
1upD
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Couldn't you just reskin another one? Their all spheres... Is this a special planet?
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A few people. Lets stay on topic. I found a problem, but apparently this wasn't the problem. *SIGH* I've got worse glitches, and I'm soooo sick of looking at ghostly faces staring blankly at me. I have another glitch with Clone Troopers. They work fine as indigenous units of Kamino, but won't be built by the rebels(never tested Empire). <GroundCompany Name="Clone_Trooper_Squad_Kamino"> <LOD_Bias>5</LOD_Bias> <Text_ID>TEXT_IMPERIAL_STORMTROOPER_SQUAD</Text_ID> <Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> MPTL Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_STORMTROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class> <GUI_Row> 1 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>18</Damage> <Autoresolve_Health>100</Autoresolve_Health> <!-- changed to reflect the real health of the units--> <Affiliation>Empire</Affiliation> <Build_Cost_Credits>60</Build_Cost_Credits> <Piracy_Value_Credits>50</Piracy_Value_Credits> <Build_Time_Seconds>15</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>E_Ground_Barracks</Required_Special_Structures> <Required_Planets>Kamino</Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>1</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>infantry</Ship_Class> <Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit> <Create_Team_Type> Clonetrooper_Team</Create_Team_Type> <!-- AI Changed to 18 troopers in squads of 9 --> <Company_Units>Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW, Squad_Clone_Trooper_GCW</Company_Units> <Max_Squad_Size> 9 </Max_Squad_Size> <Icon_Name>I_BUTTON_CLONE_TROOPER.TGA</Icon_Name> <GUI_Model_Name>EI_TROOPER.ALO</GUI_Model_Name> <Land_Model_Name>EI_TROOPER.ALO</Land_Model_Name> <Scale_Factor>5</Scale_Factor> <GUI_Offset>0 0 5</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <SFXEvent_Build_Started>EHD_Build_Troops</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Recruitment_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Storm_Trooper</SFXEvent_Build_Complete> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Storm_Trooper</SFXEvent_Fleet_Move> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>300</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>5</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<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>--> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>SPREAD_OUT</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier> <Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier> </Unit_Ability> </Unit_Abilities_Data> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>1</Population_Value> <Score_Cost_Credits>54</Score_Cost_Credits> </GroundCompany> <GroundCompany Name="Clone_Trooper_Squad_Kamino_R"> <Variant_Of_Existing_Type>Clone_Trooper_Squad_Kamino</Variant_Of_Existing_Type> <Affiliation>Rebels</Affiliation> <Company_Units>Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R, Squad_Clone_Trooper_R</Company_Units> <Required_Special_Structures>R_Ground_Barracks</Required_Special_Structures> </GroundCompany> I'd rather fix this one, since this is what my mod is all about. I could just scrap the sith ghosts... Thanks. I'll try it. What droid unit would this be?
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You can't, but there are other ways to get Navytroopers You either: Learn the art of 3D modeling OR Bug a modeler until he finally remodels it OR Use a reskin of the Field Commander
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It probably is possible. I was looking through the files and I saw a movement class file that told what unit could pass through what terrain.
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Those models aren't finished. The only way to get good Navy Troopers is through a new model, or a reskin.. A simple hexedit could do the job.
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LOL I found that out the hard way. Blue Rebels looked cool...
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Ideas for Modelers (Model Request Thread, Image Heavy)
1upD replied to Mikan Cyclone's topic in EAW Mods General Workshop
??? LOL It does! LOL, it looks like the front of a Neo Crusader's helmet, or Canderous's from KOTOR II(never played it) -
There's only one per squad... They don't need containers.
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Two awsome mods do this. http://pff.swrebellion.com/index.php?topic=3853.0 http://pff.swrebellion.com/index.php?topic=3993.0 Sadly, in EaW only two factions are allowed. FoC has room for four factions. (Petro decided to leave some space for modders) Copy the factions most similar to yours (*cough*Rebels!*cough*) and add units and buildings(copied from other factions) to it, then do the turrets. You'll have to edit Multiplayerskirmishmarkers.XML(I think it's called that) to make it work in skirmish. D803 is a master at factions. Making it playable will be tough, but when it's finished, you'll need turrets. I would lend you mine, but mine are borrowed...lol
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Ideas for Modelers (Model Request Thread, Image Heavy)
1upD replied to Mikan Cyclone's topic in EAW Mods General Workshop
I have it for PS2. I never unlocked that... Or did I? -
They don't go in squads though... I changed the abilities, the AI targeting priority set, and the model. It's not just the abilities, they won't even move, and their lightsabers won't go on. I had the same glitch with a droideka, once. Shields wouldn't go on.
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Ok, it turns out it's not as crappy as SOME glitches Anyways, a while back, I made a Droideka MK1 for TUM, but it didn't work. I was afraid it was a problem with the model, and that I'd have to scrap it again if I recoded it with the MK2 code. I replaced it with the MK2. But now, when I was working on my sith ghosts, they have the exact same problem! None of the passive abilities work(Most likely manual also), they won't move, and even the shield/lightsaber won't go on! What's wrong? I used a varient of Bhaalshad's Dark Side adept code. (Thanks Bhaalshad ;D) <GroundInfantry Name="Sith_Ghost"> <Is_Generic_Hero>No</Is_Generic_Hero> <Is_Force_Sensitive>Yes</Is_Force_Sensitive> <Victory_Relevant>yes</Victory_Relevant> <Text_ID>TEXT_UNIT_DARKSIDE_ADEPT</Text_ID> <Encyclopedia_Text> TEXT_TOOLTIP_DARKSIDE_ADEPT </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_DARKSIDE_ADEPT </Encyclopedia_Unit_Class> <Land_Model_Name>NI_SITH_GHOST.ALO</Land_Model_Name> <Icon_Name>i_button_sith.tga</Icon_Name> <GalacticBehavior> SELECTABLE </GalacticBehavior> <LandBehavior> SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT </LandBehavior> <Garrison_Category> Infantry </Garrison_Category> <!-- Lightsaber holstering data --> <SFXEvent_Draw_Weapon> Unit_Light_Saber_On </SFXEvent_Draw_Weapon> <SFXEvent_Holster_Weapon> Unit_Light_Saber_Off </SFXEvent_Holster_Weapon> <Holster_Weapon_Bone_Name> b_saber </Holster_Weapon_Bone_Name> <Holster_Drawn_Bone_Translation> 0.0, 0.0, 0.0 </Holster_Drawn_Bone_Translation> <Holster_Holstered_Bone_Translation> 0.0, -5.835, 0.0 </Holster_Holstered_Bone_Translation> <Holster_Transition_Time_In_Secs> 0.17 </Holster_Transition_Time_In_Secs> <Holster_Minimum_Drawn_Time_In_Secs> 15.0 </Holster_Minimum_Drawn_Time_In_Secs> <Holster_Disable_Engine_Loops> Yes </Holster_Disable_Engine_Loops> <SFXEvent_Engine_Idle_Loop> Unit_Vader_Lightsaber_Idle_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Vader_Lightsaber_Moving_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Vader_Lightsaber_Cinematic_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Movement_Animation_Speed> 0.8 </Movement_Animation_Speed> <Max_Speed>1</Max_Speed> <Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn> <Custom_Soft_Footprint_Radius> 6.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <Min_Speed> .1 </Min_Speed> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .25 </OverrideDeceleration> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <Select_Box_Scale>27</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <!-- <Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name> <Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name> --> <Mass>1.0</Mass> <Scale_Factor>1.75</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Type>Walk</Type> <Affiliation>Hostile</Affiliation> <!-- If you want heroes to contribute to political control, use Political_Control_Bonus_Ability --> <Political_Faction>Empire,Underworld</Political_Faction> <Size_Value>75</Size_Value> <Armor_Type> Armor_Hero </Armor_Type> <Damage>100</Damage> <Autoresolve_Health>600</Autoresolve_Health> <Tactical_Health>500</Tactical_Health> <Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking> <Projectile_Types>Proj_Lightsaber_Adept</Projectile_Types> <Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <Projectile_Appearance_Delay_Frames> 16 </Projectile_Appearance_Delay_Frames> <Projectile_Fire_Recharge_Seconds>1</Projectile_Fire_Recharge_Seconds> <SFXEvent_Select>Unit_Select_Darkside_Adept</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Darkside_Adept</SFXEvent_Move> <SFXEvent_Attack>Unit_Attack_Darkside_Adept</SFXEvent_Attack> <SFXEvent_Assist_Move>Unit_Assist_Move_Darkside_Adept</SFXEvent_Assist_Move> <SFXEvent_Assist_Attack>Unit_Assist_Attack_Darkside_Adept</SFXEvent_Assist_Attack> <SFXEvent_Guard>Unit_Guard_Darkside_Adept</SFXEvent_Guard> <SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire> <Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die> <SFXEvent_Health_Low_Warning> Unit_Attack_Darkside_Adept </SFXEvent_Health_Low_Warning> <SFXEvent_Health_Critical_Warning> Unit_Attack_Darkside_Adept </SFXEvent_Health_Critical_Warning> <Stealth_Capable>No</Stealth_Capable> <Victory_Relevant>yes</Victory_Relevant> <CategoryMask> Infantry </CategoryMask> <!-- LandHero --> <Ranking_In_Category> 2 </Ranking_In_Category> <MovementClass>Infantry</MovementClass> <OccupationStyle>1x1</OccupationStyle> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Has_Land_Evaluator>True</Has_Land_Evaluator> <AI_Combat_Power>600</AI_Combat_Power> <Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle> <Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle> <Neutralization_Cost>125.0</Neutralization_Cost> <Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes> <Can_Be_Neutralized_By_Minor_Heroes>Yes</Can_Be_Neutralized_By_Minor_Heroes> <Idle_Chase_Range>50</Idle_Chase_Range> <Guard_Chase_Range>100</Guard_Chase_Range> <Attack_Move_Response_Range>200</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Sith</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>50</Autonomous_Move_Extension_Vs_Attacker> <Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>FORCE_LIGHTNING</Type> <Recharge_Seconds>30</Recharge_Seconds> <GUI_Activated_Ability_Name> Emperor_Force_Lightning </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <SFXEvent_Target_Ability> Unit_Lightning_Emperor </SFXEvent_Target_Ability> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> <!-- Secondary ability --> <Unit_Ability> <Type>FORCE_WHIRLWIND</Type> <Recharge_Seconds>30</Recharge_Seconds> <GUI_Activated_Ability_Name> Vader_Force_Whirlwind </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Effective_Radius> 500.0 </Effective_Radius> <Spawned_Object_Type> Force_Whirlwind_Particles </Spawned_Object_Type> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Redirect_Blaster_Ability Name="Squad_DJ_Redirect_Blaster"> <Activation_Style>Take_Damage</Activation_Style> <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. --> <Redirect_Chance>0.15</Redirect_Chance> <Block_Chance>0.30</Block_Chance> <Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees> <Max_Projectile_Redirection_Angle_In_Degrees> 135.0 </Max_Projectile_Redirection_Angle_In_Degrees> <Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots> <!-- We can block/redirect shots from the following units types: --> <Applicable_Unit_Categories>Infantry, LandHero</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate> </Redirect_Blaster_Ability> <Earthquake_Attack_Ability Name="Squad_DJ_Attack_Structures"> <Activation_Style>Special_Attack</Activation_Style> <Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command> <Activation_Min_Range>0.0</Activation_Min_Range> <Activation_Max_Range>120.0</Activation_Max_Range> <Activation_Chance>1.0</Activation_Chance> <Damage_Amount>0.0</Damage_Amount> <Damage_Percentage>0.03</Damage_Percentage> <Damage_Interval_In_Secs>0.4</Damage_Interval_In_Secs> <!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the --> <!-- target object must also have the EARTHQUAKE_TARGET behavior attached. --> <Applicable_Unit_Categories>Structure</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate /> <Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect> <Target_Particle_Bone_Name /> </Earthquake_Attack_Ability> <System_Spy_Ability Name="Squad_DJ_System_Spy"> <Initially_Enabled>Yes</Initially_Enabled> <Activation_Style>Galactic_Automatic</Activation_Style> <Causes_Despawn>No</Causes_Despawn> <Duration_In_Secs>-1.0</Duration_In_Secs> <See_Force_Sensitive_Heroes>Yes</See_Force_Sensitive_Heroes> <See_Super_Weapons>Yes</See_Super_Weapons> </System_Spy_Ability> <Force_Lightning_Ability Name="Emperor_Force_Lightning"> <!-- <Activation_Style>Special_Attack</Activation_Style> --> <Activation_Style> User_Input </Activation_Style> <Activation_Min_Range>0.0</Activation_Min_Range> <Activation_Max_Range>175.0</Activation_Max_Range> <Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories> <Applicable_Unit_Types /> <Damage_Amount>9999.0</Damage_Amount> <Damage_Application_Time_In_Secs>2.3893</Damage_Application_Time_In_Secs> <Start_Lightning_Frame_Number> 8 </Start_Lightning_Frame_Number> <Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name> <!-- See LightningEffectTypes.xml --> <Lightning_Source_Bone_Name>B_HAND_L</Lightning_Source_Bone_Name> <Lightning_Target_Bone_Name>B_PELVIS</Lightning_Target_Bone_Name> <Lightning_Max_Targets> 15 </Lightning_Max_Targets> <!-- How many victims will the lightning seek out, including original target --> <Lightning_Targets_Radius> 100.0 </Lightning_Targets_Radius> <!-- How far from the original target will the lightning seek for other victims --> <SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate> <SFXEvent_Target_Affected /> <Target_Particle_Effect>Force_Lightning_Smoke</Target_Particle_Effect> <Target_Particle_Bone_Name>B_PELVIS</Target_Particle_Bone_Name> <!-- B_FOOT_R B_FOOT_L --> <Target_Light_Effect_Type>Linear_Pulse</Target_Light_Effect_Type> <Target_Light_Effect_Color>0.3, 0.3, 0.8</Target_Light_Effect_Color> <Target_Light_Effect_Color2 /> <Target_Light_Effect_Duration>2.3893</Target_Light_Effect_Duration> <Target_Light_Effect_Pulse_Count>25</Target_Light_Effect_Pulse_Count> </Force_Lightning_Ability> <Force_Whirlwind_Ability Name="Vader_Force_Whirlwind"> <!-- <Activation_Style>Special_Attack</Activation_Style> --> <Activation_Style> User_Input </Activation_Style> <!-- We need to be within this distance of the clicked target to consider activating Force Whirlwind --> <Activation_Min_Range>0.0</Activation_Min_Range> <Activation_Max_Range>75.0</Activation_Max_Range> <Damage_Amount>500.0</Damage_Amount> <Damage_Range>75.0</Damage_Range> <!-- How long does it take for the shockwave to spread from the hero to the max range? --> <Travel_Time_In_Secs>1.0</Travel_Time_In_Secs> <!-- Percentage chance to activate given a certain number of valid targets in range. --> <!-- First number in the pair is the number of valid targets, second is the chance to activate. --> <Activation_Chance>0,0.0, 1,0.0, 5,1.0, 500,1.0</Activation_Chance> <!-- <Activation_Chance>0,0.0, 500,0.0</Activation_Chance> < ! - - never activate --> <!-- We only consider the following unit types "valid targets": --> <Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate>Unit_Force_Whirlwind</SFXEvent_Activate> <Owner_Particle_Effect>Force_Whirlwind_Particles</Owner_Particle_Effect> <Owner_Particle_Bone_Name /> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>2.0, 2.0, 2.0</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count /> </Force_Whirlwind_Ability> </Abilities> </GroundInfantry>
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No Mon Cal stuff.
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Nice stuff! Is that Venator Codeuser's, or yours/your personal modelers warlord conversion? Why is Nal Hutta so big?
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That's not the problem. Not at all. There are no ANIMS for the acclamator to land.
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You mean they'll be more than props!? I have a suggestion: Could you make a mod for all of you're maps(with a new XML file) and could you make an "Air/space base", and put it inside the hangars?
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Those are amazing! If only I had those when I started my "space on land" map...
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Your mod sounds AWSOME! How did you get it to be so...stategic? Maybe it's just the way you described it... ;D
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The campaign XMLs don't look tough. Of course, I've never really made one... ;D
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No more grumbling servers? Darn... lol
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One who looked like the one who attacked Tyber would be nice. (He's in my mod)
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The filefront page doesn't exist. The server had a bad attitude, I laughed, exited out, then when I tried to go back, no attitude! It was wierd... EDIT: Sorry about that. It was really funny though...I wonder who programmed the page to type out a complaint to humans....
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An acclamator for every squad? This seems kinda unbalanced... Maybe you should replace squads with armies in GC...That would make sense.
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LUA's/making AI build custom units?
1upD replied to agentanorexia's topic in EAW Mods General Workshop
Use the decompiled ones with the Map editor. Thanks for the help. I can understand why AT-TEs aren't spammed, but why no Venators? hmm... -
LUA's/making AI build custom units?
1upD replied to agentanorexia's topic in EAW Mods General Workshop
OK, I have my own AI questions. Firstly, the CIS won't build stuff or attack, they use a varient of the Consortium AI. Why? Also, I'd like different factions to have different stategies. I'd like the Consortium to use mainly heroes, with some backup tanks, I want the rebels to SPAM infilitrators and commandoes(I might add them) and I want the Empire to focus on walkers. How would I go about doing this? Can I use the AI combat power line? Finally, how should I start LUAing? I'm a noob at it.