DareArkin DareArkin

Adding Abilities

Adding Abilities

Hello, all- I'm new to the modding scene and wonder if something's possible.

I'm working on a refit of the game for myself and a few friends (And possibly publication if it actually works). I've started by modding the TEC, and will work on the other races after. My question is, however. I'd like to add an ability similar to the Ion Burst that the Colony ship has at the end of the "Weapons upgrade" tree. It woudl only be able to target capships. I can code the weapon, but I can't figure out how to ADD it so that it's unlockable- and so that it'll show in the UI. Advice?

 

Edit for clarity- The ability would ONLY be for the TEC Starbase, and ONLY after the beam/missile upgrades.

15,773 views 42 replies
Reply #26 Top

The Raloz is set to turn into a starbase proper and bam! Dump.

I'm wondering- I think i forgot to do that mesh thing. is that it?

Reply #27 Top

Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

 

is what the dev.exe gave me. What's that mean? x.x

Reply #28 Top

The Raloz is set to turn into a starbase proper and bam! Dump.
End of quote

 When you made the "RESEARCHSUBJECT_ABILITYACCESS_IONCANNON" file originally, and you had included in it

Prerequisites
    NumResearchPrerequisites 1
    ResearchPrerequisite
        Subject "RESEARCHSUBJECT_FRIGATEACCESS_STARBASECONSTRUCTORTECH"

How did you put these lines in there? If you copied it out and pasted from another file, what file and where is it located?

I would also reccomend that you change the maxNumLevels back to 3 and put in values for the relavent levels for range, antiMatterCost & coolDownTime in the "AbilityIonCannon" file

No, no extra mesh's are needed the Ability slot and its point are there already.

I'll have a go at making this mod to replicate the problem.

Reply #29 Top

Thank you for all your help here- I know I can be quite trying. x.x I'm still trying to figure what I did wrong.

 

Reply #30 Top

I copypasted it out of the "Self Destruct" file.

Reply #31 Top

http://www.mediafire.com/?wzmhzktymym

 

An exact copy of my mod as it stands now, with all files intact.

Reply #32 Top

OK! I have made the mod and got it running so it works with Diplomacy. It should work for you also. One thing that I had overlooked was that starbases don't produce any antimater. You can still get the ion cannon to fire by changing its antiMatterCost values to 0 in its entity file. There may be a way yet to make starbases make antimatter, but I'll have to look into that.

Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0
End of quote
I do not know what this means. Many of the things it comes up with will only make sense to the Dev's who created the programs. Many others do make sense though.

Reply #33 Top

okay, I'm about to try and change the antimatter factor. Let's see what happens!

Reply #34 Top

It still minidumps for me. =( Even without the antimatter. What am I doing wrong? =(

 

edit: Er, minidumps when I have the Raloz begin to deploy.

Reply #35 Top

I'll send the mod so you can have a look at how I have done it on media fire. I'll just have to make it compatable with Entrenchment 1.015 and then I'll post a link for you. That way we will know wether some other file may have been accidently changed

Your not far off, just a few things with the string file and the prerequiste of the ability file. you'll see when you have a look.

 

Reply #36 Top

Okay, thanks. :) As it is I'm trying to run this mod, single- it's how I test all my mods. (As I said, most were just spec tweaks. But.)

 

Wait, isn't entrench on 1.051 by now? o.o

Reply #37 Top

darearkin, did you ADD your new entity(s) to the entity.manifest, and increase the count of entities by the number of entities added?

harpo

 

Reply #38 Top

I used this application. sins manifest maker.exe downloaded from this site. I think it's yours- if you're the same Harpo?

Reply #39 Top

Here is a link to the mod I have converted and uploaded to mediafire

http://www.mediafire.com/file/zqiznijnyzj/IonStarBase.zip

Oh! and don't worry it is for Entrechment 1.051, that was a just a typo.

I have tested it in game and it works fine.

Reply #40 Top

You're AWESOME! Thank you for all your help :) I'll definitely be adding this to the mod. :)

 

Reply #41 Top

Thanks again.  :) My next step is to use what I learned here to use the 'knockback' that the Advent carrier has to push both frigates (and cruisers) AND fighters away from -their- base.

 

Still not sure what to give the Vasari- I rarely play them.

 

THank you SO MUCH! :D

Reply #42 Top

Yeah the Telekinetic push is one of my favorites too. I have an addaption of it in my mod that does something very similar. Missile barrage has got to be my favorite though, you can makes some awesome abilities effects with that.