or you can do like was suggested to me, when the ship reaches a certain percentage of damage it will autocast a DOT buff on itself and do enough damage to explode, then have an ondeath trigger to spread the resources.
derenek
I have to code the distance ai into each weapon hardpoint, and modify the abilities to do multiple things at once, then even the caps will move. Since many of those snippets are ability conditions, it just adds extra triggers to each ability use. so basically when the cap ship uses the targeting uplink or whichever ability it may have, it will switch targets and move towards the new target... Then when the weapons fire similar concept.
and on the ForceAttackersToRepickAttackTarget I'm not sure if that will affect my ship or their ships, there should be a parallel snippet of code to selfchangetarget but i don't see it in the list.
after about a few seconds... I posted a possible way to fix this in my post about targetable ship sections, take a look and tell me what u think
now i just need a snippet of code to cause the ship to increase distance from target also when weapon fires, anyone know what that code may be?
The code I'll need to work good syntax into for shutting down the engines: AlwaysPerform HullDamageExceedsAmount ApplyBuffToSelf BuffBlackout (this will put the ship in lockdown for a bit,but it won't be actively targeted either.) OnBuffFinish RestoreHull For the weapon systems shutting themselves down: AlwaysPerform HullDamageExceedsAmount E
if I make the engine shut down ability but hide the icon and set it to always on, then players won't be able to deactivate the autocast function.
alwaysautocastwhendamageexceedsperc
the ships still end up stopping.
hmmm, can't set to target self upon "OnlyautocastwhendamagexceedsPerc"? Or does that effect have no effect on friendly targeted units? can't change the only to an always?
yeah, I like the idea of spawning ships as a special ability, I just read up on that from one of yer earlier posts just now. Just gotta find a way to make it more balanced. Increasing the cost of the ability is really only a stopgap measure. It is exploitable and there are munchkins out there who will exploit it in multiplayer :-( The turrets really do need to move and track. I have an idea of how to do it,I just got to fiddle around with the babylon5 particle physics idea. The ships using ki
new update, add a cost to that special ability and make it frwakin expensive, that way it won't overbalance the game as you'll take a serious currency hit from popping out those ships. Build cost from a capital ship should be like 2x to 3x the cost of making them in the standard factory.
surround it with a black particle shower, that way it'll shimmer in and out of existance.
klingons and romulans can't fire with the cloak up.
[quote who="Shadowhal" reply="8" id="1964288"] Quoting ProgressBar, reply 7I built a new unit for TEC called an Interdictor that had it's own small mobile phase disruption field and could also deploy small phase disruptor structures. Works great for building blockades at stars! The AI builds them... but it never uses the deploy mobile phase disruptor ability... guess it doesn't know when or how to do it. Did the same for Advent with a antimatter support ship t
play a map that has planets and asteroids with no resources. That way only a coupla planets will have what u need and it will add some strategic depth to the game. Mess with the map creator, it's almost fun ;-)
tie hunters are eggs with a bow tie on.
[quote who="EviliroN" reply="10" id="1963665"]anyone figured out what the types are for "useCostType"? e.g. "Invalid" "Anti-Matter"......[/quote] try usecosttype_bloodoftheinnocent
I think SoaSE is the only place where Germans consistantly beat americans...lol... I cried last nite after being pwned by some kraut clan. My only comfort was knowing we beat them in 2 world wars b4...lol...
When you install Homeworld 2, there is a file called “Music.big” in the “Data” folder. I used Finalbig to extract all the files. Every “.fda” file is an audio file. I renamed the “.fda” files to “.aifr” and opened them in Winamp with the Relic AIF plugin . Then I used the <a href="h
http://www.youtube.com/v/G2a_bYLT85Y go here and chek out a very early build. ummm all thanks to newboerg, he is the man. <a class="abp-objtab-02169192643753
make a sound mod, import files from HW and EVE, that should get u a fun experience.
just wanted to have people know we haven't given up here. Also spartan can u ask for the forum admin at the alethia forums to let me into the secret squirrel section? He still hasn't gotten around 2 it. I am presently trying to work out 1. movable turrets 2. non-stationary ship combat and of course trying to get my hands on models/textures of galactica style stuff.
yeah one of the expansions for sins needs to come with a galactic civ2 style ship designer.
bump