Since (afaik) you can change the mesh on the fly in Entrenchment, why wouldn't you just replace the mesh with a blank one for the duration of the cloaking ability?
hydrocarbn
I've got plenty of 35+ point models working fine, it's probably something like 64. Offsetting the ship itself should work, it's based on mesh origin, so I dunno.
Yes, out of all the arbitrary, hardcoded stuff that could be relaxed to help [i]everyone[/i], a handful of TC modders that want a cloak is worthy of a "petition". This is insane, it's been a year since the game's release and we've got some unit limits relaxed, this is not the thing to be concerned about. "Petitions" don't accomplish anything and while there's no reason people shouldn't be more vocal about limits this is the wrong way to go about it. e: Sorry, I don't mean to be hostil
Huh, for some reason that file isn't in my reference data pack yet the mod I have runs fine without it. Thanks.
Honestly, nobody knows where this stuff is located? It's the entire structure of the unit voices.
[quote who="StCobalt" reply="8" id="2107062"] what would be nice though, if it were implemented, would be the ability to turn these animations on and off (or have a slider like engine trails that show how detailed weapon turret animeations are)[/quote] Impossible to synchronize across players using different settings unless turret spin time is 0 (infinite speed), as the player with animations turned off would see the ship fire quicker than the person with it on. e: I guess you
Where is it, exactly? I don't see much in the way of CAPITALSHIP_TECHSUPPORT_ONGENERALORDERISSUED_0 for example n SoundEffects.sounddata. e: urgh, looks like it directly references the ogg unlike every other SoundID entry ever, never mind e2: actually it isn't because it whines about not finding a soundid! so the question's still valid
If it's not [link="https://forums.sinsofasolarempire.com/306405"]here[/link], it's not possible. And no, you can't just replace the fighter def through research, it needs to be unlockable.
The script I link to in that tutorial works for 3dsmax 7 and up. Up meaning 2008/9 as well. And it imports and exports meshes.
There is a difference between arbitrary hardcoded limits and throwing in random syntax on various lines and expecting it to work. I don't add "numFinishConditions 1" to a entity definition for a battlecruiser - there's no reason to think that a ship that doesn't have levels will work if you define level parameters for it.
Yes, using capital ship syntax for frigates will crash. How is this a problem?
You don't.
Re; it being AI only: that's fine I guess, but can you imagine working on a TC mod for 1-2 years, incorporating all the Entrenchment stuff into it, etc, then saying the thing's MP-only because the AI can't build strike craft properly? To me that seems hilariously broken. I'd imagine the same squad def would be broken, so you'd probably have to rename one. But to impact usability like that is crazy.
If I'm understanding this right (and I assume I am), this sort of thing is why people complain about the more arbitrary hardcoded limits. I wish the capitalship entitytype was available for usage outside the cap factory so people could circumvent all this craziness (padding [b]frigates out with duplicate squad defs[/b] just to get a certain # of squadrons to work??? why is # of command points linked to # of types of fighters in the first place?). It's already a pain in the ass to port stuff t
https://forums.sinsofasolarempire.com/341022
Yes, no, no, easy, yes but Sins doesn't like it, extremely basic, yes (18 frigs, 9 caps), yes. If you buy this game expecting it to be flexible for modding expect to be disappointed. There is just as much "poor developer support and gamebreaking issues with the engine" here as anywhere else.
Yeah, should be able to do the trail idea then just not define the missile mesh in the particle for the travel effect. Done it before on accident.
Actually, a missing alpha will default to black - exporting ARGB using the nVidia plugin will strip the alpha channel if there's nothing there anyway, and the game will just plug along thinking there isn't a team color channel. But if the channel's white, you will definitely get that problem.
The game takes both direction of origin and the order you put them in into account. If there's a Weapon-0 that points backwards and you have a front weapon bank damage in your first weapon definition, god help you.
To be specific, it is a transparent version of the model with the bumpmap superimposed.
Alright, thanks. Just wanted to make sure I wouldn't run into any problems.
Are these purely cosmetic (for differentiating types of weapons as strings) or will designating, say, a anti-fighter missile as a WeaponClassType "PLASMA" cause problems? Do they inherently have any damage effects or is that all determined by the AttackType?
Import the mesh in 3DSMAX, scale it, export.
Planets have HP values? Or do you mean the pop on the planet?
You did it wrong. Those files should be in /GameData/ underneath the mod name folder.