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Muppster

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Everything posted by Muppster

  1. Fighter's spawn around the attachment_bone for the fighter_bay hardpoint. If no bone is specified, or if the specified bone does not exist on the model, then fighter's will spawn in the middle of the map. To have a targettable and destroyable fighter_bay, then you will have to use (replace) an existing bone, as described by Bodin. The only other option is to make the fighter bay hardpoint not targetable, and not destroyable - this will give you an invisible fighter bay that will still spawn fighters. The fighter bay can then be attached to the engine bone to get the fighter's to spawn around the ship. In the case of the Nebulon frigate, you define as HP_Nebulon_Fighter_Bay hardpoint as none targetable and destroyable, but set to use the HP_E_Bone (engine). The only drawback is that the Hardpoint can't be destroyed (until the ship dies), so will continue to spawn any reserve fighter's. I am using this approach for all ships that I want to spawn all their fighters at the start of the battle - as they have no reserves, the fighter bay hardpoint becomes redundant after they have spawned the initial fighters. The existence of the invisible hardpoint has no impact on the ship during combat, and it will still die when the targettable hardpoints are destroyed. HARD_POINT_FIGHTER_BAY No No HP_E_BONE Then the rest of the hardpoint as before, but I don't think that the collision_mesh is required. The hardpoint would need to be attached to the Nebulon frigate entry, along with the SPAWN_SQUADRON behaviour, and the entries defining what is to be spawned but with the Reserve_Spawned_Units_Tech_0 set to 0 units. -=M=-
  2. You would obviously have to be careful that combining two different types of units together doesn't mess up the unit AI leading to more mouse clicking to overcome the AI. -=M=-
  3. Cain don't know if you meant to do this or not, but the refers to STORY_SANDBOX_DEMO_EMPIRE.xml in Campaign_SinglePlayer.xml, but you included a STORY_SANDBOX_EMPIRE.xml in the download. -=M=-
  4. Good spot Cain. Seems to work correctly with Interdictor's as well. Well done that man -=M=-
  5. Okay after playing a little with the interface, my initial thoughts were that the in GameConstants.XML would change the number of icons on the build/unit menu. Unfortunately it seems to have no impact even with halving the size of the icons > So it looks like we might be stuck with 13 column's. However we can make it so that fighters for instance show up on the bottom row rather than the top row of the build interface, which means that we can have more than 13 units selectable for building. It might not be as pretty but means we can have up to 26 units for building minus any structures available for building. This is achieved by changing the for 1 to 0 in the relevant unit file (Squadron.XML for fighters etc). 1 is the top GUI line, and 0 the bottom. Edit: Having looked further, there is reference to production scroll bars for right and left, so hopefully production scrolling is just omitted from the demo, but as the final product doesn't require production scrolling I wouldn't expect it to be included. -=M=-
  6. Looked into the credit limits a little more. I have had 99 Million credits per days and a Galactic Credit reserve of 1,100 Million credits, before I gave up testing. For so many galactic credits, the number overwrites the population icon, solved by changing the font used for displaying the Galactic Credit Reserve. Only things I changed to increase the cresits was in GameConstants.XML and the in Planets.XML. -=M=-
  7. No, sorry, don't know how to enable retreat. I have looked and can't find any definite reference to why the retreat isn't working for the rebel and empire factions. Could be hardcoded for the demo, or working as intended with a non retreat flag set in the map TED file (assuming retreat isn't allowed on asteriod maps). There isn't any direct reference in any XML to which is how the Interdictor and the gravity well generator stop retreat. It's possible that there is a "hidden" gravity well generator somewhere on the map. Without any knowledge of the TED files format, it's a good as guess as any. -=M=-
  8. You also need to include SPAWN_SQUADRON into the entry for that unit, as well as the entries and a Fighter_Bay hardpoint. -=M=-
  9. In the case of the ground units, after increasing the ground unit max cap, any more than 10 units are present but hidden - you can't see them on the planet view in the Galactic map. I suspect that all the other things you mention are present but hidden. Lack of a scroll function on the build menu does appear to mean that only 13 ground and 13 space build icons will be able to be selected. Your fighters probably can be built at higher level space stations, you just can't select them - whereas the ai probably does not have this restriction. The only mention I have seen of scroll in the files is to do with dialogue options. -=M=-
  10. Increasing the unit cap on a planet is done by changing in GameConstants.XML. This affects both attacker's and defender's units. To increase the attacker's to above 10 requires the value of the relevant reinforcement points need to be increased. Tatooine consists of an initial reinforcement point worth 4, and 2 additional points worth 3 units. The actual reinforcement points definition is done in Markers.XML. Tatooine consists of a "Reinforcement_Point_Plus4_Cap" plus two "Reinforcement_Point_Plus3_Cap". Changing the values here changes the attacker's unit limit, but never beyond the . I suspect which reinforcement point is used is defined on the map TED file. Increasing the cap beyond 10 means that only the first 10 units appear on the planet in Galactic view, any additional built units are present but hidden until the new cap is reached. Any further produced units appear space as expected. -=M=-
  11. You can have over a million credits ... just checked. No idea where the limit is though. Are you sure that you didnt just see the effects of the ? Defined in GameConstants.XML, and is set to 40,000, so 11 planets owned would give a current credit ceiling of 440,000 credits. -=M=-
  12. First time post, so be gentle I have been looking at the code for the heroes.. The reason for the crash with Obi Wan looks like the Earthquake ability is incomplete. So all you need to do is to remove the code to in NamedHeroUnits.XML, and everything else works fine. He does need a different as his proper model wasn't included in the demo. So for instance give him Han Solo's model and Obi Wan will run around holding a blaster pistol but uses it like a lightsaber. I have also had Emperor Palpatine and Darth Vader partially working on land, but only by removing all their Force abilities. I need to look into these two more closely, and then address the crash with Vader in space. -=M=-

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