Marza Dreadnought "Raze Planet" on ships.

I was wondering if it was possible to have the Marza's seige cannons be able to fire upon ships somehow.

Thanks

15,773 views 41 replies
Reply #1 Top

Change the target filter in the ability entity to include Frigates and Corvettes...could include caps and titans if you wanted to...

Reply #2 Top

You'll need to add a new buff that uses DoDamage instead of DoDamageToPlanet, however.

Reply #3 Top

Lol yeah that would also be important....

Reply #4 Top

Quoting SpardaSon21, reply 2

You'll need to add a new buff that uses DoDamage instead of DoDamageToPlanet, however.
End of SpardaSon21's quote

 

How exactly would I be able to do that?

Reply #5 Top

Quoting Lord_English, reply 4
How exactly would I be able to do that?
End of Lord_English's quote

Download the reference files from Harpo9999's link and make a mod.

 

Reply #6 Top

Quoting ZombiesRus5, reply 5


Quoting Lord_English, reply 4How exactly would I be able to do that?

Download the reference files from Harpo9999's link and make a mod.

 
End of ZombiesRus5's quote

I already have a custom mod that I use from the Reference files. Im just wondering where Im supposed to change the buffs.

Reply #7 Top

Now, that is a Marza I rather not meet.... :waaaa: ;P

Reply #8 Top

I dont really understand how, so could someone maybe Send me a modified Razeplanet file?

Reply #9 Top

Why? This is a mod you want. You should learn how to make it. 

Reply #10 Top

Quoting ZombiesRus5, reply 9

Why? This is a mod you want. You should learn how to make it. 
End of ZombiesRus5's quote

I would but every time I edit, when I launch the game, it crashes due to a runtime error.

Reply #11 Top

Quoting Lord_English, reply 10


Quoting ZombiesRus5, reply 9
Why? This is a mod you want. You should learn how to make it. 

I would but every time I edit, when I launch the game, it crashes due to a runtime error.
End of Lord_English's quote

 

So:

  • don't edit everything at once
  • launch the dev.exe and read the errors
  • go back and look at what you changed (keep your window open and you can even use the handy dandy "undo" feature)
  • copy & paste needed code from abilities and buffs that may be useful (ie the Kol's gauss blast)
  • show some initiative rather than just quitting at the first sign of difficulty (God forbid it's not a one minute change)
Reply #12 Top

does the un-modded game crash wiht the same runtime error?

if yes, then there is a compatability issue between your computer setup and sins,

if no have you tried running the mod in the dev.exe? it might be able to help you track down exactly where the error is

harpo

 

Reply #13 Top

Look at an ability like detonate antimatter that does different effects to different target types. That should be a good template. Doesn't seem like any of the pros have the energy right now to tell you in detail, so for now just try your best and ask any specific questions that come up. Either you'll figure it out or someone will respond in detail when they have more time.

Reply #14 Top

Look in the current Raze Planet buff file, and find the entry that has the "doDamageToPlanet".  It should look something like this....

 

Keep in mind I am doing this from memory so it may not all be correct, but should put you in the right direction.

 

"numOnDelayInstantActions (or something like this) 1

onDelayinstantActionType "DoDamageToPlanet"

delayTime 0.0000000

>doDamage

>>level:0 xxxxx

>>level:1 xxxxx

>>level:2 xxxxx

>>level:3 xxxxx"

 

You want to change it to something like the following:

 

"numOnDelayInstantActions (or something like this) 2

onDelayinstantActionType "DoDamageToPlanet"

delayTime 0.0000000

>doDamage

>>level:0 xxxxx

>>level:1 xxxxx

>>level:2 xxxxx

>>level:3 xxxxx

onDelayinstantActionType "DoDamage"

delayTime 0.0000000

>doDamage

>>level:0 xxxxx

>>level:1 xxxxx

>>level:2 xxxxx

>>level:3 xxxxx"

 

Also, to make it target ships you need to go to the "targetFilter" section of the Raze Planet ability file and make the following changes.  like before, I am doing this from memory so it may not be completely accurate, but you should get the idea...

Find the lines in the ability file (will be near the top) that say:

 

"numTargets 1

>planet

targetFilter

>enemy

numSpaces 0"

 

And make the changes to the "numTargets" area:

"numTargets 5

>planet

>corvette

>frigate

>capitalShip

>titan

targetFilter

>enemy

numSpaces 0"

 

Hope this helps!

 

 

 

Reply #15 Top

Quoting Makon86, reply 14

-snip-

 
End of Makon86's quote

Which buff file? BuffRazePlanetTarget or BuffRazePlanetLauncher?

Reply #16 Top

Quoting Lord_English, reply 15

Quoting Makon86, reply 14
-snip-

 

Which buff file? BuffRazePlanetTarget or BuffRazePlanetLauncher?
End of Lord_English's quote

 

You apply the damage changes (1st part of post) to the "buffRazePlanetTarget" file, and the the second part regarding the target info goes into the Ability file.  However, the buffrazeplanetlauncher file may also have the target info too.  If that is the case then you should put it in both the ability and buff----launcher files.

 

Does that make sense?

Reply #17 Top

Quoting Makon86, reply 16



Does that make sense?
End of Makon86's quote

I did what you said but it still gives me a Runtime error

Reply #18 Top

Quoting Lord_English, reply 17

Quoting Makon86, reply 16


Does that make sense?

I did what you said but it still gives me a Runtime error
End of Lord_English's quote

 

Do you have an entity coded wrong?  Like a capitalship that is in the titan slot on the player.entity file?

 

Alot of stuff can cause a runtime error, the one I ran into was when I tried to put a different ship in for a titan.... Titans are coded differently than capitalships, which caused a runtime error.... You are sure its a runtime error and not a "minidump".... Are you running the game in the developer exe?  If not, you need to be so it will give you a starting point on where to go for error troubleshooting.

Reply #19 Top

Quoting Makon86, reply 18

.
End of Makon86's quote

 

All the errors seem to come from the BuffRazePlanetTarget file. 

I cant see anything wrong with the code. Can you try and clear it up for me? Heres the file 

http://www.mediafire.com/download/dd4tyms86pp98ad/BuffRazePlanetTarget.entity

Reply #20 Top

[quote who="Lord_English" reply="19" id="3375160"]
Quoting Makon86, reply 18
.

 

All the errors seem to come from the BuffRazePlanetTarget file. 

I cant see anything wrong with the code. Can you try and clear it up for me? Heres the file 

http://www.mediafire.com/download/dd4tyms86pp98ad/BuffRazePlanetTarget.entity[/quote]

 

Sure I can take a look at it when i get home from work.

Reply #22 Top

Quoting Makon86, reply 20

Quoting Lord_English, reply 19

Quoting Makon86, reply 18
.

 

All the errors seem to come from the BuffRazePlanetTarget file. 

I cant see anything wrong with the code. Can you try and clear it up for me? Heres the file 

http://www.mediafire.com/download/dd4tyms86pp98ad/BuffRazePlanetTarget.entity
End of Lord_English's quote


 

Sure I can take a look at it when i get home from work.
End of Makon86's quote

It no longer Minidumps/crashes but ingame, attempting to select the Raze Planet ability, all there is is a blank sign with the words "String not Found"

Reply #23 Top

Thats odd, I edited your file.  The ability should still work regardless of wether or not the string is setup correctly.

Reply #24 Top

The string used is in the ability file not the buff so you must have changed something in the ability.

Reply #25 Top

I cant find anything wrong with the Ability file, though Im not accustomed to script changing. If anyone wants to give it a try, heres the ability file

http://www.mediafire.com/download/ots1ku6eu9zct6e/AbilityRazePlanet.entity