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Igor

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Everything posted by Igor

  1. So, nobody knows about it or what ? Can anyone tell me - do those satellites repair big ships with HP's or not ? Damn, I think I'll have to buy FoC and see for myself what those repair satellites actually do with big ships... I know it's stupid, but I don't want to buy FoC meanwhile, because I don't have a good PC right now (don't want to spoil the impression ). But I'm sure it won't be difficult for you guys to look about this problem of mine in game itself. It's just... this idea of self repairing is becoming an obsession for me ;D
  2. But this code still doesnt't repair big ships! The health of thier HP's is not increasing... :'( and that's what I want to achieve - repair big ships and space stations by very slow self-repair of their HP's... I added this code to laser satellite (just for test) and satellite repaired fighters, bombers, corvetts indeed, but it does nothing with units which has HP's I don't get it - how those repair satellites could repair ships (and I suppose if they could - they could do it with ANY unit) and even stations in FoC, as it's been mentioned here ???
  3. So, how EXACTLY to do this ???
  4. Well, I don't know about FoC - maybe there are repair satellites in it, but I haven't seen them in EaW. The problem is that the code of repair facility doesn't work with big space stations and big ships, I think because they have actually two types of health - "tactical health" and "health". Hardpoints have "health" parameter. I tried to paste repair facility code directly in hardpoint's section (in HARDPOINTS.XML) but it didn't work. Maybe because only units can have abilities, but not hardpoints... Repair facility code can only restore tac. health of units but it actually unused by units with hardpoints so there is not much help from it. I think there should be some way to repair hardpoints, because when some hardpoint on station is destroyed, you still can repair it after upgrade. I saw params of hardpoints like "repair cost per frame" and "repair amount per frame" - maybe someone knows where is the code describing this process of repair ? Droid803, if there are repair satellites in FoC which can repair space stations, could you pls. post the code from them ?
  5. Is it possible to add force heal ability to big ships with hardpoints and space stations, so they could do "self repair" (like ground structures) ? I tried to add this to hardpoints but it didn't worked out... I've managed to do this only with units like corvettes. Does this mean that force heal ability only work with "tactical health" but not with "health" parameter ?
  6. Right now I'm working with params of ships and I decided to tweak shield regeneration. I want to decrease shield regen. interval to smth. like 0.3 instead of 3 secs and to preserve balance decrease also shield refresh rate values of units of course. Then regeneration of shiels will look more "smoothly" I think. But I realised that energy capacity and energy refresh rate are connected with shields somehow. I've never touched this param. before so I don't know how it works ???. Please explain me things related to energy... Especially two things: what is "Energy To Shield Exchange Rate" and why interdictor has so big energy capacity - 10000 points, even cap ships don't have so much.
  7. Hi. I need help about this effect. I want to turn off health loss of "converted by force" units and make it possible to repair and heal them with bacta turrets, repair turrets. Well, I think I'll try to add names of converted units into "applicable unit types" line of bacta turrets e.t.c. But I don't know what to do with health loss... I thought there must be some code in unit's description about it (something like emperor's negative healing ability) but I didn't find anything yet ???
  8. Reprogram GUI... that's interesting. You mean reprogram GUI to add more SA buttons or something other ? Can you tell me please, which files contain data about GUI and what progs I'm gonna need to work with it. I suspect there is something about buttons in GUIDIALOGS.RC file but it generated by C++...
  9. Well, I did what you said and emperor started to attack enemies whith lightning automatically. So you mean that unit can have as many Special_Attack abilities as I want and only two User_Input, right ? Pardon me but what the point of this - one of SA buttons is still used by lightning ability (after all I still can manually order emperor to attack smb. with lightning)...
  10. Thanks Droid803, it works. Now AT-AT is more like REAL AT-AT Now I'm gonna try to do the same thing with AT-ST. I remember in Jedi Outcast 2 it also had additional side armament. By the way maybe you know how to increase damage dealing by AT-AT to infantry specifically ? It's just when I saw ESB episode of Star Wars (when empireals attacked base on Hoth) rebel soldiers died like flies even when SINGLE shot from AT-AT exploded NEAR them ;D I hate when AT-AT fights whith reb. soldiers (especially upgraded with body armor or something like that - don't remember) so long... The same thing with recieving damage from them - several groups of infantry with blasters have very real chance to destroy the giant AT-AT - I think it's rediculous. To my mind you can fire at AT-AT from your blaster the hole day and don't make a single scratch on it ;D Well, of course movie and game are different things but I want to change params a little. The only variant I'm thinking about now is to make some initially enabled combat bonus ability...
  11. I tried to add two more abilities (power to shields & power to weapons) to generic star destroyer and realised that game just "see" first 2 abilities and ignores all others. I added new abilities on 1st and 2nd places and moved tractor beam ability on 3rd place - the ship lost old tractor beam ability... So I think - maybe there is some game constant that tells the game to use the first and the second ability only ? And one more thing: explain me please why power to shields and power to weapons abilities used in frigates described in Unit_Abilities_Data section only and tractor beam requires Unit_Abilities section. Maybe I can't add abilities because of this ?
  12. Recently I decided to add side cannons to AT-AT (I mean to make them fire). Does anybody know how to do that ? I looked at AT-AT model in alo viewer and there are muzzle flashes for side cannons, so I thought that theoretically it's possible to "activate" them. Problem is that most of ground vehicles don't have any records about hardpoints in HARDPOINTS.xml like ships... AT-AT have code of 2 hardpoints in that file but theese points are strange - they have restriction to fire at everything except infantry, fire pulse number is 1... I think model don't use this code. Maybe someone tried to do this ?
  13. I want to change formation order of TIE bombers. I want them to fly in square formation (like AT-ST walk on the ground). Is it possible to do this ?
  14. You mean select root bone as attachment bone ? Well it's very easy but root bone is placed somewere in the centre of the ship... and shield gen. on nebulon for example is placed in the back of the ship above the engines I think I will be able at least change coordinates of shield bone (which placed near root bone usually and unused by rebel ships anyway). I just need a program that allows to do that. Please advise me something.
  15. But I don't know how to export alo model in 3D Max. Tell me how to convert it to max format, please. I have that plugin (max2alamo.dle) but here I'm gonna need something like alamo2max, right ? I'm not good at all this stuff... I hope I will be able to change coordinates of "shield" bone (I discovered that even rebel ships have it) and then put new shield gen where I want.
  16. I wanted to add shield generator hardpoint to all ships that don't have it (acclamators, nebulons, assault frigates and mc-80s). The problem is that I need to create new bone in model for new hardpoint so it will look good (attachment bone). As I understood alo viewer can't add bones (or at least edit their coordinates) - it can only show them and their names Does anyone knows the way (or program) to create new bones in alo models ?
  17. Sorry but this line don't work either... Are you talking about EaW or FoC ? Maybe they are different in abilities coding ? I'm working only with EaW (haven't played FoC).
  18. Hi. I wanted to ask - how to make interdictor don't stop while using "missile shield" ability ? I thought that I must change "disable movement" parameter in description of ability from yes to no but the ship still stopped... Then I deleted that parameter completly but the result was the same ??? Does anybody knows what to do ?
  19. Well, I guessed that AI will not be able to use new added abilities because it actually not programmed to do that. But never the less I still want to know is it possible to add new abilities (for myself for example or human players)... theoretically ? And if it's possible - how to activate them ? Maybe someone knows how to add two more sa buttons (maybe right under old ones on the unit's icon so it will look nice) I looked in commandbarcomponents.xml but it's very complicated for me.
  20. Hi. I have a problem with abilities of space ships. I know that this question was asked before but can anyone told me - is it possible to have a space unit with more than two abilities ? I have managed to add "power to shields" ability to Acclamators and Victory cruisers recently - it worked ok. But I don't know what to do with Piett's Accuser - it already has two abilities and there is no more place above unit's icon in com.bar for third or forth SA button... I thought that I could activate new ability through shortcut keys but it didn't work out. If anyone knows how to add one or to more abilities to Imperator-class star destroyers please give me some walkthrough about it because I spent a couple of days on it and still have absolutly no idea how to make it work... P.S. Sorry for my bad english.

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