Mystic Angel

Mystic Angel

Joined Member # 2417455
21 Posts 331 Replies 683 Reputation

The effect won't apply, but that's just the beginning, really. I'm assuming that it needs to start out as some kind of passive ability. Then I'm assuming that I just create a buff with a trigger of OnOwnerDeath. From that point on I don't know what I'm doing wrong. There's no explosion at all. Heck, I've even spawn a a totally different cruiser after the destruction of the first one, but there's no explosion for that one either! I'm testing out a few more

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That was my initial idea, and it sounds awfully easy. Unfortunately, it hasn't turned out to be so simple for me to accomplish at this point in time. At the moment, I can't get the buff to take effect, but I'm working on it.

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I'm not planning on this ship having any other abilities, as the separation/recombination is a bag of tricks in itself. I've been playing around with it this morning, and what I've come up with seems a bit complicated. I'm hoping there's a more direct path that I'm just not seeing yet. I also created a new explosion file that gives the impression of the ship disappearing with no visual effects. 1) AbilityPromDestruction - A passive ability that leads to the buff chain belo

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You were just waiting to unveil this prodigious idea, weren't you?[e digicons]:thumbsup:[/e] Anyway, here's my thought for taking care of the explosions resulting from MakeDead, and I want to run the theory by you: 1) Modify an explosion file so that the ball of fire, screen rumble, and debris are all deleted. Then use that for the default explosion for all of the ships involved. 2) Create a passive ability that results in a normal explosion when the

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Okay, after some frustrations working with Terraziel's files (due to minidumps I couldn't track down) I took a short break and a few steps backward and got the spawning files working in entrenchment. I also experimented some with the "CreateStarBase" line. To be honest, I'm not really sure what's going on, but I do have a few ideas. I've added the line in exactly as it's found in the starbase construction frigate file (both without and without a placement radius).&nb

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No problem, I've done the same thing with my files. *hurries off to go compare* EvilTesla- I've had some stuff to take care of this morning, but I'm about to test out the starbase line now. I actually got the "MakeDead" buff to work just fine. Of course, the ship disappears in a huge, screen rattling explosion no matter how much I change the explosion/debris lines in the unit entity files. I also figred out the frigate/cruiser thing.&nb

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Hey Terraziel! Way to go! Would you mind uploading the files and I can have a look to see how the first part matches up to what I've done?

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I just realized that I've been trying to test the Create Starbase buff in a mod that's meant for vanilla Sins until the Entrenchment version comes out in a week or two... [e digicons]:blush:[/e] I'll see what I can make happen with a small Entrenchment mod and report back.

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Oops! I changed a few things last minute that created a few of those inconsistencies. I've fixed them up just now. As to the issue with spawning a capital ship, I'm not totally married to the idea. Could this work if the ship were a cruiser? Edit: Okay, so I have the spawning part completely worked out. The Prometheus can spawn any number of whatever frigates I like that act independently just as any other frigate would. For t

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Funny you should mention the Prometheus... That's what I'm working on here to add to the Sacrifice of Angels mod. [e digicons]^_^[/e] I'll keep you suggestion in mind, as it sounds like a good route to take if the Create Starbase action doesn't pan out.

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Okay, I've got to be honest. I've found that adding in new ships, messing with entity, mesh, and texture files is all fairly easy and straight-forward, but I'm not too sure about some of these ability/buff lines here. I suppose I just don't know what lines affect what part of the game. Anyway, I've put together the Ability and Buff for Separation <a title="Ability and Buff" href="http://www.mediafire.com/?sharekey=ebd276ffe590b1fe5bf1f12f1ff3f30ae04e75f6e8ebb871" target="_bl

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Thanks for your input, Evil! Your thoughts on my first idea are interesting. It's my preferred method simply because the end result will (I think) be much more elegant than what could be accomplished in any other way. On destroying the ship, I only metioned the ship disappearing because I know the starbase construction frigates vanish without any kind of explosion. They do have an explosion when destroyed in battle, so could it be possible that the construction

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I've beeing pouring through all of the files in my SoaSE directory and through the modifier sticky at the top of this forum, but I'm at a bit of a loss. Here's what I'm trying to do: The ideas is basically to create an ability that separates a capital ship into separate parts that then function as a squadron of less powerful frigates or cruisers. Obviously the model itself can't be broken into different pieces, but I have a few thoughts on how to accomplish a similar effec

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I was struck with some inspiration when I took a break after my last e-mail. I moved some of the Sacrifice of Angels .txt mesh files into the entrenchment mod folder that I knew I could convert, and voila! I'm not sure why it worked, but I was able to convert the files that I needed. It's a roundabout way of getting there, but it's good enough for me. Unless you really want to figure out what the problem is, you don't need to waste any more time thinking about the pr

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The mod is located in a folder called Mods v1.17 in the Sins directory, so I assume it's getting what it needs from the path. I'm going to look into it and see what I can figure out. Thanks! Edit: Well, I'm stumped. I've tried renaming the mods folder so that it matches what I see in your program files, I've tried moving it into the Sins directory in the Program files, but there's something I'm missing. I'm going to give you as much information as I can

238 Replies 584,906 Views