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TheDesertFox

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  1. Ok. First off, if you simply want to change weapons on a hardpoint, you don't need to do anything in the object file. You only need to edit the hardpoint file. I'm not completely sure what's wrong with your code, but it could simply be a few small things. Just look at other ion cannon codes, and see how they are written. Perhaps it is that your code still gives the weapon damage. Idk. Try this and see...it should work. If not, just mess around with it and compare it to other ion cannon hardpoints. HARD_POINT_WEAPON_ION_CANNON Yes Yes TEXT_WEAPON_IONCANNON 260.0 Large_Explosion_Space Unit_Hardpoint_Ion_Death RV_nebulonb_HP00_F-L.alo HP_F-L_BONE HP_F-L_COLL HP_F-L_BLAST HP_F-L_EMITDAMAGE Hardpoint_Breakoff_Nebulon_Weapon_FL FP_F-L_00 FP_F-L_01 175.0 160.0 Proj_Ship_Ion_Cannon 3.0 4.0 5 0.2 1800.0 Unit_Ion_Fire Fighter, 70.0 Bomber, 70.0 Transport, 70.0 Corvette, 1.0 Frigate, 15.0 Capital, 70.0 Super, 30.0
  2. i'm pretty sure the applicable unit categories are as follows (in enumgameobjectcategorytype.xml): Fighter Bomber Corvette Transport Frigate Capital Super However, you probably won't need super. You can try these. I'm not completely sure though. Unit types is a different story. Those are individual units that may not be listed. For example: SpaceHero is another category type. You may want to put this in. However, if you only want certain heroes to heal, you will put these individual heros in the applicable unit types line instead of SpaceHero in the category line. Tell me if it works.
  3. To make space stations auto heal, put this in their code (it's from the repair turret): Ground_Automatic 150.0 15.0 1.0 Yes Reinforcement_Point_Radius_Overlay Vehicle Scout_Trooper, Droid_R2D2, Droid_C3P0, MPTL_Spotter, Veers_AT_AT_Walker Unit_Force_Healing_Pulse Shield_Sparks_Medium B_TURRET, TURRET_00, B_TURRET_BASE Color_Flash 1.2, 1.2, 2.0 0.6 1 ROOT Color_Flash 1.2, 1.2, 2.0 0.6 1 Repair_Facility_Effect You will have to change applicable_unit_categories and applicable_unit_types to the ones that you want (i.e. fighter, bomber, capital, corvette). Also you may have to tale away some of that target light stuff, since the bones aren't the same. Then, where it says Ground_Automatic, it's a space battle, so that won't work. Is there a space_automatic? Idk. Try that. It may work. Idk how many instances of the space stations there are, but that seems like it should work. To make it so that rebels can build ISDs on kuat, you have to make a new rebel SD, and all you have to do is put this into the spaceunitscapital.xml Star_Destroyer 3 Rebel Kuat That will make it so that you get an SD that is the exact same as the imp one, but is only buildable by rebel in campaign, and is only buildable at kuat. You can change the tech level necessary if you want. To make a mon calamir jus buildable by imps, do the same thing as above, but rename the original mon cal somethign diff (like what i did above, but with _empire). Then do affiliation empire, required planet mon calamari and a variant of the original mon cal (just copy/paste the lines you need.) I'm pretty sure that will work, at least in GC. As for the x-wing thing. I've tried quickly and failed. so idk.
  4. Ok...i was searching through the files, and I looked in the gameobjectcategorytype.xml, and there it lists all the classes of units in a bit format. Frankly, i have no clue how that works. My goal is to create new classes in order to apply completely different weather modifiers to them. I don't think, however, that the classes in gameobjectcategorytype.xml refer to the classes of weather modifiers. In weathermodifiers.xml, it lists like so: 1.0f 1.0f 1.0f Now, it's those classes (infantry, walker, etc) that I would like to add new ones of. However, i noticed that in the actual object files, the units have a weather modifier class, which use those same classes. So I added a new new line in each of the weather modfiers with the new class name. The problem is that it didn't do anything. Is there something else I need to do (obviously there is...but what is it)? Are those classes defined somewhere else? Also, the category types in gameobjectcategorytype.xml (will refer to as goct.xml)......what are those used for? They aren't the same as the weather modifier classes (i.e. there is no 'walker' class defined in goct.xml). Is it possible to add new classes? Of course, there is an easy pattern in the numbers to follow: 0x00000001 0x00000002 0x00000004 0x00000008 0x00000010 0x00000020 0x00000040 0x00000080 0x00000100 0x00000200 0x00000400 just goes 2, 4, 8, 10. But, my guess is that this is just one part of what defines the classes. Are the rest hardcoded, perhaps, or what? Also, what exactly do these refer to? Because there are so many class types that each unit has (i.e. movement class, weather class, unit collision class, category mask, and maybe more), I can't figure out which are which. Could the classes in goct.xml perhaps refer to the the target firing innacuracy? Because target firing innacuracy for ground has infantry, vehicle, air, structure, and those are the same ground classes defined in the above xml. Or do they refer to other things, and probably a few other things? Answers or general information about the way this class system works would be helpful. Really anything, since I am completely lost here.
  5. They look awesome. However, is it possible to make it so that certain weather effects don't affect them? Like, make it so that they are automatically not susceptable to rain modifiers? That way, if you make snow troopers, you could make them not susceptable to snowstorms. Idk if this is possible or if it has been done already, but it would be a good addition to this unit as to make it more unique.
  6. Ha....no, i didn't put that in. That would most likely be the problem. Will try that now. Thanks. So now it's just a matter of time with those icons.
  7. I figured out the icon thing. Idk why it made a difference, but I made gold leader a named hero (like Red 5 is a named hero in Red Squadron...the only named hero in the squadron), and gave him the luke icon, and it works. And I got gold squadron to spawn at tech 3 in GC, so i'm happy. Yah...it could be a good thing to have no time limit for boost engines, but the problem is if you put it on fighters, like I did, they become hella hard for anything to hit, and can just whiz around causing massive damage with their proton torpedoes. I mean...it definitely takes longer for them to fire and crap, but i can have them flying in circles around tartans. But it's fine for now. One more thing...i haven't tried yet, but how easy/difficult is it to make new icons, if it's even possible yet? If it is possible, is there a coordinate system in place for the images or what?
  8. oh, wow. I never even noticed this. I'll have to look into that. Learn something new every day.
  9. I'm not completely sure, but this is how I presume you would enable pirate/merchant ships. You need to go into squadrons.xml and find the pirate squadrons. However, the pirate units all have pirate/empire/rebel affiliations. My guess is that this is so anyone can build them from a merchant post thing. To disallow factions from actually building them in GC, they have a required tech level set to 6. If you want both empire and rebel to be able to build them, set the tech level to 1 or something. I believe rebel goes from 0-4 and empire from 1-5. You then need to set their build cost and build time to something other than 0. Then, insert this line near build time/build cost: Yes If you want to make it so that only rebel or only imperial can build it, my guess is you have to make a new squadron, and just rename it with a _R or _E at the end. Just copy/paste the code, change the above stuff, and under affiliation, set rebel or empire. If you want them to be available in skirmish mode, that's much easier. Just open up starbases.xml, go down to the skirmish star base code (it's near the bottom of the file...there are like 4 or 5 for reb and imp....looks like this : Skirmish_Empire_Star_Base_1). Then, scroll down untill you find Tactical_Buildable_Objects_Multiplayer, and then insert the unit you wish to be buildable. You must do this for every starbase level you want it to be buildable at. To edit the text files, you need to use a .dat editor which is on about every EaW site. The names of the units are defined in the Text_ID tag, and then you have encyclopedia texts, which are the long descriptions, and encyclopedia unit class, which lets you define it as fighters or frigates, etc...or anything you want. However, I'm not exactly sure what you're trying to change there. Do you want specific names (like the Accuser for the SD) for the ships, or do you just want to call them something different?
  10. Ok...i thought I saw a thread for this somewhere, but either I can't find it again or my eyes were decieving me. How do u have a hero spawn in GC? I've created event names to create the hero in Story_Rebel_AI_Heroes and in Story_Sandbox_35_Rebel (I'm pretty sure that's what the empir at war GC uses). However, what other files do I need to edit to have those events invoked? Nvm...figured it out. I think it was the Story_Sandbox_35_Rebel, cuz now heroes are spawning when I want them to.
  11. I don't think that there's a limit to the number of icons. Either way, when i was testing, that was teh first hero I built, and it didn't show up. And it is possible that the engine problem is related to the type of unit. Well, time to go back through all the code and test some more. Hopefully I find some stupid mistake I made.
  12. I'm just using the red squadron icon now. Will having duplicate images make it not appear? It doesn't seem like it would, but idk.
  13. Ok...I created a Gold Squadron with Gold Leader being a variant of regular Y-wings, and Gold 2-6 being variants of the leader. Everything works except for a few small bugs. First, I gave them a named hero function, made new texts for them, and set them up just like red squadron, but with different units, specs, and special abilities. However, Gold Squadron does not show up as a hero unit at the top of the screen. Idk why. I've compared codes with red squadron (in squadrons.xml, containers.xml, and uniqueunits.xml), and everything that should match does. So maybe some help there. Secondly, does anyone know where the unique ability types are stored? Cuz the xml file called that is empty. I'd like to simply create an exact copy of the boost engines ability, but call it something different. Anybody know how to do that? And thirdly, I gave my gold squadron the boost engines ability, and everything works except that there is no timer on it. The code specifies an expiration time and a recharge time, but the ability never even starts an expiration counter. They can use it forever. Can't figure it out. Here's the code i used for abilities: ION_CANNON_SHOT 20.0 Y_Wing_Container_Ion_Cannon_Shot Proj_Ion_Cannon_Medium_Laser_Blue TURBO 20 60 WEAPON_DELAY_MULTIPLIER, 3.0f SHIELD_REGEN_MULTIPLIER, 0.0f ENERGY_REGEN_MULTIPLIER, 1.0f SPEED_MULTIPLIER, 2.0f Unit_Speed_Corvette
  14. As of now, i don't think it is possible to create new bones. This involves using a 3d modeling program and adding new bones to the model. However, since there isn't a .ALO pluggin for max yet, it's not even possible to open these models up. At least I think. If anyone knows a way, or knows of a pluggin, it could be possible.

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