derbal213

derbal213

Joined Member # 3047425
17 Posts 238 Replies 8,750 Reputation

Oh, and I also use CompareIt! I agree with you, that app is priceless. It's helped me out a lot.

15 Replies 18,272 Views

[quote]Well, you have to change a little bit more to do it proper. For example:maxNumLevels 3levelSourceType "Intrinsic"minExperienceLevelRequired Level:0 0.000000 Level:1 2.000000 Level:2 4.000000For a generic capital ship ability, vs:maxNumLevels 1levelSourceType "ResearchWithoutBase"improveSourceResearchSubject "RESEARCHSUBJECT_ABILITYACCESS_CLUSTERWARHEADS"For an ability unlocked through research, vs:maxNumLevels 1levelSourceType "FixedLevel0"For an ability that starts out on a ship. So if y

15 Replies 18,272 Views

[quote]Thanks for those ideas, specifically #3. I thought about that one for a while and decided it would probably work, as long as I changed the range for all the times that specific weapon was used. Then I thought of a problem: different ships have different ranges, so I can't just change them all to the same number. Thankfully, I just tested and discovered that I can change the range to be negative, so I can set the ranges so by adding the same number to them, when the research is done, will

12 Replies 8,078 Views

[quote]Change the abilityLevelType to "FixedLevel0". The capital ship ones are all "Intrinsic" which means their progression depends on capital ship levels. FixedLevel0 is what the colony ship uses, for example.[/quote] Tried that...minidump. Don't know why. When I change that and only that line, not deleting anything, it says "string not found."

15 Replies 18,272 Views

I'm trying to create a weapon for a capital ship that would not be immediately accessible. I've made an ability that works, but it seems you have to level up to get it. I want to have three of these new abilities so they fire from different hardpoints. 1. Is there anyway to make it so capital ship abilities don't require a level up? Like how the colony frigate has two abilities right off the bat, that's how I want this to be. 2. I have multiple abilities that I want to all fire nea

15 Replies 18,272 Views

No, because I need the beams to be an ability, because I don't want the ship to have access to them right away. I am working on a stargate mod and outfitting the BC304 which has primarily railguns but is eventually equipped with asgard beams, which are quite powerful. If there were a way to restrict a ship from firing certain weapons, I would do that, but it appears there is not.

4 Replies 5,301 Views

[quote]Changing particle files is really all about trial and error, make significant changes one at a time and note the effect is my advice.I believe changing the start colour will change the whole particle effect for that weapon on that ship, you can also effect the transparency too I noticed.Colour and effect duration are easy to work out, the other modifiers are quite a bit more challenging what I suggest you do there is simply remove them bar one to see what each one does. A good effect to l

4 Replies 5,301 Views

1. How do I add an ability that has beam weapon effects? I tried replacing the beam effects for the gauss effects in the AbilityGaussBlast file, but nothing showed up when the ability was activated. 2. How do I go about changing Particle Files? Like if I change the ParticleStartColor, for TEC's autocannon heavy travel, will that change the whole color of the weapon? Would it be the same thing as when you change the color for beams in cap ship entity files? Any and all help is appre

4 Replies 5,301 Views

[quote]3) should be doable, but it will have to be done empire-wide. Non-ability research is global, so it will affect every ship that's using that weapon. So if you set the range to 1 so that one ship can't use it, but you leave the range of another ship with the same weapon type ("BEAM", "PLASMA", etc) at 5000, and then you add research to increase the range by 5000% so the first ship gets a range of 5000, well.. imagine the mess with the second ship It would also have to be a non-primary weap

12 Replies 8,078 Views

Nice models. Are there any bugs with it? Being that huge, I can imagine it might run into stuff and look bad.

1,324 Replies 1,497,155 Views

[quote]Miranda ship in action under my mod... Credit- Model- EzraeilBeatus Sound files- Admiral Cobbs In-game graphics- Zorodius WWW Link[/quote] Very nice. Just curious. Do you know how the hyperspace exit effect was created? I'm helping with a stargate mod and that effect looks very similar to the way stargate ships enter and exit hyperspace.

285 Replies 604,333 Views

I am trying to do that also. There are a couple ways you might go about doing this. 1. You could have the weapon have the weapon do very little damage and have the research modify this, but with that the weapon will still fire. 2. You could restrict access to the ship completely until the research is finished. 3. I don't know if this will work, but possibly have the initial range set for the beam weapon be extremely low (1) and then have the research modify it to a nor

12 Replies 8,078 Views

Do the changes actually occur immediately?, because I tried just changing a research icon and I still had to restart Sins to see the changes with WatchedFiles on.

11 Replies 8,899 Views

[quote]Hey Cobbs, can you give me some pointers on the audio stuff? I tried saving sounds in OGG using Audacity, but the game won't play them. What am I missing?[/quote] Make sure you define them in the sound.data folder. EDIT: GAHH..double post. Forums! (shakes fist)

285 Replies 604,333 Views

[quote]Hey Cobbs, can you give me some pointers on the audio stuff? I tried saving sounds in OGG using Audacity, but the game won't play them. What am I missing?[/quote] Make sure you define them in the Sound.data file.

285 Replies 604,333 Views

[quote]Change IsWatchedFilesOn FALSE to IsWatchedFilesON TRUE[/quote] What does this do exactly?

11 Replies 8,899 Views

I have gotten both the Oberth and the Miranda to have two weapons. I don't know exactly what is wrong with yours, but make sure before the second weapon details you have the 'weapon' entry far left between the two weapon details. [Quote] soundCount 1 sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS" projectileTravelEffectName "Weapon_PsiCapitalLaserMedium_Travel" Weapon WeaponType "Projectile" damageEnums AttackType "ANTIHEAVY" DamageAffectType "AFFEC

285 Replies 604,333 Views

[quote]When Sins was first getting into beta, there was a lot of news items and promotion of Sins on our other sites. We help each other.[/quote] Ah..I see. Makes sense. Thanks for clearing that up. Has there been any word on the release date for the final mod tools? I'm really looking forward to getting my hands on those.

49 Replies 51,765 Views

[quote]Care to share who? Care to share ship models with the modders?[/quote] I agree... Since I have no ability to model, I appreciate anybody that shares their models. Is there any possibility you could share your models with the sins community? Are they in .Mesh format? If you have quite a few done and textured it would greatly help out anyone that is in the process of creating a Halo mod.

29 Replies 125,415 Views

I agree with CoreInsanity. I was looking for something about Sins...since this is the Sins website. Top of the list would have been final mod tools or expansion. This is kind of a let down. Still, I wish it the best of luck.

49 Replies 51,765 Views

I just got done modding the entity file to make the weapons more resemble the Miranda. I changed the main weapon to Advent Beams and changed the color to a reddish orange. I like the advent beams better because the Kol's seem to be too thick and cover up the model too much. I don't know how many emitters are on the model so I just added an ability to resemble to photon torpedoes. One question: What weapon effect do you think most resembles the photon torpedoes used by The federation. I figur

285 Replies 604,333 Views
Reply to UFO Mod in Sins Modding

To make it a playable race you just edit the player entity file. I believe the line is something like "Playable FALSE" initially for pirates. Just change false to true.

24 Replies 19,161 Views