the damage listed on the infocard is the maximum [I]Potential[/I] DPS assuming all weapon banks have a target, not the DPS against a single target.
ericbrown84
How do you go about linking all dummys to the mesh? (Step 10) When i save my completed mesh i get a zero k mesh file and this splitmesh error: (Type Error: call needs function or class. got undefined) along with this if it helps -- SPLITMESH OBJECT sMesh = SplitMesh() any help would be greatly appreciated
I have tried both settings and it has no obvious effect. If i understand lordkosc correctly than in tne kol ability flak burst (at level 1) 30 damage would be divided between all targets affected by the ability. ie 3 targets 10 damage each. instantAction buffInstantActionType "DoDamage" instantActionTriggerType "OnDelay" delayTime 0.000000 damage Level:0 30.000000 Level:1 45.000000 Level:2 60.000000 damageAffectType "AFFECTS_SHIELDS_AND_HULL"<b
does anybody know what the stat IsDamageShared is for? Example: overTimeAction buffOverTimeActionType "DoDamage" damageRate Level:0 3.000000 Level:1 4.500000 Level:2 6.000000 damageAffectType "AFFECTS_SHIELDS_AND_HULL" damageType "PHYSICAL" isDamageShared FALSE
Where do frigates fit in here? DamageData ChanceToHitTargetType:ANTIVERYLIGHT CAPITALSHIP 1.00000 INTERCEPTOR 0.700000 BOMBER 0.850000 ChanceToHitTargetType:ANTILIGHT CAPITALSHIP 1.00000 INTERCEPTOR 0.650000 BOMBER 0.75 ChanceToHitTargetType:ANTIMEDIUM CAPITALSHIP 1.00000 INTERCEPTOR 0.1000000 BOMBER 0.1000000 ChanceToHitTargetType:ANTIHEAVY CAPITALSHIP 1.00000 INTERCEPTOR 0.100 BOMBER 0.100000 ChanceToHitTargetTyp
[quote] Like the error message says, you are missing a \n (aka return) which is usually caused by not hitting return at the end of the file. [/quote] That fixed it, thanks for the help
I have been getting this error message in my modded weapon damage upgrade although the mod seems to work perfectly. (((Missing \n in .\GameInfo\RESEARCHSUBJECT_WEAPONDAMAGE_LASERTECH0.entity))) Here is actual the research file TXT entityType "ResearchSubject" IconBrushID "HUDICON_RESEARCHSUBJECT_WEAPONDAMAGE_LASERTECH0" SmallIconBrushID "HUDICON_RESEARCHSUBJECT_WEAPONDAMAGE_LASERTECH0" NameStringID "IDS_RESEARCHSUBJECT_WEAPONDAMAGE_LASERTECH0_NAME" Descr
Does anybody know the different attack and damage types affect targeting priority and damage amount? For example, will setting the autocannon on the kol to attack type antiverylight cause it to prioritize fighters above other targets (assuming that CanFireAtFighter is set to true) will changing the damage type from "physical" to "energy" make any practical difference?