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Droid803

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Everything posted by Droid803

  1. Those "big flaimg rocks" are mass drivers - due lack of a suitable projectile, same ones shot from the Vengeance Frigate. Guess I owe an explanation now on why that thing's there. Yes, it'll be in the mod, but not in the conventional way. Its an easter egg. Yes I know I showed you it, but there's going to be a special way of getting it, and it involves messing around with the XMLs. That's all I'll say right now (since I haven't decided on how to hide this thing yet). I'll edit this post with a real update as soon as I go in and take a few screenshots. EDIT: Since every other faction has a captial ship hero... http://img.photobucket.com/albums/v423/kc1991/sweawfoc-20070310-100341.png
  2. Reminder: You have to put the Fire_Pulse_Count and Fire_Delay_Seconds into PROJECTILES.XML, in the specified projectiles, or well, it'll rapid fire.
  3. Unless you don't want people poking around the files unless they extract it, still, its pointless. Sincet hey can just extract it.
  4. If you recognize it, then you do, if you don't...well, wait till someone does Its not that big its just close. When someone points it out, I'll explain it.
  5. Failed: Adding Carrier Ships that can return and repair fighters And here's a random screenshot so this double post isn't spam: http://img.photobucket.com/albums/v423/kc1991/sweawfoc-20070308-171244.png
  6. http://img.photobucket.com/albums/v423/kc1991/ISD1_HP.jpg http://img.photobucket.com/albums/v423/kc1991/ISD2_HP.jpg Like that? EDIT: Damn I screwed up the ISD2. The front ones are the ion cannons I think....not sure... but the side ones are definately octuple barreted heavy turbolaser cannons.
  7. Of course! I did that first - I added it to both the individual fighter unit as well as the Container, I even made a container for all the fighter squadrons that didn't have them. Not yet...its a pain, debugging.
  8. That looks nice, I've never played Pacific storm, but this looks quite awesome. Love that last screenshot with the ship. Might try this game or something when it comes out....should I . I have too much to do, well, if its the summer, there may be a good chance for me to get hooked onto it.
  9. sure I guess. rcmpyourmom@hotmail.com
  10. Did that too with no avail. To get the "go inside" arrow, both the classes in the tag of the Garrison_Vehicle and Garrison_Unit must match, that's all. I still haven't been able to get em inside.
  11. Everything. I hate consoles with a passion. Bulky, set-up, no modding, no screenshots, etc.
  12. Really easy to do. And its not as cool as it seems when you finish. Can someone move this to the "Mods General Workshop"? I can pretty much do that all for you, but that's not my policy. I like to yell at people to get them to do it themselves unless they prove to be...unresponsive to aid. I don't really feel like writing the whole tutorial right here. Best thing to do is to copy piet's code (in UniqueUnits.xml, btw, its in the mod tools that came with the map editor) and replace what you want - his ability, etc...you knwo what, you have XFire or MSN?
  13. Yea I had it like that (forgot the bomber, but that should matter - I was testing the TIE fighter only). The TIE fighter squadron still wouldn't go inside my ISD.
  14. Yea, I wanted to use the troop transport - have the fighters spawn normally, VIA hangar, but then be able to be loaded onto the ship's hangar again for transfer. Well, that's what its supposed to do.
  15. Well, I was working on making some of the larger capital ships be able to carry around fightersin battle - to recall them, so that fighters would be better for hit-and-fade and be less vulnerable. I though I could do this through the Transport code from land units. I added a container for the fighter squadrons, and made it so that my ISD could fit the fighters. It shows the "garrison" arrow, but when I click it to "enter", it doesn't go in and the "no available" sound plays. I was wondering if anyone here has accomplished this already, and if anyone has constructive Ideas as to how this may be persued. I was about to make is so that it can "heal" units which are at 0 distance away, etc. Whatever, if I don't get it to work then I'll just forget it.
  16. I think it should be the Idle Engine Loop.
  17. But if the spawn house is not set to the faction "Hostile" or "Neutral", it will NOT show up in skirmish.
  18. Well, I know noone wants to talk about the AT-ST thing anymore, but you know, shak4l 01, that a HAV/w A6 Juggernaut can carry 300 Troopers into battle. Now, something that big not being able to carry 6 AT-STs if its trooper hold is converted into a walker hold, that's BS. An AT-AT, with a meager trooper capacity of 40 can carry a pair of AT-STs into battle, and the Juggernaut's twice the size of an AT-AT! (as tall and twice as wide.) In addition, the Juggernaut in FoC is a dedicated transport variant, which means it converts the maximum area for a cargo hold rather than weapons systems, hence the light armament. V-19 Speeder? Is that some sort of cross between a V-19 Torrent and a V-wing speeder?
  19. The color of the glow. In FoC it is blue. the glow color. I'm asking why it is red. and yes I realized that the engine things was pure coding. No harm in having extra bones.
  20. GARRISON_UNIT in BEHAVIOR.
  21. Aren't those glows supposed to be blue? And have maybe two more engine hardpoints (sucks to have your giant ship crippled and un-hyperspace worthy when its got two major engine blocks active. That lucrehulk has a whole lot of engine hardpoints...maybe cut it to three? since the back-up ones should be primary targets, just the three main ones. That's just my observations, nothing more. looks nice tho.
  22. Add this to the end of GROUNDINFANTRY <GroundInfantry Name="Squad_Clone1trooper"> <Variant_Of_Existing_Type>Clone1trooper</Variant_Of_Existing_Type> <LandBehavior>LANDING, SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior> <Is_Squashable> Yes </Is_Squashable> <Space_Layer> None </Space_Layer> </GroundInfantry> And replace Clone1trooper with Squad_Clone1trooper in the company. Hopefully this will work.
  23. No LUA, trigger events. Given that the unit that needs to be destroyed is unique.
  24. Really... The executor is enabled except for 1 thing. How hard is that? Open Starbases.XML. Scroll down to Skirmish_Empire_Star_Base_5 and it even tells you what to do. Adding the eclipse from scratch is more difficult. Just download the one that adds it to GC, then add this to the end of the eclipse unit: <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>80000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>90</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies> <Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player> <!--<MULTIPLAYER SKIRMISH VALUES END>--> and the name of the eclipse that you edited below what you did to the executor's name in Skirmish_Empire_Star_Base_5.
  25. I think it'd still count it as a loss, since that's what I'm kinda doing. Both the CRV Vorknyx and the ISD Glory have the same icon, but the text name is different, it looks like it just got transferred, but on a galactic scale, its still considered a loss. I haven't tried actually making Zaarin a hero that transports in the flagship though. The ship itself is a hero.

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