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bhaalshad

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Everything posted by bhaalshad

  1. Ok, here is a script I am still tweaking. The idea behind this is as follows.... The ability for a ship to drop off a Harmonic Bomb with out having to click the ability each time (Set on a timer for each release). Once a ship, structure is targeted (manualy or not) your ship engages like normal, then launches a bomb. Once the bomb hit the target, well.... Boom What I am trying to add to this (not yet working) is for the bomb to go off shortly after release even if the bomb does not hit anything. Any help on this part would be great. Anyways here is the code.. Open Hardpoints.xml <HardPoint Name="HP_SWEAVER_HARMONIC_BOMB_AUTO"> <Type> HARD_POINT_WEAPON_TORPEDO </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Proton_Torp </Damage_Type> <Fire_Bone_A>MuzzleA_01</Fire_Bone_A> <Fire_Bone_B>MuzzleA_01</Fire_Bone_B> <Fire_Cone_Width>30.0</Fire_Cone_Width> <Fire_Cone_Height>30.0</Fire_Cone_Height> <!-- SWEAVER_HARMONIC_BOMB --> <Fire_Projectile_Type>Proj_Auto_Bomb_Detonation</Fire_Projectile_Type> <Scale_Factor>4.0</Scale_Factor> <Projectile_Damage>1500</Projectile_Damage> <Fire_Min_Recharge_Seconds>1.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>1.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>1</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>0.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent> <Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle> <Projectile_Object_Armor_Reduced_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Armor_Reduced_Detonation_Particle> <Projectile_Absorbed_By_Shields_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Absorbed_By_Shields_Particle> <Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode> <Fire_When_In_Normal_Attack_Mode>No</Fire_When_In_Normal_Attack_Mode> </HardPoint> Now open Projectiles.xml <Projectile Name="Proj_Auto_Bomb_Detonation"> <Text_ID>TEXT_NONE</Text_ID> <Scale_Factor>0.3</Scale_Factor> <Max_Speed>6.0</Max_Speed> <Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn> <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior> <!-- Instant explosion --> <Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance> <Projectile_Max_Lifetime>0.0</Projectile_Max_Lifetime> <!-- Not used - area_blast damage override this --> <Projectile_Damage>0.0</Projectile_Damage> <!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect --> <Projectile_Blast_Area_Range>400.0</Projectile_Blast_Area_Range> <Projectile_Blast_Area_Damage>3000.0</Projectile_Blast_Area_Damage><!-- jdg was 175 --> <Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage> <!-- <Projectile_Blast_Area_Max_Victims>1.0</Projectile_Blast_Area_Max_Victims> //to create a delay/chain effect, only damage one at a time --> <Projectile_Blast_Area_Immune_Faction> Underworld </Projectile_Blast_Area_Immune_Faction> <Damage_Type>Damage_Bomb</Damage_Type> <Projectile_Damage_Delay_Secs>.5</Projectile_Damage_Delay_Secs> <Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate> <Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage> <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage> <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage> <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot> <Projectile_Object_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Object_Detonation_Particle> <Projectile_Ground_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle> <Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle> <Projectile_Absorbed_By_Shields_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle> </Projectile> Open the ship you wish to add this to... HP_SWEAVER_HARMONIC_BOMB_AUTO Enjoy
  2. Ok, here is a Non-Hero version of the Executor. I left the SFX calls (using vaders voice.) If you want those changed too, I would just cut and paste form a ISD ship. Open MasterTextFile_ENGLISH.DAT. 1:Name = TEXT_UNIT_SSD_EXECUTOR2 Text = Executor - Non Vader (or any name you wish) 2:Name = TEXT_HAWK_COUNTDOWN_TIMER_EXECUTOR2 Text = EXECUTOR2, Time To Completion : Open GameObjectFiles.xml and add this entry. Units_space_empire_executor2.xml Save the following code as Units_space_empire_executor2.xml <?xml version="1.0"?> <Executor2_Files> <SpaceUnit Name="Executor_Super_Star_Destroyer2"> <Text_ID>TEXT_UNIT_SSD_EXECUTOR2</Text_ID> <Encyclopedia_Good_Against> Calamari_Cruiser Rebel_Star_Base_5 Krayt_Class_Destroyer </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Y-wing B-Wing Skipray_Blastboat </Encyclopedia_Vulnerable_To> <Encyclopedia_Text> TEXT_TOOLTIP_EXECUTOR </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SSD </Encyclopedia_Unit_Class> <Custom_Hard_XExtent> 100.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 100.0 </Custom_Hard_YExtent> <Icon_Name>i_button_EV_ExecutorStarDestroyer.tga</Icon_Name> <Build_Countdown_Timer> Yes </Build_Countdown_Timer> <Build_Countdown_Text_ID> TEXT_HAWK_COUNTDOWN_TIMER_EXECUTOR2 </Build_Countdown_Text_ID> <Build_Countdown_Text_RGBA> 0, 175, 255, 255 </Build_Countdown_Text_RGBA> <Build_Music_Completed> Galactic_Death_Star_Complete_Music_Event </Build_Music_Completed> <GUI_Row> 1 </GUI_Row> <Space_Model_Name>EV_ExecutorStarDestroyer.alo</Space_Model_Name> <Select_Box_Scale>890</Select_Box_Scale> <Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust> <Mass>0.995</Mass> <Scale_Factor>1</Scale_Factor> <Size_Value>360</Size_Value> <No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color> <Radar_Icon_Name>i_radar_Executor.tga</Radar_Icon_Name> <Radar_Icon_Scale_Land>0.70</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>0.70</Radar_Icon_Scale_Space> <Radar_Icon_Size>0.4 0.4</Radar_Icon_Size> <Max_Speed>1.8</Max_Speed> <Max_Rate_Of_Turn>2.4</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>1.2</Max_Rate_Of_Roll> <Bank_Turn_Angle>25</Bank_Turn_Angle> <Max_Thrust>1.2</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>1</Hyperspace_Speed> <Maintenance_Cost>0.3</Maintenance_Cost> <MovementClass> Space </MovementClass> <Space_Layer> Capital </Space_Layer> <Ship_Class>Capital</Ship_Class> <Layer_Z_Adjust>-500.0</Layer_Z_Adjust> <OverrideAcceleration> .02 </OverrideAcceleration> <OverrideDeceleration> .02 </OverrideDeceleration> <Affiliation>Empire</Affiliation> <Tech_Level>0</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>5</Required_Star_Base_Level> <Required_Special_Structures/> <Required_Planets/> <Build_Cost_Credits>6000</Build_Cost_Credits> <Build_Time_Seconds>75</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable> <Political_Faction>Empire</Political_Faction> <Cheap_Bribe_Cost>200</Cheap_Bribe_Cost> <Expensive_Bribe_Cost>400</Expensive_Bribe_Cost> <Tactical_Bribe_Cost>3200</Tactical_Bribe_Cost> <Armor_Type> Armor_Station </Armor_Type> <Shield_Armor_Type>Shield_Capital</Shield_Armor_Type> <Autoresolve_Health>17500</Autoresolve_Health> <Tactical_Health>2500</Tactical_Health> <Shield_Points>2500</Shield_Points> <Shield_Refresh_Rate>60</Shield_Refresh_Rate> <Energy_Capacity>99999</Energy_Capacity> <Energy_Refresh_Rate>800</Energy_Refresh_Rate> <Damage>60</Damage> <AI_Combat_Power>4250</AI_Combat_Power> <Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior> <SpaceBehavior>SPAWN_SQUADRON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space</Death_Explosions> <Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone>Damage_Normal, Executor2_Death_Clone</Death_Clone> <Space_FOW_Reveal_Range>2000.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <HardPoints> HP_EXECUTOR_LEFT_TURBO_00, HP_EXECUTOR_LEFT_TURBO_01, HP_EXECUTOR_LEFT_TURBO_02, HP_EXECUTOR_LEFT_TURBO_03, HP_EXECUTOR_LEFT_TURBO_04, HP_EXECUTOR_LEFT_ION_00, HP_EXECUTOR_LEFT_ION_01, HP_EXECUTOR_LEFT_ION_02, HP_EXECUTOR_LEFT_CONM_00, HP_EXECUTOR_LEFT_CONM_01, HP_EXECUTOR_LEFT_TORP_00, HP_EXECUTOR_RIGHT_TURBO_00, HP_EXECUTOR_RIGHT_TURBO_01, HP_EXECUTOR_RIGHT_TURBO_02, HP_EXECUTOR_RIGHT_TURBO_03, HP_EXECUTOR_RIGHT_TURBO_04, HP_EXECUTOR_RIGHT_ION_00, HP_EXECUTOR_RIGHT_ION_01, HP_EXECUTOR_RIGHT_ION_02, HP_EXECUTOR_RIGHT_CONM_00, HP_EXECUTOR_RIGHT_CONM_01, HP_EXECUTOR_RIGHT_TORP_00, HP_EXECUTOR_CENTER_TORP_00, HP_EXECUTOR_TRACTOR_00, HP_EXECUTOR_SHIELD_00, HP_EXECUTOR_SHIELD_01, HP_EXECUTOR_SHIELD_02, HP_EXECUTOR_ENGINES_00, HP_EXECUTOR_ENGINES_01, HP_EXECUTOR_FIGHTER_BAY_00 </HardPoints> <SFXEvent_Select>Unit_Select_Vader_Executor</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Vader_Executor</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader_Executor</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Vader_Executor</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Vader_Executor</SFXEvent_Guard> <SFXEvent_Barrage>Unit_Barrage_Vader_Executor</SFXEvent_Barrage> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Vader_Executor </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Vader_Executor </SFXEvent_Move_Into_Nebula> <SFXEvent_Bombard_Select_Target> EHD_Bombard_Select_Target </SFXEvent_Bombard_Select_Target> <SFXEvent_Bombard_Incoming> EHD_Bombard_Incoming </SFXEvent_Bombard_Incoming> <SFXEvent_Health_Low_Warning> Unit_Health_Low_Vader_Executor</SFXEvent_Health_Low_Warning> <SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Vader_Executor </SFXEvent_Health_Critical_Warning> <Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Vader_Executor </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Vader_Executor</SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Health_Critical_Vader_Executor </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Vader_Executor </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, Unit_Health_Low_Vader_Executor</SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Vader_Executor</SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Build_Complete>Unit_Respawn_Vader_Executor</SFXEvent_Build_Complete> <SFXEvent_Hero_Respawned>Unit_Respawn_Vader_Executor</SFXEvent_Hero_Respawned> <SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid> <SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop> <Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Engine_Idle_Loop> Unit_Star_Destroyer_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Star_Destroyer_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Star_Destroyer_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <CategoryMask> Capital | AntiFrigate </CategoryMask> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Guard_Chase_Range>0.0</Guard_Chase_Range> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Attack_Move_Response_Range>0.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Capital</Targeting_Priority_Set> <Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged> <Multisample_FOW_Check>Yes</Multisample_FOW_Check> <Ranking_In_Category>2</Ranking_In_Category> <Score_Cost_Credits> 42500 </Score_Cost_Credits> <Population_Value>10</Population_Value> <Victory_Relevant>yes</Victory_Relevant> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Formation_Priority>5</Formation_Priority> <Squadron_Capacity>40</Squadron_Capacity> <!-- Fighter Spawners --> <Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 4</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 16</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 6</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 24</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 16</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 1</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, 5</Reserve_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>8</Spawned_Squadron_Delay_Seconds> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>TRACTOR_BEAM</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name>Executor_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>20</Recharge_Seconds> <SFXEvent_Target_Ability>Unit_Tractor_Beam_Vader_Executor</SFXEvent_Target_Ability> <SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> <!-- <Unit_Ability> <Type>DEPLOY_SQUAD</Type> <Recharge_Seconds>5</Recharge_Seconds> <SFXEvent_GUI_Unit_Ability_Activated> Unit_Deploy_Squad_Vader_Executor </SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> --> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Tractor_Beam_Attack_Ability Name="Executor_Tractor_Beam_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories> <Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types> <Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types> <Activation_Min_Range>10</Activation_Min_Range> <Activation_Max_Range>2000</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Target_Speed_Decrease_Percent>0.8</Target_Speed_Decrease_Percent> <Stacking_Category>0</Stacking_Category> </Tractor_Beam_Attack_Ability> </Abilities> <Score_Cost_Credits> 100000</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>40000</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>--> </SpaceUnit> <SpaceUnit Name="Executor2_Death_Clone"> <Text_ID>TEXT_UNIT_SSD_EXECUTOR</Text_ID> <Space_Model_Name>EV_ExecutorStarDestroyer_D.alo</Space_Model_Name> <Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die> <Scale_Factor>1</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> <Affiliation>Empire</Affiliation> <Ship_Class>Capital</Ship_Class> <Remove_Upon_Death>true</Remove_Upon_Death> </SpaceUnit> </Executor2_Files> Hope that is what you are looking for.
  3. EaW & FoC Compliant. This weapon shoots forth a blue ball of energy. When it explodes it lets lose a blue wave (Harmonic bomb effect) with a little bit of a punch The combo of effects is realy nice IMHO. Add this to your projectiles.xml <Projectile Name="Ion_Harmonic_Rocket"> <Text_ID>TEXT_NONE</Text_ID> <Space_Model_Name>p_magnepulse_projectile.alo</Space_Model_Name> <Scale_Factor>1.0</Scale_Factor> <Damage_Type> Damage_IonCannon </Damage_Type> <Max_Speed>20</Max_Speed> <Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn> <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior> <Projectile_Category>MISSILE</Projectile_Category> <Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance> <Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range> <Projectile_Damage>500.0</Projectile_Damage> <Projectile_Blast_Area_Damage>500.0</Projectile_Blast_Area_Damage> <Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range> <Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate> <Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor> <Projectile_Object_Armor_Reduced_Detonation_Particle> Harmonic_Bomb_Explosion_Slave_I </Projectile_Object_Armor_Reduced_Detonation_Particle> <Projectile_Disable_Engines_Duration>8.0</Projectile_Disable_Engines_Duration> <Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage> <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage> <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage> <Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot> <AI_Combat_Power>900</AI_Combat_Power> <Projectile_Ion_Stun_On_Detonation>Yes</Projectile_Ion_Stun_On_Detonation> <Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained> <Projectile_Ion_Stun_Duration>8.0</Projectile_Ion_Stun_Duration> <Projectile_Ion_Stun_Speed_Reduction_Percent>1.5</Projectile_Ion_Stun_Speed_Reduction_Percent> <Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>1.5</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent> <Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration> <Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation> <Projectile_Stun_Duration_Frames>5</Projectile_Stun_Duration_Frames> <Projectile_Stun_Radius>300</Projectile_Stun_Radius> <Projectile_Stun_Victims_Category_Mask> All </Projectile_Stun_Victims_Category_Mask> <Projectile_Stun_Spawn_Effect>Ion_Stun_Particles</Projectile_Stun_Spawn_Effect> <Death_Explosions>Harmonic_Bomb_Explosion_Slave_I</Death_Explosions> <Death_SFXEvent_Start_Die>SFX_Sizemic_Detonation</Death_SFXEvent_Start_Die> <Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle> <Projectile_Ground_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Ground_Detonation_Particle> <Projectile_Lifetime_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Lifetime_Detonation_Particle> <Projectile_Absorbed_By_Shields_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Absorbed_By_Shields_Particle> </Projectile> And in your Hardpoints.xml add this. <HardPoint Name="Harmonic_Rocket"> <Type> HARD_POINT_WEAPON_TORPEDO </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Proton_Torp </Damage_Type> <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_01</Fire_Bone_B> <Fire_Cone_Width>30.0</Fire_Cone_Width> <Fire_Cone_Height>30.0</Fire_Cone_Height> <Fire_Projectile_Type>Ion_Harmonic_Rocket</Fire_Projectile_Type> <Projectile_Damage>250</Projectile_Damage> <Max_Speed>40.5</Max_Speed> <Scale_Factor>1.8</Scale_Factor> <Fire_Min_Recharge_Seconds>1.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>1.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>1</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>1000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent> <Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle> <Projectile_Object_Armor_Reduced_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Armor_Reduced_Detonation_Particle> <Projectile_Absorbed_By_Shields_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Absorbed_By_Shields_Particle> </HardPoint> In your ship files... Harmonic_Rocket Enjoy :0
  4. Dark Adept For FoC.... Here is a pic of the Adept. http://i90.photobucket.com/albums/k240/bhaalshad/Dark_Adept.jpg (icon and text entries are part of FoC so you do not "have" to edit.) You will need to make a ref to this file in GameObjectFiles.xml Place Units_land_darkside_adepts.xml in GameObjectFiles.xml Save the following as Units_land_darkside_adepts.xml <?xml version="1.0"?> <Units_land_darkside_adepts_data> <GroundInfantry Name="Darkside_Adepts"> <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_DarkSideAdepts.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>Empire,Underworld</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>AntiInfantry</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_CLOAK</Type> <Recharge_Seconds>10.0</Recharge_Seconds> <Expiration_Seconds>60.0</Expiration_Seconds> <GUI_Activated_Ability_Name> Jedi_Force_Cloak </GUI_Activated_Ability_Name> <SFXEvent_GUI_Unit_Ability_Activated> Unit_Cloak_Luke_Land</SFXEvent_GUI_Unit_Ability_Activated> <Effective_Radius> 500.0 </Effective_Radius> </Unit_Ability> <!-- Secondary ability --> <Unit_Ability> <Type>TARGETED_INVULNERABILITY</Type> <Recharge_Seconds>60.0</Recharge_Seconds> <GUI_Activated_Ability_Name/> <Spawned_Object_Type> Proj_Special_Obiwan_Instant_Invulnerability_Blast </Spawned_Object_Type> <Effective_Radius>400</Effective_Radius> <Friendly_Ability> true </Friendly_Ability> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Force_Cloak_Ability Name="Jedi_Force_Cloak"> <Activation_Style> User_Input </Activation_Style> <Force_Cloak_Color>255, 64, 64, 120</Force_Cloak_Color> <Force_Cloak_Transition_In_Secs>.4</Force_Cloak_Transition_In_Secs> </Force_Cloak_Ability> <!-- Redirect Blaster must appear in the special ability list before Absorb Blaster --> <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> </Abilities> </GroundInfantry> <GroundCompany Name="Darkside_Adept_Team"> <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> <Encyclopedia_Good_Against> Stormtrooper Rebel_Anti_Vehicle_Turret Rebel_Mobile_Defense_Unit </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Dark_Trooper_PhaseII Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To> <Icon_Name>i_button_sith.tga</Icon_Name> <Show_Hero_Head>No</Show_Hero_Head> <GUI_Row>0</GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Affiliation>Empire,Underworld</Affiliation> <Build_Cost_Credits>2000</Build_Cost_Credits> <Build_Time_Seconds>60</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> No </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Heroes>Yes</Build_Tab_Heroes> <Combat_Power_Value>5</Combat_Power_Value> <Tech_Level>0</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></Required_Special_Structures> <Required_Planets></Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit> <Company_Units> Darkside_Adepts </Company_Units> <Max_Squad_Size> 1 </Max_Squad_Size> <Is_Generic_Hero>No</Is_Generic_Hero> <SFXEvent_Build_Complete>Unit_Complete_Sabateur</SFXEvent_Build_Complete> <SFXEvent_Build_Started>UHD_Build_Commander</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Recruitment_Canceled</SFXEvent_Build_Cancelled> <Population_Value>1</Population_Value> <CategoryMask>Infantry</CategoryMask> <Score_Cost_Credits> 500 </Score_Cost_Credits> <Cheap_Bribe_Cost>0</Cheap_Bribe_Cost> <Expensive_Bribe_Cost>0</Expensive_Bribe_Cost> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>550</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites>EC_Level_Three_Tech_Upgrade</Tactical_Build_Prerequisites> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!-- <Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player> <Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies> --> <!--<MULTIPLAYER SKIRMISH VALUES END>--> </GroundCompany> </Units_land_darkside_adepts_data>
  5. If there is a topic already on this did not see one. Looking through this Forum I see a few Dif. topics about sharing modles, units etc... Though it would be nice to have an area where we can share code. Ie... Unlocked, modified, or just new units, projectiles, hard points what ever. To start it off I'll post a few, one of wich I had in another area here as well.
  6. For those that like Mandalorians... Here is a Intro I made and use. It can be used for EaW & FoC). In Movies.xml at the top replace the 1st 2, with these 3 false false Data\Art\Movies\Binked\intro.bik false This makes it so the intro movies do not come up, and adds my Intro Make sure you place this file in correct folder as shown in Movie Logo3 Here is the Video in .swf format. Due to file size (.bik format 2.4meg) I can not find a place to upload it The last frame (showing Corbantis etc is cut out in the .bik file. This Intro was for a guild I had on SWGOnline. So no worries about seeing that part for this game Click here to view. http://i90.photobucket.com/albums/k240/bhaalshad/intro.swf If you like this and want to use it. Send me a request and I can send it to you direct. If by chance someone knows a place where I can store this let me know, heh will update this in that event.
  7. I have already added some 20 units, ground/space. Having the ability to add each as its own file and just make the ref to it in GameObjectFiles.xml is a god send Adding structures, weapons, hardpoints, planets etc... well still the old way, but their new coding is a step in the right direction.
  8. oh, heh. That is just a custom one I fool around with. It uses the Tyber Modle for now. Named him Bhaalshad Has land/space hero. Custom ship, custom space and ground weapons etc.... Mostly I use him for testing new things until they are assigned to the unit I want.
  9. Btw, Darth Khasei.... Your script you posted is great, one thing though. If anyone gets a error, it is most likely because it is missing the end tag for Miscobjects.xml. At the verry end of the script supplied place this one line below. I am sure it was cut off when posted And on a side note. I hear the Rebels are on the run, time to go hunting http://i90.photobucket.com/albums/k240/bhaalshad/EaW-News.jpg
  10. I did not make this modle, it comes with FoC. Just had to unlock it. All I did was use a Jedi script, and make a few changes to abilities and point to the right modle & text descriptions in the .dat file. Anyone that wants this script go for it. I would not have posted it otherwise heh. http://i90.photobucket.com/albums/k240/bhaalshad/Dark_Adept.jpg
  11. Did not find a xml for the dark adepts, but this is what I am using... (icon and text entries are part of FoC so do not "have" to edit.) You will need to make a ref to this file in GameObjectFiles.xml Place Units_land_darkside_adepts.xml in GameObjectFiles.xml Save the following as Units_land_darkside_adepts.xml <?xml version="1.0"?> No Yes yes TEXT_UNIT_DARKSIDE_ADEPT TEXT_TOOLTIP_DARKSIDE_ADEPT TEXT_ENCYCLOPEDIA_CLASS_DARKSIDE_ADEPT NI_DarkSideAdepts.alo i_button_sith.tga SELECTABLE SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT Infantry Unit_Light_Saber_On Unit_Light_Saber_Off b_saber 0.0, 0.0, 0.0 0.0, -5.835, 0.0 0.17 15.0 Yes Unit_Vader_Lightsaber_Idle_Loop Unit_Vader_Lightsaber_Moving_Loop Unit_Vader_Lightsaber_Cinematic_Loop Generic_Footprint, Infantry_Terrain_Modifier Yes No Yes yes 0.8 1 16.0 6.5 2.0 2.0 Land Infantry .5 10 .1 .1 .25 10.0 1 27 3.0f 1.0 1.75 Walk Empire,Underworld Empire,Underworld 75 Armor_Hero 100 600 500 Yes Proj_Lightsaber_Adept 200.0 1.0 20.0 7.0 16 1 Unit_Select_Darkside_Adept Unit_Move_Darkside_Adept Unit_Attack_Darkside_Adept Unit_Assist_Move_Darkside_Adept Unit_Assist_Attack_Darkside_Adept Unit_Guard_Darkside_Adept Unit_Rebel_Infantry_Fire Unit_Rebel_Soldier_Death Unit_Attack_Darkside_Adept Unit_Attack_Darkside_Adept No yes Infantry 2 Infantry 1x1 3 5.0, 5.0 Generic_Shadow B_Chest Yes True 600 No No 125.0 Yes Yes 50 100 200 5.0 AntiInfantry 50 True 0.25 0.0 FORCE_CLOAK 10.0 60.0 Jedi_Force_Cloak Unit_Cloak_Luke_Land 500.0 TARGETED_INVULNERABILITY 60.0 Proj_Special_Obiwan_Instant_Invulnerability_Blast 400 true User_Input 255, 64, 64, 120 .4 Take_Damage 0.15 0.30 180.0 135.0 No Infantry, LandHero Unit_Lightsaber_Projectile_Block Special_Attack Yes 0.0 120.0 1.0 0.0 0.03 0.4 Structure Earthquake_Dust_Particles Yes Galactic_Automatic No -1.0 Yes Yes TEXT_UNIT_DARKSIDE_ADEPT TEXT_TOOLTIP_DARKSIDE_ADEPT TEXT_ENCYCLOPEDIA_CLASS_DARKSIDE_ADEPT Stormtrooper Rebel_Anti_Vehicle_Turret Rebel_Mobile_Defense_Unit Dark_Trooper_PhaseII Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret i_button_sith.tga No 0 Yes Empire,Underworld 2000 60 No Yes 5 0 0 1 0 DUMMY_GROUND_COMPANY Shuttle_Tyderium Darkside_Adepts 1 No Unit_Complete_Sabateur UHD_Build_Commander UHD_Recruitment_Canceled 1 Infantry 500 0 0 550 15 EC_Level_Three_Tech_Upgrade Tactical_Units
  12. That fighter is a Colonial Viper from Battlestar Galatica. If anyone wants this modle here is the link. Actualy if a few could grab this and try it out, that would be great. Would like to know if others are having the same issue or not. Might help in finding out the source of the problem on this end. http://eaw.heavengames.com/downloads/lister.php?category=mods The file has the icon, modle, texture and working xml code for EaW.
  13. Only the modle shows up. No texture is applied what so ever, as if the .dds file was missing. Here is one ship (I have a few others that do this same thing, yet np in EaW) http://i90.photobucket.com/albums/k240/bhaalshad/FoC_No_Textures.jpg And here is what it should look like. http://i90.photobucket.com/albums/k240/bhaalshad/viper.jpg
  14. lol, how is what ?
  15. I have been modding the FoC with alot of success (New units, weapons, effects, abilities GC, even bypassed a good amount of bugs via coding etc..), however some of the textures that work in EaW do not seem to work in FoC and others seem ok. My area is coding/scripting, however when it comes to graphics (modles/textures) I am only a novice. Thus said, I know I have the files in the right place etc... what I am wanting to know is, for FoC to see the .dds does there have to be some conversion for some of these files ? As far as I can tell the file size for a working .dds and those that do not are the same (349,680) although there are a few that are smaller, yet work fine as well. BTW, I have also tried to put all the .dds files into a .meg and make the call to it as well, but with no change, even added them to the texture.meg and still no go If anyone knows why this is, knows a work around etc.... please tell

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