (N/A = 9999) --> <Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher> <HardPoints> HP_AT_RT_00 </HardPoints> <Property_Flags>GoodInfantryCrusher</Property_Flags> <Ranking_In_Category>7</Ranking_In_Category> <Autoresolve_Health>200</Autoresolve_Health> <Mass>1.0</Mass> <Scale_Factor>1.6</Scale_Factor> <Movement_Animation_Speed> 0.8117 </Movement_Animation_Speed> <Rotation_Animation_Speed> 2.2 </Rotation_Animation_Speed> <Max_Speed>1.95</Max_Speed> <Max_Rate_Of_Turn>2.5</Max_Rate_Of_Turn> <Stopped_Rate_Of_Turn>1.5</Stopped_Rate_Of_Turn> <Walk_Transition>No</Walk_Transition> <Has_Pre_Turn_Anim> no </Has_Pre_Turn_Anim> <Min_Speed_Fraction_For_Turn> .1 </Min_Speed_Fraction_For_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Large Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 8.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 6.0 </Custom_Hard_YExtent> <MinimumPushReturnDistance> 100 </MinimumPushReturnDistance> <FormationOrder> 4 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <FormationSpacing> 1 </FormationSpacing> <FormationRaggedness> 2.5 </FormationRaggedness> <MaxJiggleDistance> 5 </MaxJiggleDistance> <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> <Locomotor_Has_Animation_Priority>no</Locomotor_Has_Animation_Priority> <Attack_Animation_Is_Overlay>no</Attack_Animation_Is_Overlay> <!--<Is_Sprite>No</Is_Sprite>--> <Type>Walk</Type> <Deploys>No</Deploys> <Affiliation>Empire</Affiliation> <Political_Control>0</Political_Control> <Required_Timeline>0</Required_Timeline> <Size_Value>75</Size_Value> <Armor_Type> Armor_Vehicle_LT </Armor_Type> <Damage_Type>Damage_T2B</Damage_Type> <Damage>4</Damage> <Shield_Points>0</Shield_Points> <Tactical_Health>350</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>999</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Projectile_Types>Proj_Swamp_Speeder_Cannon_Red</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>15</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds> <Sensor_Range>400</Sensor_Range> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>640.0</Targeting_Max_Attack_Distance> <Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust> <!-- 18 --> <Targeting_Fire_Inaccuracy> LandHero, 999</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Infantry, 30.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy> <Death_Explosions>Small_Explosion_Land</Death_Explosions> <Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Select>Unit_Select_Scout_Trooper</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Scout_Trooper</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Scout_Trooper</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Scout_Trooper</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Scout_Trooper</SFXEvent_Guard> <SFXEvent_Fire>Unit_ScoutFire</SFXEvent_Fire> <SFXEvent_Assist_Move> Unit_Assist_Move_Scout_Trooper </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_Scout_Trooper </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> <CategoryMask> Vehicle | AntiInfantry</CategoryMask> <Icon_Name>I_BUTTON_AT-RT.TGA</Icon_Name> <MovementClass>Walker</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_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Overall_Length>20.0</Overall_Length> <!-- Hand tweaked for vehicle pitching up and down on terrain --> <Overall_Width>0.0</Overall_Width> <!-- 0.0 means don't roll left and right on terrain --> <Has_Land_Evaluator>Yes</Has_Land_Evaluator> <AI_Combat_Power>70</AI_Combat_Power> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>650.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiInfantryStructure</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker> <Select_Box_Scale>30</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Weather_Category>Walker</Weather_Category> <Death_Clone>Damage_Normal, AT_RT_Walker_Death_Clone_00</Death_Clone> <Score_Cost_Credits>37.5</Score_Cost_Credits> <Influences_Capture_Point> True </Influences_Capture_Point> <Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle> <Tactical_Bribe_Cost>8000</Tactical_Bribe_Cost> <Fire_Weapon_When_In_Rocket_Attack_Mode>No</Fire_Weapon_When_In_Rocket_Attack_Mode> <Fire_Weapon_When_In_Normal_Attack_Mode>Yes</Fire_Weapon_When_In_Normal_Attack_Mode> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>FOW_REVEAL_PING</Type> <Recharge_Seconds> 60.0 </Recharge_Seconds> <Spawned_Object_Type> Proj_Special_Land_FOW_Reveal_Ping_Blast </Spawned_Object_Type> <Effective_Radius> 0.0 </Effective_Radius> <!-- 0.0 means no distance factor, unlimited to entire map --> <Area_Effect_Decal_Distance> 550.0 </Area_Effect_Decal_Distance> <GUI_Activated_Ability_Name> </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> </Unit_Ability> <Unit_Ability> <Type>ROCKET_ATTACK</Type> <Targeting_Max_Attack_Distance>800</Targeting_Max_Attack_Distance> <Alternate_Name_Text>TEXT_MORTAR_STRIKE</Alternate_Name_Text> <Alternate_Description_Text>TEXT_TOOLTIP_ABLITY_MORTAR_STRIKE</Alternate_Description_Text> </Unit_Ability> </Unit_Abilities_Data> <Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds> </GroundVehicle> <GroundVehicle Name="AT_RT_Walker_Death_Clone_00"> <Variant_Of_Existing_Type>AT_RT_Walker</Variant_Of_Existing_Type> <Land_Model_Name>LoW_AT-RT_DC.ALO</Land_Model_Name> <Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle> <LandBehavior>HIDE_WHEN_FOGGED</LandBehavior> <Custom_Hard_XExtent_Offset> -15.0 </Custom_Hard_XExtent_Offset> <Custom_Hard_XExtent> 15.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 6.0 </Custom_Hard_YExtent> <Death_Persistence_Duration> 999 </Death_Persistence_Duration> <Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End> <Death_SFXEvent_End_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_End_Die> <Specific_Death_Anim_Index> 0 </Specific_Death_Anim_Index> <IsDeathCloneObstacle> true </IsDeathCloneObstacle> </GroundVehicle> Can someone help me? BTW i asked this before but no one responded...BTW Does anyone know how to get Proton Torpedoes to destroy in one hit? Even with hardpoints?. I'm trying to make a heavy torpedo that will basically rip through any ship and destroy it. http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
omega1107 Posted June 4, 2007 Posted June 4, 2007 Well, for the proton torpedo one, you could just tune up the amount of damage an individual proton torpedo deals out. As for the AT-RT, I dunno :
Mr.Caine Posted June 4, 2007 Author Posted June 4, 2007 No, I mean torpedoes in space... against hard points. Kinda like a super laser. When that torpedo hits I want it to destroy a ship. Even if i make the blast radius large it still doesn't work. http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
vaders_Legion Posted June 4, 2007 Posted June 4, 2007 make it do 99999999 damage, increase the blast radius, and then make it damage random hardpoints using that line i cant remember for it.
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now