Mystic Angel

Mystic Angel

Joined Member # 2417455
21 Posts 331 Replies 683 Reputation

Harpo's right, but use "Invalid" as the attach type. Also, fix the finish condition on your final buff. The "i" in Instant should be capitalized.

25 Replies 9,113 Views

Yeah, make sure you have all of the new file names in the entity.manifest, plus you'll need to change the number of entity files at the top of the manifest to include your new stuff. You don't have the weapon miss as part of your buff, so it sounds like the game is still referencing the original Asteroid ability. If you've already added the necessary files to the entity manifest and you're actually using a separate ability, make sure you change the reference to the new ability in

25 Replies 9,113 Views

Those errors are telling you that a line category should read something very specific (it's label), but the actual contents read something else. Having "numOverTimeActions" in the line where "numInstantActions" should be, for instance. the entity files are extremely sensitive to maintaining the standard structure. Your problem is actually a cascade of errors caused by only two things: the BuffAsteroidBelt2 file is missing the line numInstantActions as the first in the

25 Replies 9,113 Views

Without running any practical tests of my own I can't find any errors in the coding either. Did you add the new entity file names to the entity manifest? Seriously, are you using the developer executable file when you test these out. It's located in your main Sins directory and will literally tell you exactly what is causing your error and where you can find it for nearly every problem you can encounter. Edit: You also might as well change the

25 Replies 9,113 Views

Did you use the Dev exe when you tested this? It will tell you exactly where your problems are located. Looking through it I can't be sure (I don't know exactly which optional lines are required for which buff types), but I'd say you haven't used ApplyBuffToTargetWithTravel correctly. I'm almost positive there should be a line in there that asks if there's a weapon effect. I can also tell you that you shouldn't have a maxTargetCount section with that buff either.&nbs

25 Replies 9,113 Views

First, I get the feeling you haven't yet found the threads that include all of the entity-related modifiers. This one is more up to date, but this one includes the constraints. As for the ability: Use ApplyBufftoTargetsAtOrbitBody. Then in the buff file, use the the DoDamage buff type and use an OnChance trigger type.</

25 Replies 9,113 Views

Sure it will work as a passive ability. Just use the OnOwnerDeath trigger type for the buff instant action that targets ships in a radius. The game crashes when you apply something to the 5th ability slot because there's already another game button that uses that area of the action grid. Of course, it's always possible there was some other type of error, which is why you should use the Dev exe to test modifications to the game. If there's an error, it will tell

16 Replies 4,577 Views

I'm not sure exactly what problem you're having, but you might try reinstalling Vanilla Sins and then entrenchment, all through Impulse. Impulse usually doesn't recognize the directory I install to for some reason, so I go through this process every time I update because it thinks Sins isn't installed.

5,100 Replies 12,671,573 Views

I just want to point out that the Prometheus was never depicted as overpowered. It was simply the pinnacle of Starfleet offensive technology at the time. In regards to what we saw in the battle, its three pieces focused their fire on a warbird that had already been damaged by three other significantly powerful starfleet ships. Why shouldn't the bird have been destroyed? Now, if anyone wants to argue that the ship design/concept was gimmicky I'm totally on board

5,100 Replies 12,671,573 Views

Without seeing the actual mesh and texture files (or pictures at least), I can't give you a specific answer. What I can say is that the Sins engine doesn't care much for symmetrical textures. The top of the ship should really be a single UV group. If it's split down the middle (with each half being shared by a mirrored UV), then you end up with those unsightly seams.

6 Replies 2,602 Views

I'm not sure I understand your wording concerning the fighter problem, but I'm betting the issue is that you don't have a Hangar hardpoint on the mesh. Simply copy a hardpoint that already exists, rename it Hangar, place it in the correct position, and re-export. The texture problem looks like it could be caused by a UV map that isn't lining up with the texture. Take a look in your modeling program by loading your texture into the UVW window and compare it to the UV map.&n

6 Replies 2,602 Views

Try enabling the mod in the Entrenchment dev exe. The icon is located in the main Sins directory. When you enable the mod, it should tell you what errors are occurring. Try this and let me know what the fatal error is (the last error to pop up before the game dumps).

5,100 Replies 12,671,573 Views

There isn't any single tutorial that covers everything, unfortunately. Would you mind uploading your files somewhere so that I can take a look? I think that's going to be the fastest way for me (or anyone else) to figure out what's giving you so much trouble. Or, if you prefer, you can simply e-mail them to me. PM me and I'll give you my e-mail address if you like.

7 Replies 5,797 Views

Actually, the alpha channels in the textures don't affect whether it shows as black or not because every channel serves a specific function. Cl is team color, DA is bloom, but NM I'm unsure about. Everything other graphic in the game does use the alpha channel as a transparency gauge, though. I did mention correct file-type, but not specifically. JasonFJ has a point about the DXT5 ARGB 8 bpp.

7 Replies 5,797 Views

Hm, that makes it a bit more difficult, then. The problem is that the game isn't connecting your model with your texture for some reason, but the cause can vary. Obviously you've double-checked the presence of texture references in the mesh file. Make sure the name of the texture file matches what's in the mesh file exactly, including spelling, capitalization, and file extension. If I could see a copy of the mesh file and the textures files, I could more eas

7 Replies 5,797 Views

I'm not too familiar with XSI because I do all of my mesh work in Max, but I'm betting your issue is 1 of 2 problems. The first possibility is that you most likely aren't permanently linking the textures to the mesh, especially considering how difficult XSI is to work with in this particular area. Try opening your mesh file up in text format. One of the first things you'll see is the textures. If "black-cl.dds", "black-da.dds" and "black-nm.dds" are listed as the tex

7 Replies 5,797 Views

I've tried to politely steer you toward more appropriate posts that don't insult anyone, their time, or their effort. Yet, you continue to post statements that suggest you can do better without any real knowledge of the engine or even how to play the game. Consequently I have reported you to the forum moderators for disrespectful trolling. You seem like a person who's interested in making the mod better, which is why I consider your attitude such a colossal shame.

5,100 Replies 12,671,573 Views

You don't like my semi-sarcastic Dominion ship descriptions? [e digicons]:thumbsdown:[/e] Seriously, that job belongs to someone else, but I was tired of seeing nothing. Plus, I didn't have enough creativity left in me to do all of the Dominion ships after doing the Fed descriptions. If you'd like to do them yourself, then by all means please do so. We're all a bit burned out at the moment and can use any help that's offered.

5,100 Replies 12,671,573 Views