Glad I could help, translating the mini dumps aren't always easy. I recommend the tool named Depeche View which you can use to seach all of the text files in a folder and subfolders. It is good for when you search for things like enum errors which doesn't contain the file name.
gruntmaster1
Ah, I thought that entityType was the only enum with CapitalShip however it is also used for object in targetFilter. So the problem is in a ability or buffs targetFilter, I hope you don't have too many of those >_>.
The first one is because you have entityType "Captialship" instead of entityType "CaptialShip" in one of your files. The rest means that it was expecting the line In label but instead found line contents. This is eather because you forgot a line or have them in the wrong order. It also happens if you spell a line wrong.
[quote who="sergoba" reply="2" id="2883859"]i got it from the forge tools three entrenchment folder, i did put it into the diplomacie's binary. thanks for the advice and the pointer to that tutorial. oh and thanks for the welcome too ^^ [/quote] Ah, that might explain it. The problem with forge tools 3 is that some of the content is... ancient. You can get the newest reference files by clicking download at the top, download under modifications and you will s
Version 0.4 has been released. This version supports more entity files, now only the big ones remain. Research subjects was not included in this version, as they proved to require more work then first expected.
From where did you get the reference/text file? It might be that one which has the problem. For adding a race, Myfist0 has a sins modding site here . The site have a tutorial for adding a race, though a new race can be a bit big, depending on how unique you want it to be. Oh and welcome to the Sins modding community ^^
[quote who="Dante551" reply="2" id="2882111"]thank you one question though if i set it to -90.0000 will it fire right or is that left Edit: also does anybody know where i ca find the asteroid belt planet model i want to add a lot of debris floating around as well as some destroyed spaceships for different games and moves etc [/quote] Actually what tilt forward does is that it rotates the model up or down (I think - is
This should help.
While I thought this would be tough or impossible to do in a good way it seems I was wrong. Using ZombiesRus5's entity wiki I found an ability aiUseTime named " <span class="Apple" sty
So, yet another update. The supported entities has been expanded (see main post) and thats about it ;).
After some brawling with LINQ, Restructuring the code, a guy who went homicidal on our car and exams, t he latest version has been added. Now all ship entities are featured in the editor, only brushes and original entities in the mods manifest are shown and the main list box in the overview and the collection of entities are automatically updated when needed. The brush previewer was not included as I wasn't sure how much more work it would take and I decided to concentrate
I think it is restricted to the modules only through its statCountType, I haven't tried to change it myself. I remember that I wanted to also let it target capital ships, that was ofcouse back when I did not know the sins restrictions >_
Well, each person their tool :)
Thx for the comment :) I have honestly also been wanting to try out yours, but I am a bit more fan of choices rather then guidance.
Sins of a Solar Empire Diplomacy Mod Manager v 0.60 Project closed due to lag of interest Limits (v 0.60): Only entity files and minor mesh files is supported. Only works for Diplomacy v 1.2. Can only open multiple entity files at once when opening with the mod manager, see "How to use" point 1. Can only open already working files (
What do you mean by "see it" and "does nothing"? Is see it in the HUD or that the buff is applied to it but nothing happens? Is "does nothing", that it doesn't apply the buff, the buff doesn't do anything or something third?
[quote who="Ryat" reply="8" id="2863595"]yes [/quote] I think that including how would be helpful :D If I remember right it is in the planet entities.
[quote who="dolynick" reply="3" id="2862022"]Abilities are the only solution here. Splash damage can be added to weapons fire to do damage in an arbitrary radius around the impact using an weapon modifier ability. Damage from ship death may be a little trickier. There doesn't appear to be an OnDeath AI Usage condition... just OnlyWhenAboutToDie. I'm not sure when exactly that condition actually fires, when the object is actually dying or simply when it's low
[quote who="ViperVenom117" reply="2" id="2831029"]um.. thats not what i was going for.. I wasn't trying to make it work like EVE, actually i've never even played it. I was thinking of making the planets part of the skybox (like homeworld 2) and instead of stars at the center a massive gravity well for large battles with other gravity-wells in the system being large structures or other points of interest. Please read the entire post before you comment [/quote]
[quote who="ViperVenom117" reply="1" id="2830946"]I like the changes, especially in regards to the TEC defensive structures. I'm interested in trying them out. Download? [/quote] Download: external link (at the top of the thread)
[quote who="FredLed" reply="3" id="2825034"]im going to upload my mod which has this ability in it,i fixed that problem but now i have a new one. the idea of the ability was to give the psi orbital refinery which i modded into the game,an ability where it fires a beam at the local planet,and sucks resources in and then generate resources,i can target the planet,but it wont do anything. [/quote] Is it meant to be a passive or active ability?
the numSpaces just indicate the number of spaces the buff can be applied to, since there is only "Normal" and "Phase" the max number is 2 aka both spaces, I hope this cleared out your question else just tell if it didn't.
Plain and simply there isn't one entity type of modules, but different entity types depending on its "role". Military labs is one entity type, and civilian labs are another entity type. You can't change one entity to another, though it could be done so one entity is disabled while the other is working (by giving each entity a unique buff for that entity type).
It isn't possible, directly that is. It would be possible to have a control center (starting module which can't be build) that makes you swich between activating one kind of laboratories and disable the other kind. The problem is you can't make it do it at once for all structures (unless the player targets all the planets himself) and it will still require the player to build both kind of laboratories.
For the beam, as an ability you could just make something along the beam blast abiltity, but with an infinite time and a out of range finish condition. If you don't wan't to damage all targets you could just make it apply a buff with deals damage every secound or so and ends when the one having the weapon stops firing/ no longer has the beam buff.