Incendiary Shells for everyone?

So for the fun of it I was trying to get the Incendiary Shells ability to work with beam/laser equipped ships. However when I change weaponClassForWeaponPassive "MISSILE" to weaponClassForWeaponPassive "BEAM" all the beam using cap ships still don't work. Does it require a projectile to function? Or am I missing something?

Thanks for any input.
P.s. First post, hi all

8,447 views 25 replies
Reply #1 Top

You have to give the ability to each ship you want it to effect, as it only effects the user. There are 4 types of TEC weapons: LASERTECH, BEAM, AUTOCANNON, and MISSILE. I believe that you can apply multiple types of weapons to incendiary shells.

Try it out. Hope it works.

Reply #2 Top

I was trying to add it to an advent ship to start, and yes, I replaced one of its abilities with the AbilityIncendiaryShells in it's entity file. Still not working though. Anything else you could suggest trying?

Reply #3 Top

I have to try this myself. What game are you running? Which Advent ship was it anyway? Might help me to get a better picture of what you want.

Reply #4 Top

Diplomacy 1.0 with no other mods enabled. Advent Carrier was the ship. Hope you have better luck then I have.

Reply #5 Top

Running into an odd, related problem. I tossed incendiary shells on LRM frigates as a test, but it doesn't seem to do anything; when I mouse over a target they've fired at I don't see the sustaining damage indicator as I do with the Marza's targets. Or is this just something they changed in Diplomacy, where I can't see said stats?

 

I'll pop this in its own thread if it's too off topic.

Reply #6 Top

After further testing I am noticing this too, I can't seem to get this skill to work on anything besides the Marza. Gonna test a different TEC capital ship and see if that works.

For testing I upped the damage to 3000 per second so I would immediately be able to tell if it was applied and working but nothing so far.

Reply #7 Top

Can you upload the ability and buff file you are using. A capital ship ability needs to be modified slightly to work on frigates. Mainly the level source type needs to be changed.

For example capital ships use:

maxNumLevels 3
levelSourceType "Intrinsic"
minExperienceLevelRequired
Level:0 0.000000
Level:1 2.000000
Level:2 4.000000

While you might try this for a researched ability on a frigate:

maxNumLevels 1
levelSourceType "ResearchWithoutBase"
improveSourceResearchSubject "RESEARCHSUBJECT_ABILITYACCESS_FRIGATE_INCENDIARYSHELLS"
...
researchPrerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_ABILITYACCESS_FRIGATE_INCENDIARYSHELLS"
Level 1

Reply #8 Top

this is another if you don't want any requirements

maxNumLevels 1
levelSourceType "FixedLevel0"

Reply #9 Top

What I was going to say. :'(

I was too slow.

If you are still going for the Halcyon, make sure that you are using the right weapon type.

Reply #10 Top

so, the verdict- can't be done? I still haven't figured out how to actually give the ability to LRM Frigates and have it WORK. o.o

Reply #11 Top

Quoting DareArkin, reply 10
so, the verdict- can't be done? I still haven't figured out how to actually give the ability to LRM Frigates and have it WORK.
End of DareArkin's quote

No it can be done, just look at Zombies post. Obviously you can give capitalship abilities directly to frigates because frigates can't level up. You got to change the unlock requirements to either be a constant or researchable ability.

Reply #12 Top

I made a whole reply but for some reason the forum is now forcing me to use double space and when I copy/paste my .entity files it is excluding the different lines making it look like one big block of text.

Can't seem to figure out how to post like normal. But here goes....

 

Buff file: TXTentityType "Buff"onReapplyDuplicateType "KeepOldBuff"buffExclusivityForAIType "ExclusiveForAllPlayers"isInterruptable FALSEisChannelling FALSEnumInstantActions 1instantAction buffInstantActionType "ApplyBuffToTargetOnWeaponFired" instantActionTriggerType "OnWeaponFired" numWeaponClasses 2 weaponClassForWeaponPassive "AUTOCANNON" weaponClassForWeaponPassive "BEAM" passiveWeaponEffectChance Level:0 1.000000 Level:1 1.000000 Level:2 1.000000 buffType "BuffIncendiaryShellsTarget" targetFilter numOwnerships 1 ownership "Enemy" numObjects 3 object "CapitalShip" object "Frigate" object "PlanetModule" numConstraints 0numPeriodicActions 0numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 0numFinishConditions 0
Ability file:TXTentityType "Ability"buffInstantActionType "ApplyBuffToSelf"instantActionTriggerType "AlwaysPerform"buffType "BuffIncendiaryShellsSelf"effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" largeEffectName "" soundID ""needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 3levelSourceType "Intrinsic"minExperienceLevelRequired Level:0 0.000000 Level:1 2.000000 Level:2 4.000000aiUseTime "Invalid"aiUseTargetCondition "Invalid"isAutoCastAvailable FALSEisAutoCastOnByDefault FALSEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "Passive"researchPrerequisites NumResearchPrerequisites 0nameStringID "IDS_ABILITY_INCENDIARYSHELLS_NAME"descStringID "IDS_ABILITY_INCENDIARYSHELLS_DESCRIPTION"hudIcon "HUDICON_ABILITY_INCENDIARYSHELLS"smallHudIcon "HUDICON_ABILITY_INCENDIARYSHELLS"infoCardIcon ""


Now so far I have only been trying to get this to work on the Halcyon Advent Carrier. Zombies post makes sense as to why it wouldn't work on a frigate. I can't seem to get it to apply the effect unless the ship is using missiles or autocannons regardless of how the file is changed. The problem appears to be that it does not want to function with beams, lasers, or plasma.

Reply #13 Top

try removing

numWeaponClasses 2
    weaponClassForWeaponPassive "AUTOCANNON"
    weaponClassForWeaponPassive "MISSILE"

and see what results you get

Reply #14 Top

set numweaponclasses to '0', if his suggestion does not work, and delete the classes.

Reply #15 Top

So removing the those lines all together just crashes on load with a mindump. Changing it to 0 lets it load however it still wont apply the effect on firing.

I'm starting to think the buff file isn't connected to the ability file. Nomatter what I change it has no effect on the ability.

Reply #16 Top

Exactly which ship are you applying this to, and can you upload the files (like mediafire) so that we can get a better look.

Reply #17 Top

Uploaded all 3 of the files I have been working with to http://www.mediafire.com/?nzmnmiey3od I recently changed the numWeaponClasses to 0 in the Buff file, however before it had a weaponClass for BEAM weapons. Neither has worked for me as of yet.

Let me know if you make any progress, and thanks for any help.

Reply #18 Top

First add the weaponclass back as it currently doesn't work with any weapons, also note that it only works with capitalships because of the levelsorcetype being insentric and it is currently in the ultimate ability slot, try and change it to one of the other ability slots (if you add it to the 5th then make it either the levelsourcetype to either a fixedlevel0 or research).

Also describe how it doesn't work, does it not show up ingame or does it simply not add the wanted effect?

Reply #19 Top

Being in the ultimate slot hasn't effected much, there isn't enough points to train everything to max but it can still be trained like normal.

As for not working, as it fires it is supposed to apply an effect that deals damage over time to whatever it's hitting however the effect is never applied unless the ship I have the ability on has autocannons or missiles, even after I change the weaponclass to other attack types(beam, laser, plasma, ect..) it still only works with autocannons or missiles.

Reply #20 Top

agree with gruntmaster1, it may not even work with that factored into the abilityincendiaryshells.entity

Reply #21 Top

Wasn't this done with the pirate ships in the expansion?

I attempted it with my MarauderMod, anyway.  I added it to the pirate frigates, always best to be on their good side.  They seemed to like it and there were structures on fire, so I assume it worked.

Reply #22 Top

except pirates only use autocannon and missiles

Reply #23 Top

Finally home frome work...

I didn't have the heart to remove any abilities from the Halcyon. So I removed Taunt from the Radiance and added the base AbilityIncendiaryShells as the second ability and added the three weapon types used by the battleship. I can report it worked fine.

http://dl.dropbox.com/u/5790092/IncendiaryShells.7z

Reply #24 Top

Well, after alot of testing and trying I finally figured out what the problem is.

I believe there is something fundamentally wrong with the set of reference files I was using. In specific when I put BuffIncendiaryShellsSelf.entity file into a mod without changing any of the file the Incendiary Shells ability stops functioning all together, even when I try using the Marza Dreadnought(The default ship for the ability) it wont function.

I tried your files and can also report they are working fine for me as well. Going to attempt converting my gameinfo files from binary again.

Reply #25 Top

I'm glad to hear you figured it out. BTW, Harpo has the entire Sins reference files pre-converted and ready for download here (Reference Files).