XViper123

XViper123

Joined Member # 3108968
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Why are people proud of using inefficient methods to complete tasks?

42 Replies 105,748 Views

[quote who="ZombiesRus5" reply="9" id="3296569"] Modding with Notepad++ is like making out with the abstinence ring wearing virgin next door. Sure It's a lot of fun and exciting when you first start... until you meet the more experienced girl in the next town over. Ya It'

42 Replies 105,748 Views

What line of the .entity file am I looking for? Thanks for the warning psycho. I'll do some testing to make sure that if I do take this approach, that it works out well.

2,761 Replies 7,618,525 Views

I read posts about dynamic movement (or fighter-like movement) for frigates and capital ships. How is this accomplished? I'm under the impression is is simply just a line in the .entity file, but this sounds a little too easy. What would I need to be aware of?

2,761 Replies 7,618,525 Views

I think I've noticed some kind of visual pattern for the Radiance by drawing it on paper, but basically its too complicated and uneven to worry about. In the end, its not very even, and its quite obvious that visually, the ships just weren't meant to shoot at large numbers of targets.

7 Replies 7,872 Views

Ok, so I've done some testing. My initial thoughts were kinda correct. Using the Kol for example, with 4 forward firing points for its beam, it will divide its total between the targets. It seems once it uses all of its initial firing points, it no longer understands how to split the animations properly, and makes all points fire again at the new target, but then it gets even more confusing. 1 target = 4 beams on 1. 2 targets = 2 beams on 2. <p

7 Replies 7,872 Views

[quote who="ZombiesRus5" reply="2" id="3295679"]Quoting Lavo_2, reply 1If a weapon has SynchronizedTargeting set to true, then the ship will always only hit a single target. Otherwise, it will in fact attack multiple targets with the same weapon, however it cannot use the same weapon to hit multiple targets (ex. if TargetCountPerBank is set to 2, the ship can fire on 2 ships, but if it only has 1 ship to attack, won't do double damage). At least, that's my understanding and what I&#39

7 Replies 7,872 Views

I've done some testing, but need to do more. So I'm interested in the mechanics of how this works. Take the PsiBattleShip (Radiance?) for example. (You could also use the Tech Kol Battleship for similar results) It has 2 Beam firing points on its front Arc. When set to TargetCountPerBank Front: is set to 1, it fires the weapon from both firing points at a single target. If it has TargetCountPerBank Front: 2, it fires an individual beam from each poin

7 Replies 7,872 Views

Cool, no worries. :) Will keep that in mind. You're right, I'm new to this. I might revisit it at a later stage. Its good to know its possible, but I will just live with it for the time being. Thanks alot for your input.

2,761 Replies 7,618,525 Views

Ok, buger. No worries, thanks guys. :) I'm more worried about the unit limit than the capital ship crew. Is it a 'no' on both accounts?

2,761 Replies 7,618,525 Views

How would I go about setting a unit-cap limit to a particular ship? I've successfully made some new ships, but would like to limit them to 1 or 2 per game. (like titan or super weapons). Can this be done with capital ships? Also how can you change how much capital ship supply/crew a ship uses? (I've found fleet supply) Thanks heaps. :)

2,761 Replies 7,618,525 Views

Ok, sorry about that. I thought I read somewhere that Rebellion is on 1.6. I appear to be getting that error on anything I modify. I'm pretty sure I am adjusting the count in files correctly. Edit: Here's a question, would this be occurring if I have set the count too high? Is it looking for stuff in blank spaces? on lines that don't even exist? Edit: Yep, that was it. Not the easiet thing to pin-point, but I eventually got the count exactly righ

2,761 Replies 7,618,525 Views

I am getting alot of Text FileArchive missing Label errors for my mod. As far as I can tell they don't really break anything, but its something I just need to fix. Doing some research I'm pretty sure it is because I'm using reference files from 1.1 (The only ones I can find a link to download here?) I only just realised (to my ignorance) that the current version is 1.6. Is there a way to update my modded files somehow? Is there a re

2,761 Replies 7,618,525 Views

What do you mean about lossy and loseless? As for Sins reading .dds, so if I put in fileName "Unit_Hud_Test" and had a file called Unit_Hud_Test.dds in the textures folder, it would read it appropriately? I like the idea of making my own files and not editing existing content. Thanks for these tips. :)

25 Replies 71,872 Views
Reply to beam color in Sins Modding

Confirmed. Tested on Advent beams with green. FF66FF00 for both core and glow. Beams show up entirely green. :) No texture modifying needed in this case.

17 Replies 57,401 Views

Is there a way to have a different target count per weapon? For instance, I would like to have 2 guns at the front bank of a ship. One I want to be a powerful 1 target beam, while the other to be a multiple target low strength laser. If not possible, would creating some kind of free auto-cast ability for the beam weapon work as a workaround for something like this? Can you lock an ability to a weapon bank\arc? Also, how does the TargetCountPerBank

2,761 Replies 7,618,525 Views

Perfect explanation. Thanks alot Goa. :) What about the bit about adding the icon to one of the blank slots? You don't appear to have alot of options in the .tga's suggested. Can you just increase the size of the canvas? Could I also just create a whole new Unit_HudX_Icon.tga file and reference that for icons? I am guessing yes. Do I need to place these references anywhere else other than the .brushes file? I would just

25 Replies 71,872 Views
Reply to beam color in Sins Modding

Will do some testing tonight to confirm. :)

17 Replies 57,401 Views

Oh damn! Ok, thanks. :) I am assuming this is what dictates where they appear? (not showing up nicely), but is within the Player .entity file. Edit: hmm... I just lost half my post. capitalShipInfo Page:0 count 7 entityDefName "CAPITALSHIP_PSIBATTLESHIP" entityDefName "CAPITALSHIP_PSIPLANETPSIONIC" entityDefName "CAPITALSHIP_PSICOLONY" en

25 Replies 71,872 Views