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Help! i cant get my proton torpedo hard point to work (xwing)

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It seems right i even checked it against sw realism mod but for some reason as soon as it starts loading it kicks me out...if i change the to it works...but of course the missiles dont!

 

 

been trying to fix it for four hrs :(

Edited by Cain

You probably need to attach your hardpoint to the corect hull. Try the old WTME 6.0 and see how Zaarin got his ISD Glory to fire missiles. (just go back on the changes and you will see)

- The Trivium Organization - Community Manager -

- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -

  • Author

should be here

 

 

TEXT_UNIT_X_WING

TEXT_ENCYCLOPEDIA_CLASS_FIGHTER

TIE_Fighter TIE_Bomber TIE_Prototype

Tartan_Patrol_Cruiser Broadside_Class_Cruiser IPV1_System_Patrol_Craft

rv_XWing.ALO

0.7

70

1.0f

 

50.0

 

        Damage_Fighter

0

0.2

0.98

4.0

1.0

6.0

6.0

6.0

40

800.0

no

20

40

4

Yes

1.0

0.1

Rebel

30

120

3

500

300

fighter

Armor_Fighter

                Shield_Fighter

1

yes

no

0

0

5

8

FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA

Yes

5

 

Proj_Ship_Small_Laser_Cannon_Red

4

0.1

1.5

 

Fighter, 1.0

Bomber, 1.0

Transport, 1.0

Corvette, 30.0

Frigate, 30.0

Capital, 30.0

Super, 30.0

 

130.0

500.0

450.0

Small_Explosion_Space

Unit_X_Wing_Death_SFX

Small_Damage_Space

 

               

                        HP_XWING

               

 

Unit_X_Wing_Fire

Unit_Select_X_Wing

Unit_Move_X_Wing

Unit_Fleet_Move_X_Wing

Unit_Attack_X_Wing

Unit_Guard_X_Wing

Unit_Assist_Move_X_Wing

Unit_Assist_Attack_X_Wing

Unit_Asteroids_X_Wing

Unit_Nebula_X_Wing

 

HARD_POINT_WEAPON_LASER, Unit_HP_LASER_X_Wing

HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_X_Wing

HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_X_Wing

HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_X_Wing

HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_X_Wing

HARD_POINT_ENGINE, Unit_HP_ENGINES_X_Wing

HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_X_Wing

 

Unit_Health_Low_X_Wing

Unit_Health_Critical_X_Wing

Unit_Enemy_Health_Low_X_Wing

Unit_Enemy_Health_Critical_X_Wing

Unit_X_Wing_Fly_By

5

10

Unit_X_Wing_Cinematic_Engine_Loop

 

Fighter | AntiBomber

SmallShip

i_button_x_wing.tga

yes

Yes

 

7.0

Space

2

-1.0

25.0

Yes

60

2.0

Fighter

5.0

 

TEXT_TOOLTIP_X_WING

 

SPOILER_LOCK

 

WEAPON_DELAY_MULTIPLIER, 3.0f

SHIELD_REGEN_MULTIPLIER, 3.0f

ENERGY_REGEN_MULTIPLIER, 3.0f

SPEED_MULTIPLIER,             1.5

Unit_Ability_On_X_Wing

Unit_Ability_Off_X_Wing

 

 

Yes

0.2

2.0f

Small_Explosion_Space

Unit_X_Wing_Spinning_By

true

 

500.0

0

 

 

HARD_POINT_WEAPON_TORPEDO

            No

            No

 

Damage_Default

            MuzzleA_01

            MuzzleA_01

            30.0

            30.0

            XWING_Proton_Torpedo

            20.0

            20.0

            2

            0.15

            700.0

Unit_Torpedo_Fire

 

Fighter, Bomber

   

 

Proj_Ship_Small_Laser_Cannon_Generic

W_LASER_SMALL.ALO

0,0

30.0

5

120

 

TEXT_NONE

2

5

6

2,0

246,156,146,255

0.8

Damage_Proton_Torp

5

3.0

PROJECTILE, HIDE_WHEN_FOGGED

MISSILE

2200.0

0.0

90.0

SFX_Proton_Torpedo_Detonation

SFX_Small_Damage_Detonation

Yes

No

Yes

0

Conc_Missile_Detonation_Particle

Large_Dud

Projectile_Shield_Absorb_Medium

600

 

Would you perhaps have to add the 'projectile type' into the fighters.xml for the torps, like for the laser.
'All that evil needs to triumph, is for good men to do nothing.'
  • Author
unlikely - the sw realism mod has it working and doesnt have it.
Ok, so it appears you either have all hardpoints...or none at all. You will have to delete the laser entry and create a hardpoint for it, like for the TIE Bomber and Y-wing.
'All that evil needs to triumph, is for good men to do nothing.'
it is very simple just use the torpedo hp for the ywing! HP_bomber02 i think! all you have to do is add it to xwing! thats it! and change is bomber to yes as well

Dan Williams

Mod Project : Star Wars - Civil War (v0.3)

Well there ya go. I did notice after writing that post that many of the ground units have both standard lasers and hardpoints..

 

On another note...what would happen if you didn't make it a bomber?

'All that evil needs to triumph, is for good men to do nothing.'

If you used the code straight from my mod it should work.  The fire bone I used for the X-wing torpedo is copied over from the Y-wing's torpedo fire bone since they are both rebel fighters.

 

I noticed you bumped the damage up to 90, that's a pretty strong torpedo!

EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish.  Introduces a FLEET! Deathmatch mode.

 

http://pff.swrebellion.com/index.php?topic=2763.0

http://www.lucasforums.com/showthread.php?t=161089

 

EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW.  Also introduces Scenario play.

 

http://pff.swrebellion.com/index.php?topic=3136.0

http://www.lucasforums.com/showthread.php?t=162569

  • Author
yea, i tried making it my own...it didnt work then i even tried copying your one and didnt work...then i got it to work by not modifying the files in /xml folder and moving them there afterwards!

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