June 3, 200719 yr i tried to get LOW's AT-RT to work in my mod. It works at 1st but then after it takes a few steps it just causes a fatal error. <GroundVehicle Name="AT_RT_Walker"> <LOD_Bias>4</LOD_Bias> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_AT_RT_WALKER</Text_ID> <Encyclopedia_Good_Against> Rebel_Trooper Underworld_Merc Rebel_Commando </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> T1B_Tank T2B_Tank </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_ATRT</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class> <Land_Model_Name>LoW_AT-RT.ALO</Land_Model_Name> <Behavior>SELECTABLE</Behavior> <LandBehavior>ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD,HUNT, WALK_LOCOMOTOR,TARGETING,IDLE,WEAPON,POWERED,REVEAL,HIDE_WHEN_FOGGED,UNIT_AI,TELEKINESIS_TARGET,STUNNABLE,DAMAGE_TRACKING, SQUASH</LandBehavior> <!-- Ground vehicles priority 1, ground infantry priority 2, air vehicles priority 3 (N/A = 9999) --> <Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher> <HardPoints> HP_AT_RT_00 </HardPoints> <Property_Flags>GoodInfantryCrusher</Property_Flags> <Ranking_In_Category>7</Ranking_In_Category> <Autoresolve_Health>200</Autoresolve_Health> <Mass>1.0</Mass> <Scale_Factor>1.6</Scale_Factor> <Movement_Animation_Speed> 0.8117 </Movement_Animation_Speed> <Rotation_Animation_Speed> 2.2 </Rotation_Animation_Speed> <Max_Speed>1.95</Max_Speed> <Max_Rate_Of_Turn>2.5</Max_Rate_Of_Turn> <Stopped_Rate_Of_Turn>1.5</Stopped_Rate_Of_Turn> <Walk_Transition>No</Walk_Transition> <Has_Pre_Turn_Anim> no </Has_Pre_Turn_Anim> <Min_Speed_Fraction_For_Turn> .1 </Min_Speed_Fraction_For_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Large Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 8.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 6.0 </Custom_Hard_YExtent> <MinimumPushReturnDistance> 100 </MinimumPushReturnDistance> <FormationOrder> 4 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <FormationSpacing> 1 </FormationSpacing> <FormationRaggedness> 2.5 </FormationRaggedness> <MaxJiggleDistance> 5 </MaxJiggleDistance> <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> <Locomotor_Has_Animation_Priority>no</Locomotor_Has_Animation_Priority> <Attack_Animation_Is_Overlay>no</Attack_Animation_Is_Overlay> <!--<Is_Sprite>No</Is_Sprite>--> <Type>Walk</Type> <Deploys>No</Deploys> <Affiliation>Empire</Affiliation> <Political_Control>0</Political_Control> <Required_Timeline>0</Required_Timeline> <Size_Value>75</Size_Value> <Armor_Type> Armor_Vehicle_LT </Armor_Type> <Damage_Type>Damage_T2B</Damage_Type> <Damage>4</Damage> <Shield_Points>0</Shield_Points> <Tactical_Health>350</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>999</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Projectile_Types>Proj_Swamp_Speeder_Cannon_Red</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>15</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds> <Sensor_Range>400</Sensor_Range> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>640.0</Targeting_Max_Attack_Distance> <Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust> <!-- 18 --> <Targeting_Fire_Inaccuracy> LandHero, 999</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Infantry, 30.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy> <Death_Explosions>Small_Explosion_Land</Death_Explosions> <Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Select>Unit_Select_Scout_Trooper</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Scout_Trooper</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Scout_Trooper</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Scout_Trooper</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Scout_Trooper</SFXEvent_Guard> <SFXEvent_Fire>Unit_ScoutFire</SFXEvent_Fire> <SFXEvent_Assist_Move> Unit_Assist_Move_Scout_Trooper </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_Scout_Trooper </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> <CategoryMask> Vehicle | AntiInfantry</CategoryMask> <Icon_Name>I_BUTTON_AT-RT.TGA</Icon_Name> <MovementClass>Walker</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_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Overall_Length>20.0</Overall_Length> <!-- Hand tweaked for vehicle pitching up and down on terrain --> <Overall_Width>0.0</Overall_Width> <!-- 0.0 means don't roll left and right on terrain --> <Has_Land_Evaluator>Yes</Has_Land_Evaluator> <AI_Combat_Power>70</AI_Combat_Power> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>650.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiInfantryStructure</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker> <Select_Box_Scale>30</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Weather_Category>Walker</Weather_Category> <Death_Clone>Damage_Normal, AT_RT_Walker_Death_Clone_00</Death_Clone> <Score_Cost_Credits>37.5</Score_Cost_Credits> <Influences_Capture_Point> True </Influences_Capture_Point> <Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle> <Tactical_Bribe_Cost>8000</Tactical_Bribe_Cost> <Fire_Weapon_When_In_Rocket_Attack_Mode>No</Fire_Weapon_When_In_Rocket_Attack_Mode> <Fire_Weapon_When_In_Normal_Attack_Mode>Yes</Fire_Weapon_When_In_Normal_Attack_Mode> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>FOW_REVEAL_PING</Type> <Recharge_Seconds> 60.0 </Recharge_Seconds> <Spawned_Object_Type> Proj_Special_Land_FOW_Reveal_Ping_Blast </Spawned_Object_Type> <Effective_Radius> 0.0 </Effective_Radius> <!-- 0.0 means no distance factor, unlimited to entire map --> <Area_Effect_Decal_Distance> 550.0 </Area_Effect_Decal_Distance> <GUI_Activated_Ability_Name> </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> </Unit_Ability> <Unit_Ability> <Type>ROCKET_ATTACK</Type> <Targeting_Max_Attack_Distance>800</Targeting_Max_Attack_Distance> <Alternate_Name_Text>TEXT_MORTAR_STRIKE</Alternate_Name_Text> <Alternate_Description_Text>TEXT_TOOLTIP_ABLITY_MORTAR_STRIKE</Alternate_Description_Text> </Unit_Ability> </Unit_Abilities_Data> <Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds> </GroundVehicle> <GroundVehicle Name="AT_RT_Walker_Death_Clone_00"> <Variant_Of_Existing_Type>AT_RT_Walker</Variant_Of_Existing_Type> <Land_Model_Name>LoW_AT-RT_DC.ALO</Land_Model_Name> <Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle> <LandBehavior>HIDE_WHEN_FOGGED</LandBehavior> <Custom_Hard_XExtent_Offset> -15.0 </Custom_Hard_XExtent_Offset> <Custom_Hard_XExtent> 15.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 6.0 </Custom_Hard_YExtent> <Death_Persistence_Duration> 999 </Death_Persistence_Duration> <Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End> <Death_SFXEvent_End_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_End_Die> <Specific_Death_Anim_Index> 0 </Specific_Death_Anim_Index> <IsDeathCloneObstacle> true </IsDeathCloneObstacle> </GroundVehicle> Can someone help me? BTW i asked this before but no one responded...BTW Does anyone know how to get Proton Torpedoes to destroy in one hit? Even with hardpoints?. I'm trying to make a heavy torpedo that will basically rip through any ship and destroy it. http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
June 4, 200719 yr Well, for the proton torpedo one, you could just tune up the amount of damage an individual proton torpedo deals out. As for the AT-RT, I dunno :
June 4, 200719 yr Author No, I mean torpedoes in space... against hard points. Kinda like a super laser. When that torpedo hits I want it to destroy a ship. Even if i make the blast radius large it still doesn't work. http://i10.photobucket.com/albums/a105/333Super/BESERKER.jpg
June 4, 200719 yr make it do 99999999 damage, increase the blast radius, and then make it damage random hardpoints using that line i cant remember for it.
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