the fourth ability in the entity file????

i read that the fourth ability is a passive one but how do i set it up????

3,296 views 6 replies
Reply #1 Top

You mean the fifth ability?

Remember the abilities are numbered 0 - 4 in game code though we think of them in 1 - 5.

Just a little FYI.

As for your answer I believe you have to make sure that it has no UI icon that will mess up the UI. Plus make sure the ability is passive, like the armor ability for the Radiance capital ship for example.

Reply #2 Top

Does the no icon thing actually work?

It plays hell with the dev.exe to the point you almost need to remove it to test the mod in dev.

I have a couple of examples you can look at in the Flagship mod and my Sins of the Fallen mod if you want to look. They work well and don't seem to have any issues other than with the dev.exe complaining.

Reply #3 Top

yeah, the dev.exe complains constantly with DS as well so meh

Reply #4 Top

i think its ok on frigates and cruisers. Capitals complain because of the pick ability button is tha same location which is why it has to be passive. 

I will look into if the pick ability button can be moved to second row today

Reply #5 Top

@ zombie thank you for the info i still have your flagship mod downloaded somewhere while i was working on it

@ my fist thank you for checking

 

i want to give all the capital ships a boost of some kind so the are better and more worth having more than 6-7 if that

 

i probably should do what zombie did and make a page so i can post what i am doing......

Reply #6 Top

The guys and I for our club had done that ,starting with the Distant Stars mod,then added the Allience mod.Once we finish with the races cap ships and get the permissions to upload the changes,we may just do it.

We also found the Big Ship Supply mod bugged,but found a way to make it work,but its still very touchy if you don't do it correctly.