gruntmaster1

gruntmaster1

Joined Member # 3451919
15 Posts 413 Replies 428 Reputation

This is actually quite simple and can be done with 2 files :D The ability will have the instant action ApplyBuffToTarget and the buff will have the finish condition TimeElapsed the buff will then have 2 instant actions, DoDamage and PersistentAttachedEffect, both actions will have the trigger OnBuffFinnish, or you can use OnDelay and add an delay instead of the usual 0.000000 (might be better). Also I have a good spacenuke explosion which I can upload :). Here is

8 Replies 6,518 Views

Hey fellow modders, I am back from the dead, well sorta back. So, this time I am not gona ask a stupid question or bring up a mod which gets paused, but a tool! Well I barely started on it yet xD, but I have an idea of how it should be done. The tool is basicly a Newboerg resize tool mark II. Before I can start to actually work on this I have to know exsactly what in a .mesh file needs to be changed in order to resize the model. The meshpoints are easy since it is just a

7 Replies 7,301 Views

How much experience do you have with the particle effects? What I meant was the center entry or dummy point(3DS)/hardpoint (XSI). Also there is a difference between the effect, and particles. The effects center is the same as the meshs Center meshpoint and if the particles are set to spawn at 0,0,1000 in the effect they will also be spawned at 0,0,1000 from the center meshpoint.

4 Replies 4,967 Views

The particle effect is always spaned in the center. So if you want to change the position, you either change the position for the center (not recommended) or alter the particle effect so that the particles are spawned somewhere else, the problem with this method is that you can only have one effect per race (unless you make an ability which applies the effect while phasejumping).

4 Replies 4,967 Views

You can't remove the frigate factory from the playerrace file, but you can make it so that you can't build it. The best way would be to give the frigate an research prerequisite which you can't get such as a researchsubject from one of the other races. btw exactly what did you mean with the frigate factory line. All you could do is just this for every playerrace.entity: entities planetModuleInfo Page:0 count 9 - change to 8<br

17 Replies 9,332 Views

Thx for this, my mod has raised the qunatity of ships by quite a lot and this could be quite usefull for it. One problem I have is that the current host for downloading is quite... troublesome. Could you give us another download link such as filefront or mediafire?

1,134 Replies 2,241,406 Views

hmm he might also need to convert them to txt files first, cause I think the original files are in bin like the entity files (note that they can also be converted in the same way).

3 Replies 2,469 Views

I think he downloaded the latest public release which is 2.1 so in other words a quite outdated version. You can choose to become a playtester here: http://forums.danmangames.com/ and get acces to the latest version which is for entrenchment.

3 Replies 8,937 Views

This seems more like a gameplay change then a map change. In other words I don't think it is possible to change the travel speed in a specefic map. You might be able to do it through planetary bonusses or abilities, though that would require that the planets used in the map are some new ones. So it might be possible to do, but will be somewhat complicated. Depending on the layout of the map you could also just move the planets closer to eachother, though you propably aalready thought

5 Replies 8,302 Views

A friendly warning to the mod above, it is far from pollished and I am not sure if it works with the newest entrenchment. On another note I have been working on a new "titan" race, but there is still quite some work to do.

23 Replies 19,483 Views

Hmm inspired by the others I think it is possible. Make a spawn ability which subtracts health from the spawner and apply a buff to the created frigate which will heal the module when the frigate is destroyed by using ApplyBuffToLastSpawner. That way if the person try to make a secound ship while the other still is there he will loose the module instead. The only flaw is that you can use healing abilities, but you could give the module a redicolous amount of health.

13 Replies 5,905 Views

there might be an extra empty line. Have you used the normal notepad? try and open the entity.manifest with notepad++ and see if there is an empty line.

5 Replies 2,856 Views

mobile, as within a gravitywell or as other ships? if the secound then there can be quite some... difficulties. The best would probably be to give them a teleport ability, which teleports them to a new gravity well (never used that function, so I don't know how it behaves).

3 Replies 3,774 Views

Ah my foult. I had an race where I needed to make tax income equal to zero and remembered it as changing the tax rate itself, but it was by making the basValue of "IncomePercLost" 1.000000.

10 Replies 7,010 Views

The tax rate can just be made as a research, and you should be able to do it as a base value so that it is in effect even without having made the research, I think I actually already made that in my mod.

10 Replies 7,010 Views

Don't be so sure, anyone without any knowledge of programming can learn how to mod sins file wise, making models and textures might be a little more troublesome though. People are usually helpful here, so don't be afraid of asking any questions.

10 Replies 7,010 Views

Hmm, doesn't sound bad, especially a diplomatic race sounds unique, but also not much info to judge from. I think people are also interested in how you will make it work. Also out of curusity, how experienced are you with modding sins?

10 Replies 7,010 Views

Also you can use the program depeche view to search txt files in a folder. fx I have a folder with al the gameinfo files so that I can just copy a file from there if I need it as skabalon for something. I then also use it to search through to find things like filestructures or find a skabalon containing a specific action i want to use.

10 Replies 9,271 Views