
Vanguard
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Everything posted by Vanguard
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No, remember Blockade Runners aren't actually meant for military use, which means they would be smaller then actual corvettes, so that would be their realistic size, further more if you want to complain about the size, talk to Wookiepedia. Further more Scott, we aren't discussing whether you agree with our realistic sizes, we are discussing both whether anyone has a model, which they don't, and if they do they either haven't seen this topic, or aren't going to share it. And then we are also discussing the real ship sizes which I mentioned before.
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Yes, but originally it is done via the GameConstants.XML, not via the Moniker tags, but due to a limit in the amount of new ship files you can use in the GameConstans.XML, people use the Moniker tags, which is a much simpler way of doing it without requiring the Constants file.
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It means call sign. And it is in EAW as this: TextFileName.txt
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The Acclamator is 752 meters long. And yes the Tartan is 600 meters long. Cruisers are bigger then Frigates in most cases. Just because the SD is only 1,600 meters long, doesn't mean a cruiser can't be half as big.
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Lancer Frigate Specifications are as follows. Manufacturer: Kuat Drive Yards Specification: Lancer-Class Frigate Type: Heavy Starfighter/Shuttle Carrier Length: 250 meters long Weapons: 20 Quad laser cannons Shield: Unknown Hull: Unknown Crew: 850 Top Speed: Unknown Troop Capacity: Imperial stormtroopers Affiliation: Imperial Remnant Cargo Capacity: Unknown Passengers: Unknown Tartan Cruiser Specifications are as follows. Manufacturer: Damorian Manufacturing Corporation Specification: Tartan-class patrol cruiser Type: Cruiser Length: 600 meters long Weapons: 20 laser cannons Shield: Unknown Hull: Unknown Crew: Unknown Top Speed: Unknown Troop Capacity: Unknown Affiliation: Galactic Empire Cargo Capacity: Unknown Passengers: Unknown
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I've Successfully added in FoC's Droideka MK. II!!
Vanguard replied to Star Wars Man's topic in EAW Mods General Workshop
Why not make the Driodeka's body a turret and then add the turret code, that should work. -
Composer willing to help with music for mods,demos etc.
Vanguard replied to thelucius's topic in EAW Mods General Workshop
Generating sounds isn't as easy as you think, 500 will take a lot, and I do mean a lot of work, to write a 2 minute track took me over 2 weeks, and that's just two minutes, granted SFX are usually less then 2 seconds long, he still has to remove background noise, white noise, find the right objects to make the sounds, normalize, possibly crop and cut parts, and add other FX, and that takes some time to do it right, so don't rely just on him, try to get a few others too. No need to over burden him. -
Not that actually illuminate the map, but that act like they are, you make a plane and draw the light meshings to that plane which will be a semi-transparent object via Alpha Blends, this object will have a light image on it, applied with the Alpha Blend of course. The light meshings will have a headlight image applied to them in the same manor, and there you have a head light that acts like it's working, but really isn't.
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If you mean new models you're right, but if you are talking Coding aswell then you are very wrong, I've added 4 new ships, without doing variants. Although you are very right about the models part.
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???, uhhh ok, well be my guest you're welcome to use it.
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I bet it's something really simple like a .zip renamed to .lua . I just know we're gonna hate ourselves if and when we get the editor for this lol.
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Ehhh, you can access it with any Lua editor. Finding a free one is the problem. http://eaw.swrebellion.com/wiki/LUAEDITING There's a "tutorial," if you can call it one, I have absolutely no idea what the writer is saying, but there's a Lua program there. So basically you're saying that I can't make it kill the Frigate?
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They have a lua tool, but I didn't open it, the Lua script from the mauler is already in the maulers unit code. I just copied the Mauler to my new ship. I didn't edit it, Lua's a pain, even for me....
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So I added this to one of my larger Imperial ships so that when it loses most of its hardpoints you can suicide the enemy for massive damage. I this for my code: <UniqueUnit Name="Imperial_Devestator"> <Text_ID>TEXT_UNIT_IMPERIAL_DEVESTATOR</Text_ID> <Encyclopedia_Good_Against> Corellian_Corvette Corellian_Gunboat Marauder_Missile_Cruiser </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Y-wing </Encyclopedia_Vulnerable_To> <Space_Model_Name>NV_JEDICRUISER.ALO</Space_Model_Name> <Mass>0.999</Mass> <Scale_Factor>1.2</Scale_Factor> <GUI_Row> 1 </GUI_Row> <Damage>30</Damage> <Autoresolve_Health>3200</Autoresolve_Health> <Shield_Points>650</Shield_Points> <Tactical_Health>3200</Tactical_Health> <Shield_Refresh_Rate>40</Shield_Refresh_Rate> <Energy_Capacity>3000</Energy_Capacity> <Energy_Refresh_Rate>500</Energy_Refresh_Rate> <MovementClass> Space </MovementClass> <Space_Layer> Frigate </Space_Layer> <Max_Speed>2.2</Max_Speed> <Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll> <Bank_Turn_Angle>5</Bank_Turn_Angle> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>2.0</Hyperspace_Speed> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .1 </OverrideDeceleration> <Layer_Z_Adjust> -90 </Layer_Z_Adjust> <Armor_Type> Armor_Nebulon_B </Armor_Type> <Max_Thrust>1.6</Max_Thrust> <Select_Box_Scale>400</Select_Box_Scale> <Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust> <Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust> <Affiliation>Empire</Affiliation> <Build_Initially_Locked>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Ship_Class>frigate</Ship_Class> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>2</Required_Star_Base_Level> <Required_Special_Structures /> <Required_Planets /> <Formation_Priority>3</Formation_Priority> <Is_Escort>yes</Is_Escort> <Is_Bomber>no</Is_Bomber> <Political_Control>0</Political_Control> <Squadron_Capacity>10</Squadron_Capacity> <Transport_Capacity>8</Transport_Capacity> <Number_per_Squadron>1</Number_per_Squadron> <AI_Combat_Power>2200</AI_Combat_Power> <Build_Time_Seconds>45</Build_Time_Seconds> <Build_Cost_Credits>2500</Build_Cost_Credits> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Size_Value>8</Size_Value> <!-- Set to spawn all units once and then not continue - no reserves --> <Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 4</Starting_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 2</Starting_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds> <Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 16</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 8</Reserve_Spawned_Units_Tech_0> <Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior> <SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, SPAWN_SQUADRON, SELF_DESTRUCT, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Lua_Script>Mauler</Lua_Script> <Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space</Death_Explosions> <Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone /> <HardPoints> HP_Imperial_Devestator_Shield_Gen, HP_Imperial_Devestator_Engines, HP_Imperial_Devestator_FL, HP_Imperial_Devestator_FR, HP_Imperial_Devestator_ML, HP_Imperial_Devestator_MR, HP_Imperial_Devestator_BL, HP_Imperial_Devestator_BR, HP_Imperial_Devestator_FLA_R_00, HP_Imperial_Devestator_FLA_L_00, HP_Imperial_Devestator_Fighter_Bay </HardPoints> <CategoryMask> Frigate | AntiCorvette </CategoryMask> <Icon_Name>i_button_jedi_cruiser.tga</Icon_Name> <Victory_Relevant>yes</Victory_Relevant> <Has_Space_Evaluator>True</Has_Space_Evaluator> <SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop> <SFXEvent_Select>Unit_Select_Jedi_Cruiser</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Jedi_Cruiser</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Jedi_Cruiser</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Jedi_Cruiser</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Jedi_Cruiser</SFXEvent_Guard> <SFXEvent_Stop>Unit_Stop_Jedi_Cruiser</SFXEvent_Stop> <SFXEvent_Barrage>Unit_Barrage_Jedi_Cruiser</SFXEvent_Barrage> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Jedi_Cruiser </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Jedi_Cruiser </SFXEvent_Move_Into_Nebula> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Engine_Idle_Loop> Unit_Acclamator_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Acclamator_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Acclamator_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die> <Selt_Destruct_SFXEvent_Start_Die> Unit_TIE_Mauler_Self_Destruct </Selt_Destruct_SFXEvent_Start_Die> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Attack_Move_Response_Range>400.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Frigate</Targeting_Priority_Set> <Death_Clone>Damage_Normal, Imperial_Devestator_Death_Clone</Death_Clone> <Defend_Mode_Weapon_Delay_Multiplier>3.0</Defend_Mode_Weapon_Delay_Multiplier> <Defend_Mode_Shield_Regen_Multiplier>5.0</Defend_Mode_Shield_Regen_Multiplier> <Defend_Mode_Energy_Regen_Multiplier>5.0</Defend_Mode_Energy_Regen_Multiplier> <Defend_Mode_Speed_Multiplier>0.5</Defend_Mode_Speed_Multiplier> <Encyclopedia_Text> TEXT_TOOLTIP_IMPERIAL_DEVESTATOR </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FRIGATE </Encyclopedia_Unit_Class> <Score_Cost_Credits> 12000 </Score_Cost_Credits> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>SELF_DESTRUCT</Type> <Expiration_Seconds>2</Expiration_Seconds> <Recharge_Seconds>10</Recharge_Seconds> <Spawned_Object_Type> Self_Destruct_Area_Blast_Effect </Spawned_Object_Type> </Unit_Ability> <!-- Secondary ability --> <Unit_Ability> <Type>DEFEND</Type> <Expiration_Seconds>25</Expiration_Seconds> <Recharge_Seconds>60</Recharge_Seconds> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 1.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier> <!-- make it faster to recharge --> <Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier> <!-- make it faster to recharge --> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Assault_Frigate</SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <Population_Value>3</Population_Value> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> </UniqueUnit> <UniqueUnit Name="Imperial_Devestator_Death_Clone"> <Text_ID>TEXT_UNIT_JEDI_CRUISER</Text_ID> <Space_Model_Name>NV_JediCruiser_D.alo</Space_Model_Name> <Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die> <Scale_Factor>1.2</Scale_Factor> <Layer_Z_Adjust>-330.0</Layer_Z_Adjust> <Max_Speed>0.25</Max_Speed> <Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn> <Max_Thrust>0.05</Max_Thrust> <Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll> <Bank_Turn_Angle>5</Bank_Turn_Angle> <Remove_Upon_Death>true</Remove_Upon_Death> </UniqueUnit> My problem isn't that it wont deal the damage or that the game crashes, but the fact that the ship after causing the explosion is still alive, and can still be told to move around and attack stuff. I even tried adding the Lua script from the Tie Mauler to no avail. Any help would be much appreciated.
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Not sure if you fixed the ability to build the new units in space battles in Multiplayer yet or not, but if you haven't I found out how. Rebel, Search for that in the STARBASES.XML, there are five for the Rebels and five for the Empire, at the tech level for your new ships add their names for that tech level and everyone after that, then you can build them in multiplayer and skirmish. E_Ground_Light_Vehicle_Factory R_Ground_Light_Vehicle_Factory Search for those two entries in the SPECIALSTRUCTURE.XML, there are five for the Rebels and five for the Empire, at the tech level for your new ground units add their names for that tech level and everyone after that, then you can build them in multiplayer and skirmish.
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Ok I know how to enable space units so you can use them in Multiplay, but how do I do it for ground units, I can't seem to find the location?
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Yeah but that doesn't work, I did that, and I just get the loads of squares and stuff appearing where the squadron name should be.
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No I mean when he's on the AT-AT already, it's added on, see they had it this way before, but then they commented it out. I was just re-enabling it except to spawn rebel troops instead. And Hiho, you're bound to see a mod from me for this sooner or later already have models that need converting :. Oh and here's another question Max, How can I add a new Hardpoint image? I made one, you will also see it in IA2 if it's possible to add new ones. It's for the Supply Dock.
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No this is just a personal mod, PR's still in the works. And I know, I talked with Delphi today . I have connections to you know .
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Make the ships a variant of the Snow Speeder, when I say the ships I mean copy the X-Wing for example then rename it to SPEEDER_X_WING or something to that effect. Then make it a variant of the Speeder, and produced at the Light Factory, then you can build them from after you purchase the factory on the planet already. And the AI will still have working space fleets without their fighters starting on planets. Sorry if you don't really understand what I'm saying, that's just what I learned from reading two posts, so I don't really understand it either. I can't even add my own units .
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Well, I should have actually clarified...
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That ISd color thing wont help with selectable colors, those are in GameConstants.xml, and I have tried adding on to it, but no selectable new colors appear. Must I use the .DAT editor, I was under the impression that I needed FramWork to use it? As for the AT-AT, I wasn't aware that I needed a new one, I was improving on the Hijacked one that is already there by uncommenting the ability, and then changing the infantry that are deployed, which I got to work, my problem comes when the first infantry hit the ground and are able to be selected the game freezes.
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Anyone able to help seriously? Sorry about double posting, but really would like to know.
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Ok well, I've been playing around for a while with this stuff and can't seem to get this right. Here are my questions as follows. 1) How do I go about adding new colors that you can select, without overwriting an existing one? 2) I made new name files for fighter squadrons, but when I add them and go in game, All I get are a bunch of these square things and then XVPs for the "ship" name thing. 3) How can I re-enable the ability for a jacked AT-AT to deploy troopers, but rebel troopers, a single squad consisting of 2 Plex Troopers and 3 soldiers. Those of you who know me from the CnC community (Project Raptor mod) know I only ask questions if I really need help, and this seems to be one of those times. Also does anyone know if there is a importer and exporter for gmax, or 3DS Max for .alo models the Falcons debris is huge compared to the actual ship and I must change that .