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agentanorexia

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    Creator of Galaxy In Flames

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  1. Actually, I think the download had an icon, unless I have completely the wrong pack. The icon was a guy with an orange sort of tinted helmet right? Thanks
  2. Sure, that would be great. Yes, it is yours. No, I am not planning to public release, I was just messing around with anything I could get my hands on that wasn't already in Zerox's mod. Thanks.
  3. I created my own container and took the ability out of that as well. I'll upload my code. <?xml version="1.0"?> <Rad_Trooper_Data> <GroundCompany Name="Imperial_RadTrooper_Squad"> <LOD_Bias>5</LOD_Bias> <Text_ID>TEXT_IMPERIAL_RADTROOPER_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_RADTROOPER 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>22</Damage> <Autoresolve_Health>100</Autoresolve_Health> <!-- changed to reflect the real health of the units--> <Affiliation>Empire</Affiliation> <Build_Cost_Credits>75</Build_Cost_Credits> <Piracy_Value_Credits>50</Piracy_Value_Credits> <Build_Time_Seconds>10</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 /> <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> RadTrooper_Team </Create_Team_Type> <!-- AI Changed to 18 troopers in squads of 9 --> <Company_Units> RadTrooper,RadTrooper,RadTrooper,RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper, RadTrooper</Company_Units> <Max_Squad_Size> 9 </Max_Squad_Size> <Icon_Name>i_button_storm_trooper.tga</Icon_Name> <GUI_Model_Name>EI_RADTROOPER.ALO</GUI_Model_Name> <Land_Model_Name>EI_RADTROOPER.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>--> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>1</Population_Value> <Score_Cost_Credits>54</Score_Cost_Credits> </GroundCompany> <Container Name="RadTrooper_Team"> <Select_Box_Scale>65</Select_Box_Scale> <Text_ID>TEXT_IMPERIAL_RADTROOPER_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_RADTROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class> <Show_Name>No</Show_Name> <Behavior>TEAM,SELECTABLE,UNIT_AI</Behavior> <LandBehavior>REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, GARRISON_UNIT</LandBehavior> <SpaceBehavior>REVEAL</SpaceBehavior> <Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range> <Space_FOW_Reveal_Range>800.0</Space_FOW_Reveal_Range> <MovementClass>Infantry</MovementClass> <Garrison_Category> Infantry </Garrison_Category> <CategoryMask>Infantry</CategoryMask> <Max_Speed> .8 </Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> 1 </FormationSpacing> <MovementClass> Infantry </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Is_Squashable> true </Is_Squashable> <MovementPredictionInterval> 4.0 </MovementPredictionInterval> <ContainerArrangement> Rows </ContainerArrangement> <FormationOrder> 2 </FormationOrder> <Override_Acceleration> .1 </Override_Acceleration> <Override_Deceleration> .1 </Override_Deceleration> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space> <Icon_Name>i_button_storm_trooper.tga</Icon_Name> <Targeting_Max_Attack_Distance>140.0</Targeting_Max_Attack_Distance> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>130.0</Attack_Move_Response_Range> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Tactical_Bribe_Cost>25</Tactical_Bribe_Cost> </Container> <GroundInfantry Name="RadTrooper"> <LOD_Bias>5</LOD_Bias> <Text_ID>TEXT_UNIT_RADTROOPER</Text_ID> <Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier Underworld_Merc</Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> MPTL Rebel_Infiltrator Destroyer_Droid </Encyclopedia_Vulnerable_To> <Land_Model_Name>EI_RADTROOPER.ALO</Land_Model_Name> <Land_Terrain_Model_Mapping> Temperate, EI_RADTROOPER.ALO, Urban, EI_RADTROOPER.ALO, Arctic, EI_RADTROOPER.ALO, Volcanic, EI_RADTROOPER.ALO, Desert, EI_RADTROOPER.ALO, Forest, EI_RADTROOPER.ALO, Swamp, EI_RADTROOPER.ALO </Land_Terrain_Model_Mapping> <Land_Model_Anim_Override_Name>EI_TROOPER.ALo</Land_Model_Anim_Override_Name> <Behavior>SELECTABLE</Behavior> <LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior> <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> <Mass>1.0</Mass> <Icon_Name>i_button_storm_trooper.tga</Icon_Name> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier, High_Ground</SurfaceFX_Name> <Garrison_Category> Infantry </Garrison_Category> <Movement_Animation_Speed> 0.8 </Movement_Animation_Speed> <Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed> <Walk_Animation_Speed> .366 </Walk_Animation_Speed> <Crouch_Animation_Speed> .537 </Crouch_Animation_Speed> <Max_Speed>0.8</Max_Speed> <Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn> <Custom_Soft_Footprint_Radius> 3.5 </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> .3 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <OverrideAcceleration> 0.05 </OverrideAcceleration> <OverrideDeceleration> 0.05 </OverrideDeceleration> <FormationOrder> 2 </FormationOrder> <Scale_Factor>1.5</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Type>Walk</Type> <Deploys>No</Deploys> <Affiliation>Empire</Affiliation> <!--<Is_Sprite>No</Is_Sprite>--> <Political_Control>0</Political_Control> <Size_Value>10</Size_Value> <Damage>1</Damage> <Sensor_Range>20</Sensor_Range> <Shield_Points>0</Shield_Points> <Tactical_Health>40</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>0</Energy_Capacity> <Energy_Refresh_Rate>0</Energy_Refresh_Rate> <Stealth_Capable>No</Stealth_Capable> <Armor_Type> Armor_Infantry </Armor_Type> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <Victory_Relevant>yes</Victory_Relevant> <Projectile_Types>Proj_Hand_Blaster_Red</Projectile_Types> <Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds> <Targeting_Fire_Inaccuracy> Infantry, 3.0 </Targeting_Fire_Inaccuracy> <!-- from 1.0 to make them more innacurate --> <Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 10.0 </Targeting_Fire_Inaccuracy> <SFXEvent_Select>Unit_Select_Storm_Trooper</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Storm_Trooper</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Storm_Trooper</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Storm_Trooper</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Storm_Trooper</SFXEvent_Guard> <SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire> <Death_SFXEvent_Start_Die>Unit_Stormtrooper_Death</Death_SFXEvent_Start_Die> <SFXEvent_Assist_Move> Unit_Assist_Move_Storm_Trooper </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_Storm_Trooper </SFXEvent_Assist_Attack> <SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started> <SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete> <SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled> <CategoryMask> Infantry </CategoryMask> <MovementClass> Infantry </MovementClass> <Property_Flags>Fodder</Property_Flags> <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> <No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Is_Squashable> Yes </Is_Squashable> <Create_Team>Yes</Create_Team> <AI_Combat_Power>7</AI_Combat_Power> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set> <Targeting_Max_Attack_Distance>140.0</Targeting_Max_Attack_Distance> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield> <Weather_Category>Infantry</Weather_Category> <Encyclopedia_Text>TEXT_TOOLTIP_RADTROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class> <Death_Clone>Damage_Force_Whirlwind, Stormtrooper_Force_Whirlwind_Death_Clone</Death_Clone> <Death_Clone>Damage_Crush, Stormtrooper_Crush_Death_Clone</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone> <Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone> <Death_Clone>Damage_Remote_Bomb, RadTrooper_Remote_Bomb_Death_Clone</Death_Clone> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Tactical_Bribe_Cost>25</Tactical_Bribe_Cost> <Presence_Induced_Animations> Attention, Emperor_Palpatine, Darth_Vader, </Presence_Induced_Animations> </GroundInfantry> </Rad_Trooper_Data> Also, whenever I try to view this thread, I can't see anything. The only way to tell what has been said is to hit the reply button; dp you know why this is?
  4. Nope, the only things I did were change model names and entries, and took off the spread out ability.
  5. It seems that whenever I try to put new infantry in, their selection circles are messed up. How do I fix that? I just copied stormtrooper code directly and changed the models.
  6. Hmm...changing the ship projectile green thing to missiles didn't do anything. They never fired green, just the standard red...probably should have mentioned that. I put projectile type as missile in the unit and company parts as well, and they are still firing standard red lasers. On another note, do you know of a building model (standard or custom, doesn't matter) that I could use as a sort of corporation type building. Is there a way to offer like 3 or 4 different structures and when one is built, the others disappear as options? What I am trying to do is make "corporations", each with their own different unit types. to alleviate the too many units per gui bar problem. If you could tell me first how or if it would be possible to do the "one building and the rest disappear" thing, I would be grateful. Thank you.
  7. Alright, now they fire lasers like regular tanks. I was under the impression that they fired rockets of some sort? Am I correct in this assumption? If so, how do I make them do that.
  8. On Saturday morning (I think), I downloaded some code for a tank. I went for a two day hike and when I got back I put the code in. Lo and behold, it doesn't work. What's even better is the thread is gone. I was wondering if anyone could tell me... 1. Is it possible to make work? 2. What would I have to do to make it work if so? Right now the tanks get in a battle, and they can move etc but they can not fire, and their ability seems to do nothing (I think that is because they don't fire). Thanks edit-aren't I the genius? I forgot the code... <?xml version="1.0" encoding="UTF-8"?> <IFT-T_Data> <GroundVehicle Name="IFT-T_Repulsor_Tank"> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>65.0, 65.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_IFT-T</Text_ID> <Encyclopedia_Good_Against>T2B_Tank MPTL MAL_Rocket_Vehicle</Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To>T4B_Tank Plex_Soldier Canderous_Assault_Tank</Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_IFT-T</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HEAVY_VEHICLE</Encyclopedia_Unit_Class> <Land_Model_Name>EV_2MTANK.ALO</Land_Model_Name> <Mass>1.0</Mass> <Scale_Factor>1.0</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Type>Hover</Type> <Deploys>No</Deploys> <Affiliation>Empire</Affiliation> <Political_Control>0</Political_Control> <Ranking_In_Category>6</Ranking_In_Category> <Max_Speed>2.00</Max_Speed> <Movement_Animation_Speed>2.30</Movement_Animation_Speed> <Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn> <Space_Layer>Land</Space_Layer> <UnitCollisionClass>Vehicle</UnitCollisionClass> <OverrideAcceleration>.1</OverrideAcceleration> <OverrideDeceleration>.1</OverrideDeceleration> <FormationSpacing>1.1</FormationSpacing> <FormationOrder>5</FormationOrder> <FormationGrouping>Standard</FormationGrouping> <FormationRaggedness>1</FormationRaggedness> <MaxJiggleDistance>5</MaxJiggleDistance> <MinimumPushReturnDistance>100</MinimumPushReturnDistance> <UseSecondaryFacing>true</UseSecondaryFacing> <SecondaryTurnInPlaceROTCoefficient>.4</SecondaryTurnInPlaceROTCoefficient> <SecondaryTurnAngle>90</SecondaryTurnAngle> <MinSecondaryTurnROTCoefficient>.4</MinSecondaryTurnROTCoefficient> <MaxSecondaryTurnROTCoefficient>.9</MaxSecondaryTurnROTCoefficient> <SecondaryTurnLookaheadDistance>60</SecondaryTurnLookaheadDistance> <Custom_Hard_XExtent>20.0</Custom_Hard_XExtent> <Custom_Hard_YExtent>15.0</Custom_Hard_YExtent> <Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds> <Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates> <Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX> <Remove_Upon_Death>true</Remove_Upon_Death> <Ranged_Target_Z_Adjust>12.0</Ranged_Target_Z_Adjust> <Armor_Type>Armor_2M</Armor_Type> <Shield_Armor_Type>Shield_Tank</Shield_Armor_Type> <Size_Value>60</Size_Value> <Damage>10</Damage> <Sensor_Range>80</Sensor_Range> <Shield_Points>100</Shield_Points> <Tactical_Health>200</Tactical_Health> <Shield_Refresh_Rate>8</Shield_Refresh_Rate> <Energy_Capacity>999</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Behavior>SELECTABLE</Behavior> <LandBehavior>ABILITY_COUNTDOWN,AFFECTED_BY_SHIELD, HUNT, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET,STUNNABLE, WIND_DISTURBANCE, SURFACE_FX,DAMAGE_TRACKING</LandBehavior> <Property_Flags>GoodInfantryCrusher</Property_Flags> <Is_Affected_By_Gravity_Control_Field>Yes</Is_Affected_By_Gravity_Control_Field> <!-- This is considered a repulsorlift-driven unit --> <Targeting_Fire_Inaccuracy>Infantry, 0.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Vehicle, 0.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Air, 0.0</Targeting_Fire_Inaccuracy> <Fire_Inaccuracy_Distance>LandHero, 0.0</Fire_Inaccuracy_Distance> <Targeting_Fire_Inaccuracy>Structure, 0.0</Targeting_Fire_Inaccuracy> <Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>180.0</Targeting_Max_Attack_Distance> <Hardpoints>HP_IFT-T_Tank_01, HP_IFT-T_Tank_02</Hardpoints> <SurfaceFX_Name>Hover</SurfaceFX_Name> <Death_Explosions>Large_Explosion_Land</Death_Explosions> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead> <CategoryMask>Vehicle</CategoryMask> <Icon_Name>i_button_1-m_med_repulsor_tank.tga</Icon_Name> <MovementClass>Hover</MovementClass> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target> <Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher> <Wind_Disturbance_Radius>50</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>10</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha> <SFXEvent_Select>Unit_Select_2M_Tank</SFXEvent_Select> <SFXEvent_Move>Unit_Move_2M_Tank</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_2M_Tank</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_2M_Tank</SFXEvent_Guard> <SFXEvent_Turret_Rotating_Loop>Vehicle_Turret_Motor</SFXEvent_Turret_Rotating_Loop> <SFXEvent_Engine_Idle_Loop>Unit_2M_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop>Unit_2M_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop> <SFXEvent_Assist_Move>Unit_Assist_Move_2M_Tank</SFXEvent_Assist_Move> <SFXEvent_Assist_Attack>Unit_Assist_Attack_2M_Tank</SFXEvent_Assist_Attack> <SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost> <SFXEvent_Tactical_Build_Started>EHD_Reinforcements_En_Route</SFXEvent_Tactical_Build_Started> <SFXEvent_Tactical_Build_Complete>EHD_Reinforcements_Available</SFXEvent_Tactical_Build_Complete> <SFXEvent_Tactical_Build_Cancelled>EHD_Reinforcements_Cancelled</SFXEvent_Tactical_Build_Cancelled> <Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Overall_Length>40.0</Overall_Length> <!-- For vehicle pitching up and down on terrain --> <Overall_Width>25.0</Overall_Width> <!-- For vehicle rolling left and right on terrain (30 by geometry)--> <Has_Land_Evaluator>Yes</Has_Land_Evaluator> <AI_Combat_Power>125</AI_Combat_Power> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiVehicleStructure</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker> <Select_Box_Scale>60</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Weather_Category>Walker</Weather_Category> <Score_Cost_Credits>125</Score_Cost_Credits> <Vehicle_Thief_Inside_Clone>IFT-T_Repulsor_Tank_Captured</Vehicle_Thief_Inside_Clone> <Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle> <Influences_Capture_Point>False</Influences_Capture_Point> <Tactical_Bribe_Cost>125</Tactical_Bribe_Cost> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone. --> <!-- I know this is awkward, hopefully we'll get a chance to re-write the code to fix it. -Oksana --> <!-- Primary ability --> <Unit_Ability> <Type>TURBO</Type> <Expiration_Seconds>20</Expiration_Seconds> <Recharge_Seconds>50</Recharge_Seconds> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0.0f</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 2.5f</Mod_Multiplier> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated /> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus"> <Initially_Enabled>No</Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade --> <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>0.0</Redirect_Chance> <Block_Chance>0.15</Block_Chance> <Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees> <Max_Projectile_Redirection_Angle_In_Degrees>30.0</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 | Vehicle | Air | Structure</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate> </Redirect_Blaster_Ability> <Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus"> <Initially_Enabled>No</Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade --> <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>0.0</Redirect_Chance> <Block_Chance>0.30</Block_Chance> <Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees> <Max_Projectile_Redirection_Angle_In_Degrees>30.0</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 | Vehicle | Air | Structure</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate> </Redirect_Blaster_Ability> </Abilities> <Converted_To_Enemy_Die_Time_Seconds>45</Converted_To_Enemy_Die_Time_Seconds> </GroundVehicle> <GroundVehicle Name="IFT-T_Repulsor_Tank_Captured"> <Variant_Of_Existing_Type>IFT-T_Repulsor_Tank</Variant_Of_Existing_Type> <Icon_Name>i_button_chewbacca_Repulsor_M1.tga</Icon_Name> <!-- MUST have same abilities PLUS EJECT_THIEF --> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>TURBO</Type> <Expiration_Seconds>20</Expiration_Seconds> <Recharge_Seconds>50</Recharge_Seconds> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0.0f</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 2.5f</Mod_Multiplier> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated /> </Unit_Ability> <!-- Primary ability --> <Unit_Ability> <Type>EJECT_VEHICLE_THIEF</Type> <Recharge_Seconds>10</Recharge_Seconds> <!-- time that the user can't eject thief, kicks in right away --> </Unit_Ability> </Unit_Abilities_Data> </GroundVehicle> <!-- Company Data --> <GroundCompany Name="Imperial_Armor_Group_2"> <Text_ID>TEXT_IMPERIAL_ARMOR_GROUP</Text_ID> <Encyclopedia_Good_Against>T2B_TankMPTLPod_Walker</Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To>T4B_TankPlex_SoldierUC_Rebel_Buildable_Anti_Vehicle_Turret</Encyclopedia_Vulnerable_To> <GUI_Row>1</GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>40</Damage> <Autoresolve_Health>100</Autoresolve_Health> <Affiliation>Empire</Affiliation> <Build_Cost_Credits>100</Build_Cost_Credits> <Piracy_Value_Credits>50</Piracy_Value_Credits> <Build_Time_Seconds>50</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_Heavy_Vehicle_Factory</Required_Special_Structures> <Required_Planets /> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>3</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>tank</Ship_Class> <Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit> <Company_Units>IFT-T_Repulsor_Tank,IFT-T_Repulsor_Tank,IFT-T_Repulsor_Tank,IFT-T_Repulsor_Tank</Company_Units> <Max_Squad_Size>1</Max_Squad_Size> <Icon_Name>i_button_1-m_med_repulsor_tank.tga</Icon_Name> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_2M_Tank</SFXEvent_Build_Complete> <SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move> <Score_Cost_Credits>500</Score_Cost_Credits> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability Name="TURBO"> <Type>TURBO</Type> <Expiration_Seconds>20</Expiration_Seconds> <Recharge_Seconds>50</Recharge_Seconds> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0.0f</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 2.5f</Mod_Multiplier> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated /> </Unit_Ability> </Unit_Abilities_Data> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>10</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>--> <Encyclopedia_Text>TEXT_TOOLTIP_M1_REPULSOR</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TANK</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>1</Population_Value> </GroundCompany> <!--</IFT-T_Data>--> <!-- Hard points for the IFT-T Tank --> <HardPoint Name="HP_IFT-T_Tank_01"> <Type>HARD_POINT_WEAPON_LASER</Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>p_electricalstatic3_ALT2</Fire_Bone_A> <Fire_Bone_B>p_electricalstatic_ALT1</Fire_Bone_B> <Fire_Cone_Width>100.0</Fire_Cone_Width> <Fire_Cone_Height>90.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>0.5</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>0.5</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>2</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>200.0</Fire_Range_Distance> <SFXEvent_Fire>Unit_Empire_Ship_Laser_Fire</SFXEvent_Fire> <Fire_Inaccuracy_Distance>Infantry,5.0</Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance>Vehicle, 0.0</Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance>Structure, 10.0</Fire_Inaccuracy_Distance> <Fire_Category_Restrictions>Air</Fire_Category_Restrictions> </HardPoint> <HardPoint Name="HP_IFT-T_Tank_02"> <Type>HARD_POINT_WEAPON_MISSILE</Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>p_electricalstatic3_ALT2</Fire_Bone_A> <Fire_Bone_B>p_electricalstatic_ALT1</Fire_Bone_B> <Fire_Cone_Width>100.0</Fire_Cone_Width> <Fire_Cone_Height>90.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_T4B_Missile</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>1</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>1</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>2</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>200.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_MPTL_Tank_Fire</Fire_SFXEvent> <Fire_Category_Restrictions>Air,Infantry</Fire_Category_Restrictions> </HardPoint> </IFT-T_Data>
  9. Not bad. Maybe provide a little info on some of the other various things you could use for icons. Maybe stuff like select by color, etc. I suppose there really is not a whole lot to making icons. A gimp skinning tutorial would really take the cake, if you know how. You can get a dds plugin for the gimp, I have used it with W3 skins. Don't know how to do editing with SW though.
  10. that was just an example, what I am looking for is to get a different colored stormtrooper for GC. Player colors do not apply for GC, correct? So all I need to do is just color the stormtrooper green, correct? Or is that code?
  11. I don't know what I'm doing.... The way I have it now, I don't think my stormtrooper has a head. I can't tell though. I'm pretty sure I'm doing something wrong, so tell me what it is. Let's say I want to make a stormtrooper head green. What I did is: 1.Dragged a selection square around the part with the head in it. 2.Click to view the alpha channel. Everything now appears with a red tint. 3.Right click, fill with white. The selected square previously containing the head is now white. 4.Right click, select inverse. I now have a selection box around everything except the box the head was previously in. 5.I can edit anything except the head. Why can't I edit the head (now white square), which is what I was aiming for? What do I do with the thing in the bottom left - color it, leave it? What should I do with it when doing the whole alpha thing? Not sure how to put pictures here, so I can't show you what I have.
  12. In the tutorial, it says to fill the alpha channel in white...but I can't do anything to the alpha channel because 'the target channels are hidden'. How do I fill it in with white?
  13. Will this change only the player colors, or change the entire color of the unit?
  14. ya...I'd test it too.
  15. what do they open with? I found some of those files, but they aren't very understandable. There is some words, lots of boxes, and some symbols.

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