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agentanorexia

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Everything posted by agentanorexia

  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.
  16. Well, it seems to work well now. The rebels don't seem to attack me at all, but maybe I didn't give them enough time (their territory is sort of split up). Still, if you know how to change probabilities of attack and such, I would like to know. Thanks for all your help.
  17. Ya, I think I fixed it, for the empire at least. Within a minute of the game they were building at-te's and clones. Going to test the rebs now. Also got to see if the emp makes laats...lots to do.
  18. They build other units...just not the other custom ones. Rebels seem to build just about everything except snowspeeders and mptl's, which is weird, because mptl's are good. Emps seem to build only tie fighters, storms, but also seem to attack with tie crawlers and atst's. I'll try lowering the ai combat power. edit-ah yes...tie fighter land had 2000 ai combat power. I changed that, testing now.
  19. How exactly do you do this? Where do you get an lua editor/lua files for foc? Why is it that I added an aat for the rebellion, and the rebellion will build them, but no other units? If I play as rebs, the empire only seems to build the ground tie fighter. However, occasionally the rebels attack me with 5/10 squads of aat's. Those seem to be the only units that the ai will build and use. How can I get the ai to use custom units? Is the problem possibly my method of "creating" more space in the build menus? What I did was make the custom unit buildable on one or two planets, and then took a similar unit of the list for the planet. Thus replacing the old unit with a new one for that planet. Is it possible the ai is having a problem with that? The empire seems to build the tie fighter all the time, and that is buildable everywhere. Of course, the aat is only buildable on geonosis and mustafar, so I don't think that is why. Another question...I am trying to make the ai "better" by starting them with more buildings and higher level space stations from the start so they in theory would spend less on buildings and bases and have more to spend on units. However, when I start the game, the ai seems retarded. They won't attack with large fleets at all, and when a planet is empty, like right after a conquest, the ai no longer builds buildings there. They occasionally get a lvl 1 space station, before the third side takes it over and leaves it empty as well. Is there a probability on whether the ai will attack, based on what level the space station of a planet is? How can I change when they attack, how often, what army size, etc.? Thanks
  20. ok...the skins are great. I am going to be using some of the other skins shortly. I probably won't be releasing this on the internet, it's just for my personal enjoyment.
  21. Alright, I got them working. I was missing a <?xml version="1.0"?> at the top of my file (I create separate files for most of my units, I put it back for testing purposes.) Thanks for all your help, and the clone models are excellent.
  22. Yes, I did use the wrong name...doh. I eventually plan to add more than just the 501, I am just trying to get something that works, that I can base other infantry on. eitrooper.alo was a typo on my part, it was ei_trooper.alo. I fixed all the CI501 errors to be CI_501. I still, however, get an exception upon starting. Just to make sure...GUI_Model_Name and Land_Model_Name are both what I want the unit to look like, the Land_Terrain_Model_Mapping is for different models in terrains, and the override is the animation I want to use, correct? My code for GroundCompaniesEmpire.xml is: <GroundCompany Name="Imperial_Clonetrooper_Squad"> <LOD_Bias>5</LOD_Bias> <Text_ID>TEXT_IMPERIAL_CLONETROOPER_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_CLONETROOPER 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>90</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_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper</Company_Units> <Max_Squad_Size> 9 </Max_Squad_Size> <Icon_Name>501.tga</Icon_Name> <GUI_Model_Name>CI_501.ALO</GUI_Model_Name> <Land_Model_Name>CI_501.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> My code for GroundInfantry.xml is: <GroundInfantry Name="Clonetrooper"> <LOD_Bias>5</LOD_Bias> <Text_ID>TEXT_UNIT_CLONETROOPER</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>CI_501.ALO</Land_Model_Name> <Land_Terrain_Model_Mapping> Temperate, CI_501.ALO, Urban, CI_501.ALO, Arctic, CI_501.ALO, Volcanic, CI_501.ALO, Desert, CI_501.ALO, Forest, CI_501.ALO, Swamp, CI_501.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_CLONETROOPER 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, Stormtrooper_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> <!-- Non-Hero unit abilities description --> <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> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Storm_Trooper</SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> </GroundInfantry> and my code for Containers.xml is: <Container Name="Clonetrooper_Team"> <Select_Box_Scale>65</Select_Box_Scale> <Text_ID>TEXT_IMPERIAL_CLONETROOPER_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_CLONETROOPER 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>501.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>45</Tactical_Bribe_Cost> <!-- Non-Hero unit abilities description --> <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> </Container> [code] Thanks[/code]
  23. Well, I have been trying to add in some code for storm troopers lately. I need to know why the code causes an exception. It is definitely the clone code, because if I take it out, the game runs. I copied the code directly from stormtroopers. I basically just copied and changed stormtrooper code to clonetrooper in GroundCompaniesEmpire.xml, GroundInfantry.xml, and Containers.xml. If you would be able to help me out with this I would be appreciative. My code for GroundCompaniesEmpire.xml is: <GroundCompany Name="Imperial_Clonetrooper_Squad"> <LOD_Bias>5</LOD_Bias> <Text_ID>TEXT_IMPERIAL_CLONETROOPER_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_CLONETROOPER 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>90</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_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper, Squad_Clonetrooper</Company_Units> <Max_Squad_Size> 9 </Max_Squad_Size> <Icon_Name>501.tga</Icon_Name> <GUI_Model_Name>CI501.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> My code for GroundInfantry.xml is: <GroundInfantry Name="Clonetrooper"> <LOD_Bias>5</LOD_Bias> <Text_ID>TEXT_UNIT_CLONETROOPER</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>CI501.ALO</Land_Model_Name> <Land_Terrain_Model_Mapping> Temperate, CI501.ALO, Urban, CI501.ALO, Arctic, CI501.ALO, Volcanic, CI501.ALO, Desert, CI501.ALO, Forest, CI501.ALO, Swamp, CI501.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_STORMTROOPER 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, Stormtrooper_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> <!-- Non-Hero unit abilities description --> <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> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Storm_Trooper</SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> </GroundInfantry> My code for Containers.xml is: <Container Name="Clonetrooper_Team"> <Select_Box_Scale>65</Select_Box_Scale> <Text_ID>TEXT_IMPERIAL_CLONETROOPER_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_CLONETROOPER 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>501.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>45</Tactical_Bribe_Cost> <!-- Non-Hero unit abilities description --> <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> </Container> Also, a few questions. When I get an exception, it tells me to check two files, except.txt and logfile.txt. I found except.txt but can't make any sense of it. However, logfile.txt is a different story. I searched my whole hard drive, but no logfile.txt file. Where is it? What is the difference between GUI_Model_Name, Land_Model_Name, Land_Terrain_Model_Mapping, and Land_Model_Anim_Override_Name. I would, for the clonetroopers, assume that I put eitrooper.alo as the land_override thing. What model should I use for GUI_model_name, and land_terrain_model_mapping. The clone file is just a single .alo file, so I need to override the regular stormtrooper model with the clone body, correct? If you could tell me what the differences are between all of them, it would be a great help to me. Thanks
  24. Well, I tried replacing walk locomotor with team infantry locomotor, and they couldn't walk. So I put in the walk locomotor with the team one, and they can move. They don't walk, but instead seem to glide very slowly. Also, the green circle around the unit gets stretched into weird shapes when the units move around. I have seen this in other mods, is there a way to fix it? When the unit fires, a white thing appears at the end of the gun. Am I missing a file? The models look good by the way.
  25. thanks, though at this point I'm not going to release my mod to the public, it's only for my personal enjoyment.

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