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GeneralVeersB1

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  1. Whoa! This is fantastic!!! Thanks a million, Mike!! PS: This should be stickied!! ;D
  2. Okay, I'll try changing the Blaster_Cannon to something else, but that still leaves the problem with the railgun not firing in rocket mode. And about the DSII code, well... This is for EAW not FOC... So that probably doesn't help much... [Edit] Okay, I just tried changing the projectile, and that didn't work either, so my other three hardpoints still don't fire.
  3. No, I'm pretty sure I coded that right. I have the point guns and the two guns enabled only in normal mode, and just the railgun enabled in rocket mode.
  4. Really? I was hoping otherwise, I'm sure I read somewhere in another topic that somebody had the proton beam target the hull. Well, if not that, then what about the unit? Any idea why only one of the weapons works?
  5. Oh, is that too intimidating for you? :-[ Sorry, I just thought it was an idea... Well, I guess I could try myself, but I don't know every single tag... I suppose I should get on that.
  6. Sorry, I meant applicable tags for the unit. Like for example, a space unit could go something like: Something along those lines would be fantastic
  7. I just watched the tech videos, looking very, very nice! Can't wait to try it out!
  8. I second that! A blank XML template for units, along with all applicable parameters and what they do would be fantastic.
  9. Well, as a matter of fact, I have tried that. All it does is just destroy the hardpoint faster. What I'm talking about is: You know when you hit a ship with the Hypervelocity gun, it damages hardpoints at random, and if you repeat the process enough, you eventually destroy the entire ship? What I want is the same effect with the Proton Beam. I want the Proton Beam on this ship to target the hull itself, and not the hardpoints. Oh, while I'm thinking about it, I have another ship I have added into the game, it has 4 hardpoints - a point defense weapon, two machine guns (Well, I tried to replicate the effect), and a Railgun (I'm just going to use a hypervelocity gun projectile), but only the point defense guns fire, nothing else works. Some help on either of these would be greatly appreciated, here is my code: In SpaceUnitsSupers.xml: <SpaceUnit Name="Ragnarok"> <Text_ID>TEXT_UNIT_RAGNAROK</Test_ID> <Encyclopedia_Good_Against> Vengence ISD2 Star_Destroyer </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Executor_Super_Stardestroyer Praetor_Super_Stardestroyer Shadow </Encyclopedia_Vulnerable_To> <Required_Special_Structures>Rebel_Light_Ship_Yard</Required_Special_Structures> <GUI_Row> 1 </GUI_Row> <Space_Model_Name>RV_Ewing.ALO</Space_Model_Name> <Ranking_In_Category>5</Ranking_In_Category> <GUI_Bracket_Height>500</GUI_Bracket_Height> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Select_Box_Scale>100</Select_Box_Scale> <Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust> <Scale_Factor>1.5</Scale_Factor> <Mass>0.999</Mass> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <Multisample_FOW_Check>Yes</Multisample_FOW_Check> <Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged> <Armor_Type> Armor_Star_Destroyer </Armor_Type> <Shield_Armor_Type>Shield_Capital</Shield_Armor_Type> <Max_Speed>4.5</Max_Speed> <Max_Rate_Of_Turn>4.5</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> Fighter </Space_Layer> <Layer_Z_Adjust>0</Layer_Z_Adjust> <Max_Rate_Of_Roll>2.5</Max_Rate_Of_Roll> <Bank_Turn_Angle>90</Bank_Turn_Angle> <OverrideAcceleration> .02 </OverrideAcceleration> <OverrideDeceleration> .02 </OverrideDeceleration> <Max_Thrust>1.5</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>0.45</Hyperspace_Speed> <Maintenance_Cost>0.3</Maintenance_Cost> <Affiliation>Rebel</Affiliation> <Tech_Level>3</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>1</Required_Star_Base_Level> <Damage>70</Damage> <Autoresolve_Health>7500</Autoresolve_Health> <Shield_Points>4500</Shield_Points> <Tactical_Health>7500</Tactical_Health> <Shield_Refresh_Rate>45</Shield_Refresh_Rate> <Energy_Capacity>8000</Energy_Capacity> <Energy_Refresh_Rate>800</Energy_Refresh_Rate> <Ship_Class>fighter</Ship_Class> <Squadron_Capacity>40</Squadron_Capacity> <Build_Cost_Credits>7000</Build_Cost_Credits> <AI_Combat_Power>3000</AI_Combat_Power> <Build_Time_Seconds>5</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Size_Value>2</Size_Value> <Behavior> SELECTABLE, DUMMY_STARSHIP</Behavior> <SpaceBehavior>FIGHTER_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT</SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions> <Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone>Damage_Normal</Death_Clone> <Space_FOW_Reveal_Range>3500.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>7000.0</Targeting_Max_Attack_Distance> <HardPoints> HP_Ragnarok_Point_Guns, HP_Ragnarok_Laser01, HP_Ragnarok_Laser02, HP_Ragnarok_Railgun </HardPoints> <SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Destroyer</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard> <SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite> <SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage> <SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Star_Destroyer </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Star_Destroyer </SFXEvent_Move_Into_Nebula> <CategoryMask> Capital | AntiFrigate </CategoryMask> <Icon_Name>I_BUTTON_EV_ISD.TGA</Icon_Name> <GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name> <GUI_Distance>2300</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <Victory_Relevant>yes</Victory_Relevant> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Attack_Move_Response_Range>400.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>i_radar_capital_ship_empire.tga</Radar_Icon_Name> <Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>ROCKET_ATTACK</Type> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> </Abilities> <Spin_Away_On_Death>Yes</Spin_Away_On_Death> <Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance> <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time> <Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion> <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die> <Remove_Upon_Death>true</Remove_Upon_Death> <Strafe_Distance>500.0</Strafe_Distance> <Encyclopedia_Text> TEXT_TOOLTIP_STAR_DESTROYER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class> <Score_Cost_Credits> 45000</Score_Cost_Credits>--> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>4700</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>55</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>--> <Population_Value>2</Population_Value> </SpaceUnit> And in Hardpoints.xml: <!-- Ragnarok Hardpoints --> <HardPoint Name="HP_Ragnarok_Point_Guns"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_LASERCANNON</Tooltip_Text> <Health>500.0</Health> <Damage_Type> Damage_Star_Destroyer </Damage_Type> <Attachment_Bone>collission</Attachment_Bone> <Collision_Mesh>collission</Collision_Mesh> <Fire_Bone_A>MuzzleB_00</Fire_Bone_A> <Fire_Bone_B>MuzzleB_01</Fire_Bone_B> <Fire_Cone_Width>360.0</Fire_Cone_Width> <Fire_Cone_Height>360.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_AssaultFrig</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>4.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>5.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>10</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>800.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_AT_ST_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 2.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 2.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 1.5 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.2 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> <Fire_When_In_Rocket_Attack_Mode>No</Fire_When_In_Rocket_Attack_Mode> <Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode> </HardPoint> <HardPoint Name="HP_Ragnarok_Laser01"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_LASERCANNON</Tooltip_Text> <Health>400.0</Health> <Damage_Type> Damage_Star_Destroyer </Damage_Type> <Attachment_Bone>MuzzleA_02</Attachment_Bone> <Collision_Mesh>MuzzleA_02</Collision_Mesh> <Fire_Bone_A>MuzzleA_02</Fire_Bone_A> <Fire_Cone_Width>100.0</Fire_Cone_Width> <Fire_Cone_Height>100.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Blaster_Cannon_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>8.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>9.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>20</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>1100.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Blaster_Cannon_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 4.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 4.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 3.6 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 2.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> <Fire_When_In_Rocket_Attack_Mode>No</Fire_When_In_Rocket_Attack_Mode> <Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode> </HardPoint> <HardPoint Name="HP_Ragnarok_Laser02"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_LASERCANNON</Tooltip_Text> <Health>400.0</Health> <Damage_Type> Damage_Star_Destroyer </Damage_Type> <Attachment_Bone>MuzzleA_00</Attachment_Bone> <Collision_Mesh>MuzzleA_00</Collision_Mesh> <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Cone_Width>100.0</Fire_Cone_Width> <Fire_Cone_Height>100.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Blaster_Cannon_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>8.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>9.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>20</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>1100.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Blaster_Cannon_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 4.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 4.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 3.6 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 2.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> <Fire_When_In_Rocket_Attack_Mode>No</Fire_When_In_Rocket_Attack_Mode> <Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode> </HardPoint> <HardPoint Name="HP_Ragnarok_Railgun"> <Type> HARD_POINT_WEAPON_TORPEDO </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_RAILGUN</Tooltip_Text> <Health>1500.0</Health> <Damage_Type> Damage_Star_Destroyer </Damage_Type> <Attachment_Bone>MuzzleA_01</Attachment_Bone> <Collision_Mesh>MuzzleA_01</Collision_Mesh> <Fire_Bone_A>MuzzleA_01</Fire_Bone_A> <Fire_Cone_Width>10.0</Fire_Cone_Width> <Fire_Cone_Height>10.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Railgun_Slug</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>55.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>60.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>1</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>7000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Blaster_Cannon_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 4.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 3.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 2.5 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 0.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 0.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 0.0 </Fire_Inaccuracy_Distance> <Fire_Category_Restrictions> Corvette, Frigate, Capital, Super </Fire_Category_Restrictions> <Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode> <Fire_When_In_Normal_Attack_Mode>No</Fire_When_In_Normal_Attack_Mode> </HardPoint>
  10. Oh, I should have noticed that option sooner, silly me... Well I have Nero Wave Editor on my PC, so I just use that. Generally speaking, yes all you need is a microphone (Plugged into your computer, preferably ) You can use any program that allows recording via mic, just make sure when you save the final product, that the file is mono format (instead of stereo, this makes the file size smaller), and make sure it is 16 bit (so it is good clear quality, like mine!). Pretty much what Droid803 said a few posts ago. My god, I'm working like a mad man! I just finished the Dark Jedi and Liberator Cruiser dialog, check it out! I'm also going to see if I can come up with a good accent to use for the Underworld units, should be interesting.
  11. Glad you guys enjoy it so much! ;D Trust me, I had just as much fun making them. Today, I plan on getting the Dark Jedi and Liberator sounds recorded. I'll keep you posted! Hey, Dark_Lord, just let me know what other dialog you need, and I'll see what I can do. I'm more than willing to get you whatever you need! BTW: For future reference, how do I attach a file to a post?
  12. Okay, here's my problem: I have a custom unit in the game that has the Proton Beam ability, I have allowed the beam to target any type of unit, but there's a problem with the way the beam attacks capital ships. I'm not very happy with the beam just latching on to a single capital ship hardpoint, I want the whole ship gone! And for those of you who didn't bother to read the long story, here's the short version: I have a custom unit and I want the proton beam for that unit to function like the Hypervelocity Gun, and damage the whole ship at once instead of having to use it over and over to destroy a capital ship. I'm sure that this can be done in XML code, as I've heard of it being done before, I just can't seem to find anywhere where someone has posted the code.

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