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Mr.Caine

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Everything posted by Mr.Caine

  1. Will they have a grenade throwing animations?
  2. Well its been a long time since I updated. Honestly I couldn't stop the crashing and I stopped playing this game...But it seems I have...corrected this problem. At least for now. This isn't anything special but...its something. I'll get a better video: http://i10.photobucket.com/albums/a105/333Super/th_NAM.jpg A chunk of the video is missing but I'll update it. BTW does anyone know how to get groundcovers to show up?
  3. 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.
  4. 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...
  5. Are you adding more hardpoints to his SD?
  6. This doesn't really have anything to do with modding...lol. Post this in the bar.
  7. I kinda stopped modding, I'm just so sick of the constant freezing in GC it just ruins my mood and other things... But I still map here and there. I got a jungle map...problem is... its too detailed. 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.
  8. Well in my mod Proton Torpedoes do MASSIVE damage. To counter this I gave capital ships extremely strong shielding so it takes a bit of effort to lower shields. It takes a while to take down capital ships. BTW you said nothing can penetrate shields? What about in ROTS? The Invisible hand was ripping through that Venator with its flak guns.
  9. Those models look amazing. Are you adding movable turrets?
  10. Thank you so much Mike
  11. How do you increase engine glow sizes with this tool?
  12. Nice work Mike...but I can't see anything when I try to make a particle... I fail at life.
  13. The constant freezing is irritating.
  14. Some of the units are done... The AAC-1, T1-B, T3-B and the tank droid...
  15. K thanks Yea...I didn't have it before then one day it just started up again. I deleted my Planets XML and that delayed the freeze a few days then I deleted my spacefrigates XML and that stalled it a few more days. I just have no idea where it comes from and why.
  16. *Sigh* I give up lol. Ok can someone help me with another problem? How when I put Space units with the map editor they show up in the game with half health and have the Ion Stun effect? PS. Has anyone figured out why game non responding happens?
  17. Well when I click on the ability it doesn't do anything.
  18. But its not using a hardpoint to fire its Special attack.
  19. I've been trying to get my Venator to fire a laser like in the movies...I'm using the Super laser code from the Death Stars and Eclipse but that doesn't work. I've take their behavior tags but nothing seems to work. Can someone help me out? This is the unit:
  20. So how is the AI coming along though? Is it a more challenging part of scripting?
  21. I think I'm going to use the Imperial Command center as a prefab base...
  22. Yes this was amazing. Oh I hope you release a tutorial on LUA scripting...
  23. I think i found the Imperials original ground bases. Someone probably already saw it 1st but I just noticed. In the ALO viewer look at the buildings EB_ICC. and the RB_ACC. Yea I think their ground bases but the trick is enabling them.
  24. Sent! ^_^

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