that is fine that you don't know alot about abilities, nor did I when I started you'll learn fast. About "MakeDead" it IS what I was refering too, in a way. However, I have NEVER had any succses using that line, as it tends to crash the game randomly whenever I use it. So whenever I have to use "makedead" I just cheat, and apply a TON of damage. As too your other two questions. it is NOT possilbe as far as I know to get fri
EvilTesla-RG
Thanks anyway.
yes, thanks very much!!
In the instant action "Spawn ships at planet" thier is a special line "SpawnShipsHyperspaceSpawnType and the only value I know for it is "FleetBeacon" anyone know any other values and what they do?
Teal, Quick question just to double check my bearings when you spawn your capitol ships, HOW do they spawn? I mean..what PHYSICLY happens in the game when they spawn?
Hmm....Your right about the construction vessels, I havn't thought about that. *looking at them now* Okay, thier is no line to just make the frigates go away. It is built into the starbase constuction line. So, what I sugest, is that we USE the starbase constuction line, we just leave the type of starbase to be constructed blank. You'll have to test that idea, to make sure it doesn't crash the game. I have also thought of&n
I don't see anything off the top of my head If I were you, I'd just start elliminating variables, try to figure out WHICH buff is doing the dumping. I did find one small problem (that could actully be causing the dump) in BuffPhaseOutHull you have it set to no range. This isn't what you want. You want it to have range, just set it to a small number.
Terraziel is right, that is the only known way to spawn a capitol ship. THough, you probably wont like the results...
1. Possible, but complicated. Thier is no known way to just "make the ship disapear" but you can kill it, which will cause an explosion. But you can just say that the explosion is explosive bolts or the like. It is possible for the resultent cap to have a level similar to the original cap by manipulating the ressurection ability. This is VERY complicated, and I would be willing to help. At risking sounding like a complete Ass, I am probably the only person in s
Whiskey- It is used by the Sova's Missile Pod thingy Teal- It isn't leveling becouse, just becouse it has "levels" doesn't mean it earns experience. The only way for a frigate to level (that I know of) is for it to "Inheret" the level of the thing that spawned it! (Think: sova Missle Pod thingy) Trying to get frigates to level with experience is futile. But that would be awsome if I was wrong. PS: you
Let me guess, you used the "Frigate has Levels" line? if so, you realize, that just becouse they have levels, doesn't mean that they earn experience. see my point? What makes then level up?
I just finished desining (havn't made yet) an ability that has thirty eight seperate buffs Its purpose is to capture an extractor for precisly ten minutes, and only as long as the capture vessel remains in range. If the capture vessel moves out of range, then the extractor will become nuetral. And if the capture vessel comes back, then the timer will start back where it was. note: I assumed that the only vessel in range of the extracter during this time will be the capture ves
What were you doing driving ACROSS an interstate?
AH! I see, thanks very much!
I have been looking at converting some mods of mine to entrenchment, and I noticed two lines that confuse me. First, something that has ALWAYS confused me, What is exclusivity? and what do the various values for it do? Second, for "OnReaplyDuplicateType" which I understood for vanilla sins, has gotten wierd for Entrenchent. What do the lines "PrioritizeNewBuffs" and "PrioritzeOldBuffs" do? and what does "BuffStackingLimitType" have to do with it?
Of course not!! they only bring pain and suffering to those who are so weak minded that they fall into the trap!! maby I should quite admiral Ackbar...
Beware of Grahm Crackers bearing TREASURE MAPS!
Moving ship parts are actully very easy if you use particle effects. But they do take up more computation power, and making the moving parts TRACK is a differnt problem intirly.
Here is an idea You start with the structure that builds the unit. The ability to build the unit generates the unit in the same way the Sova makes its missile Turret. and this ability self destructs the building. so you can only produce ONE of that type of unit.
Build......depends on your definition of "Build" (Spawn, yes, Build, no) As for Move orders, NO. Wraith Mod Productions (Me and shadow mastiff) already have a mod like this under construction, and almost finished called, Bridge Comand. Forums: http://wraithmodproduction.enjin.com/
Impossilbe to integrate it into a ship. Only TWO ways to build ships off of a cap ship 1: spawnFrigate (Like the Sova Missile Turret ability) Problem, this only makes frigates, nothing else. 2. Beacon (Like the VAS Dark Fleet Beacon ability) This can call in any ship. But it doesn't build them, it "Calls them in"
Yea, I imagine that the devs didn't want to have to make a bunch of ships all over again. SO they just miniturized some of hte ones that they had. Thier is even a few beta ships in thier. That would be SWEET if someone could figure out how to extract them from the game.
I have used the NOT gate for a very special capture ability. I used it so that the ability doesn't work if an enemy capship is in the area. here is the diagram of the ability. I proudly declare it the most complex ability in sins. To explain how the AND gate is usefull, let me explain
[quote who="Volt_Cruelerz" reply="5" id="2310442"]Its a transistor in code form... [/quote] For the most part, yes. I just find the speculation interesting that we could actully make a Code computer. An Ability Calculator. Whatever use they might be..... Though, knowing me and Shadow, it wont be long before we may need a Code Computer. Our mods tend to get a little insane.
Recently, while working on an ability for Wraith Mod Productions, have found something very interesting. It is VERY possible to create Logic Gates using Buffs. The two I have created so far, are the basic, AND and NOT gates, which I have diagramed here the AND logic gate <img src="http://i299.photobucket.com/albums/mm282/EvilTesla-RG/AndBuff.jpg" alt="AND l