yeah but then it will autocast ALL THE TIME rather than when the shields are down.
Dinoff
no because the idea was and is to have shields go down and restore fully after a delay time. if not a long as time interval between each regen in the ships files. or an ability that activate when shields go down. ive done all the basics and they dont give the right balence.
note my up to date data for this mod is on the closer to halo thread.
damn if it was depleted shields this would make it much better
i have. do you know if shields depleted might be a parameter. that would be the better one.
ability TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffShieldRestoreActivate" effectInfo effectAttachInfo attachType "Center" smallEffectName "" largeEffectName "" soundID "" needsToFaceTarget FALSE canCollideWithTarget TRUE moveThruTarget FALSE isUltimateAbility FALSE maxNumLevels 1 levelSourceType "FixedLevel0" aiUseTime "OnlyInCombat" aiUseT
no its him(sorry for not specifying canada, your allowed to defend the idea). hes the second guy to ask that and i dont want this turning into another halo debate.
if you dont have any positive input then get off my thread and go post in the genereal topics section.
i have an idea. have you seen the shot from the novilith its amazing i could make that the plasma torpedo
yoazzismine once you download the forge tools there will be a folder called reference data get the game info from there. i have a post on this.
well i had to change the line aiUseTime "OnlyInCombat" aiUseTargetCondition "OnlyWhenManyTargetsHaveShieldDamage" and that seems to do it. it also needs to be set to the max shield points after all upgrades have been gained. and i agree only the heavy cruisers should have it but also i want at least one weaker version on the light frigate. i know nukes arent everything but they are the most powerful weapon in the human arsonal.
ok now that im just balencing the mod(all covenant ships will have the same shield amount diferent mitigation. theres no way a few frigates withought nukes could destroy a capitol ship.) i now need some suggestions on what do since the shields are almost done. heres whats still open to mod: plasma torps, plasma projector, mac gun for all frigates, making the shielding mod work on frigates, making new skins on the advent cap ships.
it works ive found the answer. ill post the data after ive done more testing.
at one point i did have it working when shields where down. i just cant remember how.
men this is where we show those split chin squid head sons of bitches that they could not have picked a wors enemy than the human race. we are going to blow the hell out of those scum balls till we dont have anything left to shoot em with and then we are going to strangle them with their own living guts. AM I RIGHT MARINES?
maybe we could just make the activation shields depleted.
that would be nice but i dont know the strings file to well. i would love that to be the activation but remember that this has to be on frigates too and the game doesnt tell you when frigates loose shields.
ok???? not sure. i just cant get it to work right so its pissing me off. anyone who knows something or can help me please im begging for aid.
not fully anymore sorry i just combined it with my the halo mod and gave it to the advent cap ships and they autocast it constantly. its almost finished though so i guess its all good.i just cant get the frigate to work with it either. i also need help balencing it so whoever wants to join the team and help make it better may do so just tell me and ill email you the files. so that all advent ships can have it and use it at their own shield levels.
it doesnt work without the beam and the beam doesnt show now that it targets itself. it minidumped without the beam. it works on delay but it just autocasts imidiatly. it used to autocast only when shields were down but not anymore cant quite remember what i did that time, its a nessesary thing for this to work. well im in for a long ass day. hey dec42 thanks for being on the team do you want to combine mods when we are both finished?
scratch last post it works but i cant use a delay time. the only option i have right now for balencing is a high recharge time
yes i do. hey i ust had it working and it stopped when i tinkered with the delaay time. im too pissed at the text to continue tonight ill post the work again so you can help edit it. everyone who has made input to this will be placed in the credits section of the redme. TXT entityType "Ability" buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffShieldRestoreActivate" effectInfo effectAttachInfo attachType "Center
it works the delay time doesnt but it works.
id be honored to have you on the team. i also have the halo tracks but im not looking to do anything but gameplay at the moment. i just got home from the fireworks so im not up to date with my data. i dont think my original download of the mod is online for some reason so dont ask for links. as i have none. once im done i need to give this to all advent ships even frigates.
thanks guys if you can see any other areas of interest please note them i need to know this to finish it.