Mobile Defense Platforms?

Would it be possible to alter lines of the...

TECH Guass Defense platform

PSI Beam Platform

PHASE Missle Platform

to basically allow them to move within the gravity well in which they are built. Im looking at having them move incredibly slowly with a slow turning arc. I have tried a few basic ideas to get it done from copy paste the movement lines from one to another but nope, not that I expected it to work anyways. Obviously if its not possible it looks like they can handle a range increase instead.

If anybody has a clue on how to achieve this please let me know.

Thx

6,093 views 16 replies
Reply #1 Top

well you could create them as a frigate, but using the mesh files of the platforms while alterning their tuning rates and firing rates. Disable their jumping ability

Or since starbases can move, such as the varsari, create a starbase defense platform, with structure movement.

Reply #2 Top

Or!! Or you teleport yourself into the game and slap some engines on em :-p

Reply #3 Top

i made mobile platforms almost a year ago, perhaps for the same reasons you want to. You can take a scout frigate and change the hudicon, the smallHudIcon and the infoCardIcon. Use the weapon the defense platform uses, such as beam defense. Change the .mesh to point to the planetmodule mesh and then add a custom string, like mobilebeamdefense in the string folder, for the name and description of your new mobile defense to differentiate it from the original.

There is no way to disable the phase jump that i am aware of. That is determined by the frigateRoleType, which in this case if we are using a scout, then it can still jump. I did in my first tries use the moduleConstructor instead of the scout, to keep it in the well, but since i had "defined" it as a moduleConstructor, i had to leave in the "build" abilities, which made my defense platforms also constructors. That was cool for a while, but then later i wanted them to jump, so i used the scout framework and was able to get them to jump.

the code i used for the Advent MobileDefense is here:

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
frigateRoleType "Scout"
statCountType "FrigateScout"
mainViewIcon "MAINVIEWICON_PLANETMODULE_PSIORBITALBEAMDEFENSE"
picture "PLANETMODULEPICTURE_PSIORBITALBEAMDEFENSE"
NameStringID "IDS_PLANETMODULE_PSIORBITALBEAMDEFENSE2_NAME"
DescriptionStringID "IDS_PLANETMODULE_PSIORBITALBEAMDEFENSE2_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_NONCOMBAT"
basePrice
 credits 250.000000
 metal 0.000000
 crystal 0.000000
slotCount 2.000000
BuildTime 35.000000
hasLevels FALSE
ExperiencePointsForDestroying 20.000000
MaxHullPoints 1700.000000
MaxShieldPoints 800.000000
HullPointRestoreRate 2.000000
ShieldPointRestoreRate 1.000000
BaseArmorPoints 8.000000
maxMitigation 0.600000
Prerequisites
 NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 3
numSpecificDebris 0
armorType "VeryHeavy"
hudIcon "HUDICON_PLANETMODULE_PSIORBITALBEAMDEFENSE"
smallHudIcon "HUDICONSMALL_PLANETMODULE_PSIORBITALBEAMDEFENSE"
infoCardIcon "INFOCARDICON_PLANETMODULE_PSIORBITALBEAMDEFENSE"
minZoomDistanceMult 2.500000
NumWeapons 1
Weapon
 WeaponType "Beam"
 damageEnums
  AttackType "ANTIMEDIUM"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "OVERTIME"
  DamageType "ENERGY"
  WeaponClassType "BEAM"
 DamagePerBank:FRONT 180.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 0.000000
 DamagePerBank:RIGHT 0.000000
 Range 7500.000000
 PreBuffCooldownTime 9.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting TRUE
 PointStaggerDelay 0.750000
 TravelSpeed 0.000000
 Duration 4.000000
 WeaponEffects
  weaponType "Beam"
  burstCount 1
  burstDelay 0.000000
  muzzleEffectName "Weapon_PsiCapitalBeamHeavy_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 1
   sound ""
  hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound ""
  hitShieldsEffectSounds
   soundCount 1
   sound ""
  beamEffectSounds
   soundCount 1
   sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL"
  beamGlowTextureName "PsiCapitalBeam_Glow"
  beamCoreTextureName "PsiCapitalBeam_Core"
  beamWidth 30.000000
  beamGlowColor ffffffff
  beamCoreColor ffffffff
  beamTilingRate 3.000000
m_weaponIndexForRange 0
hasWeaponLevels FALSE
mass 3000.000000
ShieldMeshName ""
maxAccelerationLinear 125.000000
maxAccelerationStrafe 9.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 2.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 700.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_PSIAA_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_PSIAA_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_PSIAA_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_PSIAA_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_PSIAA_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_PSIAA_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_PSIAA_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_PSIAA_ONSELECTED_0"
SoundID "FRIGATE_PSIAA_ONSELECTED_1"
SoundID "FRIGATE_PSIAA_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_PSIAA_ONSTARTPHASEJUMP_0"
MeshName "PlanetModule_PsiOrbitalBeamDefense"
ExhaustParticleSystemName ""
ExplosionName "Frigate1"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PSICAPITALSHIP"
ability:0 "AbilityAdaptiveShield"
ability:1 "AbilityBoostMorale"
ability:2 ""
ability:3 ""
MaxAntiMatter 800.000000
AntiMatterRestoreRate 1.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 2
minShadow 0.200000
maxShadow 1.000000

 

Check the code against the original planetmodule and you will see the differnce, or against the Advent Scout. I used the same principle for the Tec and for the Vasari using the Gauss defense and the missile defense for the Vasari.

If you are doing this for Entrenchment, of course there is the entity.manifest that you will have to consider. Basically you will add a new frigate (alphabetically in the psi list) and add to the number at the top to account for the additional .entity file you added.

Of course this means if you make one for each race, you will add 3, with a frigatePhaseMissileDefense and a frigateTecGuassDefense and frigatePsiBeamDefense in the body listed alphabetically. Some others have been able to add things it appears non-alphabetically, but i get an error when i dont, so i do it that way.

If you want to look at them the way they are finished you can check out my NightFall v1 mod for Entrenchment, or my OverLords v1,6 mod for Vanilla Sins.

NightFall v1

OverLords v1.6

There were other changes i had gotten to by the time i did these, but you can simply take the code for each and use either Entrenchement  or Vanilla to copy them into leaving the rest of your game the same.

As a side note, you may want to download Dekhranic's converter to convert the binary files over to text to edit them, and Newbeorg's resize tool, which if you get any ideas about re-sizing larger or smaller the standard meshes, then that will be a HUGE help.  :)

Hope all goes well, take care and keep modding!!!

If there are any questions of course feel free to ask, i'm not online as much as i used to be, school is heavy this semester, but i'm on every few days easily. 

Let me know how it turns out for you.  :) 

-Teal

 

 

Reply #4 Top

Quoting Phalnax811, reply 2
Or!! Or you teleport yourself into the game and slap some engines on em
End of Phalnax811's quote

Silly, but not very helpful to actually getting a mobile defense actually made.  :) 

-Teal

 

Reply #5 Top

Oh, for the Dekharanic converter and Newbeorg's resize tool   :)

 

Resize Tool

 

Dekhranic Mod Tool GUI here.

-Teal

 

Reply #6 Top

Silly, but not very helpful to actually getting a mobile defense actually made.

-Teal
End of quote

:D Worth a shot at suggesting it...

Reply #7 Top

It is possible to make them unable to move by using an ability and applying the bool modifier:

entityBoolModifier "DisablePhaseJump"

Using it as a debuff against itself simple effect really ;)

Reply #8 Top

Or!! Or you teleport yourself into the game and slap some engines on em
End of quote

If your gonna try this option, you may want to resize yourself with Newbeorgs resize tool first. :thumbsup:

 

Reply #9 Top

:)  That sounds like a cool idea!!! haha, Nacy, thank you for the info on the ability to disable phase jumps, very nice!

:)

-Teal

Sorry Phalanx, hope i wasnt too harsh, just a quick comment that i should have worded better. you are fine.  :)

-T

 

Reply #10 Top

I could've sworn that I had just added the movement lines into the entity file to a turret... and it WASN'T that that caused the ensuing mini-dump...

Reply #11 Top

Sorry Phalanx, hope i wasnt too harsh, just a quick comment that i should have worded better. you are fine.
End of quote

Ha no worries.  I new you weren't trying to be mean or anything.

Reply #12 Top

:)

 

Reply #13 Top

I new you weren't trying to be mean or anything.
End of quote

lol... I mean "I knew"* not I new.

Reply #14 Top

Haha, np, you know... i didnt even catch that, i must be talking the same language...  :)  I new it!!!  :)

Just being silly,

:)

-Teal

 

 

Reply #15 Top

Haha, np, you know... i didnt even catch that, i must be talking the same language... I new it!!!

Just being silly,



-Teal

End of quote

You changed you name!!?!?

Reply #16 Top

Quoting Phalnax811, reply 15

Haha, np, you know... i didnt even catch that, i must be talking the same language... I new it!!!

Just being silly,



-Teal




You changed you name!!?!?
End of Phalnax811's quote

 

Yeah, haha, i got an email saying someone else has your name and they had it first!!  And i thought, i could KILL them, haha, well, not really, just you know, your name is your name. Anyway, i had to change it darn it!!!  so now i am officially Teal_Blue, but i will always in my heart be simply Teal.  :)

-T