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By on April 13, 2011 12:05:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sinperium

Join Date 02/2010
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http://fc08.deviantart.net/fs43/i/2009/115/7/0/cosmonaut_by_himnotep.jpg

 

This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.

If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.

Please do limit  "just comments" here to brief posts please.  If you don't know the answer or can't point to help--don't post.  Please note that a random, uninformed guess isn't an actual answer.  

You can refer people to another source--IF it actually helps answer their question.  This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.

Remember--specific questions, specific answers.  Only respond to the ones you can help solve.  Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.

Thanks in advance for your help and cooperation.  The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.

NOTE: If an answer resolves your issue, please share it here.  These answers will help others coming along later too.  Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!

 

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May 3, 2011 10:07:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ah, I see. Makes sense.

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May 3, 2011 10:07:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Edit: Delete this

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May 7, 2011 3:16:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey guys, me again. I've got a question concerning the creation of effects, specifically explosions with burst-fire weapons. I made a torpedo that has a burst fire of 3 (it is a slow traveling weapon), but the explosion only happens on the 1st and 3rd torpedoes, and nothing happens on the second, as if the damage was transferred, but no explosion. do you know why it does this? is it a hardcoded limit in the game? thanks! here's the pastebin:

http://pastebin.com/jagGpUdE

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May 7, 2011 8:54:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay my turn to ask a question now.

Does anyone know what map the game uses to create the little solar system in the background before you launch a game? If we could determine which one it was (assuming its with the rest) we could create some awesome background battle scenes such in Empire at War.

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May 7, 2011 9:39:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Does anyone know what map the game uses to create the little solar system in the background before you launch a game? If we could determine which one it was (assuming its with the rest) we could create some awesome background battle scenes such in Empire at War.

The backdrop is randomly generated each time... This means that it either draws upon one of the Random maps or has some sort of internal map generator.

I got a question as well. Say I have a laser weapon that has a Damage value of 100 (same for all Banks) and the weapon has a burstCount of 2, this weapon would do 200 damage per volley (aka. 100 damage/shot), correct?

Also, on Entity modifiers, there's modifiers such as ShieldPointRestoreRate and MaxHullPoints, and I was wondering if there's any sort of Shield Point modifer, like MaxHullPoints, out there?


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May 7, 2011 10:10:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
and the weapon has a burstCount of 2, this weapon would do 200 damage per volley (aka. 100 damage/shot), correct?

No. Burst count is purely cosmetic, the game does not associate damage values with individual shots. All it is used for is spawning multiple lasers/missiles etc. with each volley.

Quoting Lavo_2,
Also, on Entity modifiers, there's modifiers such as ShieldPointRestoreRate and MaxHullPoints, and I was wondering if there's any sort of Shield Point modifer, like MaxHullPoints, out there?

Look at the Advent hangar shield bestowal ability. If its possible you'll find it there.

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May 7, 2011 10:23:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

No. Burst count is purely cosmetic, the game does not associate damage values with individual shots. All it is used for is spawning multiple lasers/missiles etc. with each volley.


Hrm. Thanks, I have some changes to do then.

Quoting GoaFan77,
Look at the Advent hangar shield bestowal ability. If its possible you'll find it there.

Indeed it exists; called MaxShieldPoints no less, thanks. For reference, I'm using this in an attempt to give fighters shields, via ability, will post if it works out. Edit: And it seems it works, I think. Will see if the shielding works properly however.

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May 7, 2011 11:26:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
Indeed it exists; called MaxShieldPoints no less, thanks. For reference, I'm using this in an attempt to give fighters shields, via ability, will post if it works out. Edit: And it seems it works, I think. Will see if the shielding works properly however.

Holy $%!#, that's awesome. I guess it just got so ingrained in people's heads that fighters can't have shields that no one bothered to try. If it works and I've got some new features to add to my mods.

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May 8, 2011 3:51:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Okay my turn to ask a question now.

Does anyone know what map the game uses to create the little solar system in the background before you launch a game? If we could determine which one it was (assuming its with the rest) we could create some awesome background battle scenes such in Empire at War.
 

I think I might have stumbled across something referring to this in the diplomacy.user file. But, I think that would be either to generate or not to generate a system instead of pick and choose what you want there. You could use that as an angle to look into it maybe.

 

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May 8, 2011 3:02:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay guys, my turn for some help.

I am trying to develop a method through an ability/buff setting using the Fleet Beacon concept that when a ship dies another ship is called in. I got it "stable" but it doesn't call in a ship when it dies. This is the coding I have.

http://pastebin.com/25B9ArYs

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May 8, 2011 6:15:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Ryat,
Okay guys, my turn for some help.

I am trying to develop a method through an ability/buff setting using the Fleet Beacon concept that when a ship dies another ship is called in. I got it "stable" but it doesn't call in a ship when it dies. This is the coding I have.

http://pastebin.com/25B9ArYs

This works for me as a passive ability.

http://dl.dropbox.com/u/5790092/Temp/AbilityNephilimImmortality.entity

http://dl.dropbox.com/u/5790092/Temp/BuffNephilimImmortalityOnDeath.entity

 

Edit - De nada... Let me know if it works for you.

 

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May 8, 2011 6:30:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks, I will give it all a try.

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May 8, 2011 6:39:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It didn't work. [e digicons]:'([/e]

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May 8, 2011 6:57:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Are you spawning a capital ship or a frigate. It works well with a capital ship because fleet supplies are ignored.

If you are spawning a frigate are your min/max supplies right?

 

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May 8, 2011 7:09:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The frigate is only at 1 supply and I am a 75 supply available. I almost get that feel that it happens to slow. Will remove any delay and see if that helps.

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May 8, 2011 7:24:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I forgot to put in a point for it. That explains why it didn't work.

Works now thanks.

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May 8, 2011 10:27:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Ryat,

I forgot to put in a point for it. That explains why it didn't work.
Works now thanks.

I see...so it was your fault.

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May 8, 2011 10:33:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
I see...so it was your fault.

Yeah I was used to my settings which was set to fixedlevel0 setting. I just copy/pasted ZombieRus5's and didn't see that change up to intrinsic setting. But I fixed it and it works great.

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May 8, 2011 10:36:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What exactly did you change?

If I had read, I'd have seen.


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May 8, 2011 11:08:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
What exactly did you change?

levelSourceType... Intrinsic is only for leveling capital ships. Setting it to FixedLevel0 allows the ability to be used without any pre-requisites.

 

 

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May 9, 2011 12:22:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I've asked this before and I got two contradictory answers from two different people.

If I make a basic capital ship hull, I know I can use the same mesh and just provide different textures if I wanted a "generic" ship.

Can I use the generic mesh/hull for all ships and allow each ship to have a unique mesh model for a superstructure?

The idea is to use a single model for the main part.

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May 9, 2011 2:10:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It is easier to make multiple models use the same texture sheet.  than to use multiple textures, and one mesh to represent different units. The requiem mod, and SotGE ships share many textures. A Sins mesh cannot "switch" textures through scripting (afaik). How sins is set up now each unit is represented by a separate mesh with a separate texture for each mesh.

Tec, Pirates, and planetary defenders pretty much share the same meshes, and resources. However Pirate meshes share some textures with each other. This is something you may be interested in checking out.

As far as making a single hull mesh, and having mesh add ons called for to represent different units.. Aint gonna happen. If you look at the starbase, and structure upgrade meshes, each upgrade mesh is the whole structure with the add on that represents each upgrade added to the mesh. So tech, advent, and vasari starbases have 3 meshes of the whole starbase the only difference is the add ons. It is kind of stupid imo how they did it, but i didnt build the game. Homeworld 2 does the same thing with some units with its module upgrades. If it was possible to have small module upgrade meshes added to a single main hull it would save so much in system resources.

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May 9, 2011 4:13:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well that answers the question.  Simple enough.  I'm looking down the road at making a Minimal Sins with the same models for all sides just using the textures to differentiate them and dumbing down the models.

Maybe I'll sit down this summer and really try to dig into it.  Thanks for the reply.

 

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May 15, 2011 4:23:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Not a question, but I recall awhile ago one or more people were wondering if it is possible to play with the backdrop that shows up when the game boots up. I'm pleased to say that this is possible, and that I have done so. The scene generator or whatever it's called uses the Random, WeightedRandom, and RandomStar (groups from GalaxyScenarioDef) to generate the backdrop. An example with a blue star and only asteroids for planets.

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May 15, 2011 4:41:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
Not a question, but I recall awhile ago one or more people were wondering if it is possible to play with the backdrop that shows up when the game boots up. I'm pleased to say that this is possible, and that I have done so. The scene generator or whatever it's called uses the Random, WeightedRandom, and RandomStar (groups from GalaxyScenarioDef) to generate the backdrop. An example with a blue star and only asteroids for planets.

Hmm, interesting. Do you know if it uses a specific map to pick those groups? Because I really can't apply custom templates to random worlds without changing the template for every individual planet in those groups. I suppose I could just make copies of the original weighted random/random and change every map to use those, then make some new planets with the desired default template to put under WeightedRandom/Random, so thanks for the info.

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