To stop the heavy factory from having a MPTL garrison, you need to remove the following lines from the "R_Ground_Heavy_Vehicle_Factory" in "SpecialStructures.xml" MPTL, 2 MPTL, -1 MPTL_Spotter, 2MPTL_Spotter, -1
Here's just a little more to help out : this tags determines which row the object appear on in the build tab (ie. 1 = unit row, 0 = structure row) : if an item is buildable and this is 'no' and isn't used then it defaults to the land build tab. An example of making the unit buildable by the empire in skirmish games is to add this (just replace empire with rebel for them to build it); Empire, Pengauani_Squad, It should be noted that the following tags overide/replace their equivelent tags in skirmish games is how huch it costs how long it takes to build at normal game speed what is required to build this ie. a specific upgrade can be 'Tactical_Units' for right side production queue or 'Tactical_Upgrades' for left side production queue I've also included a example of the basic minimum for building a new space unit on the galactic map (the unit is unable to enter combat or enter hyperspace on its own unless it is in a fleet with a unit which CAN enter hyperspace)
Basically I have a few questions and was wondering if anyone is working on or has already managed to solve any of these problems; Q1. Has anyone managed to change what an individual unit considers ground level in ground combat (not the hover offset) ie. the height at which the unit will spawn at a reinforcement point ? Q2. Is there a way to limit the number of times a unit can fire its weapons or use a specific ability ? Q3. Is there a way to use a unit's collision mesh to prevent it from colliding with another unit in ground combat ? Q4. Has anyone managed to get a spawned unit to actually link to a unit on the galactic map ie. be able to create NEW units on the galactic map from within tactical battles ? Q5. Has anyone managed to find a way to switch between primary and secondary locotors manually or automatically ? Q6. Have people been able to make a unit obulete ie. can't be built after a set period of time or on gaining a set tech level ? If anyone does have ideas on solving these please let us know as for some of these I'm more or less out of ideas for. Thanks
Killer Penguins with light-sabers ..... ;D ;D ;D ;D ;D ;D ;D ;D ;D ME WANT!!!! Good job guys Mikan & DragonShadow did most of the hard stuff - I just stop by and said hello
Hey Mikan, to get the Pyngani unit to work a) change the modal to the real modal b) get rid of the animation overide line c) delete the death clone for crush - it doesn't have a crushed animation script anyway Interesting weapon ;D
Well, excellent work! That peguin is so cool; hope you get it to work - would love to see a screen of him in action ;D Would "NI_PENGAUANI.alo" be his 3d model ? Also should say there might be a model for the jedi temple ? - but I don't know if its in the game or not (can't find it though in the xml files)
I've also found a bug but not in the campaigns or that.. its in the error reporting on crashing. According to the default error message on an unhandled exception ou say the error is described in the files _logerr.txt and _except.txt ; but all I get is the _except.txt. So either the message wasn't changed in the public release even though the _logerr.txt creation was removed OR for some reason the file isn't being created on crashes. ATM the _except.txt is absolutely useless to people looking to solve problems so if the _logerr.txt can be re-enabled and actually includes useful information like function parameter errors or parsing/loading issues then it'll really help speed up the progress of the modding people who'll learning through destruction.
Just thought I'll let you know; the ai/ei/ri .alo files are the model files for the infantry objects, just as av/ei/rv are the models for all the vehicles (space and land). This pretty much gives you the idea that the models are organised by type and faction. Also the .ala files are the individual model scripts for specific events in the game that aren't required by all models.