Vaporific

Vaporific

Joined Member # 3832199
4 Posts 18 Replies 225 Reputation

As far as i know the only way is through xsi.. If i was you i'd just use XSI from the start, works a charm.. If you really don't want to do that it should be possible to do all you need to do in 3ds max and then export as .obj(Model) and .fbx(Mesh Points), import those 2 in to a scene file in XSI merge it up and then export as .xsi and use the convertxsi tool to make it a .mesh file. From what i understand of the process that's t

8 Replies 8,460 Views

@theJian When you extract it there's 2 folders, Races (E) and Races (D). Races (E) has all the files to work with Entrenchment but Races (D) only has the files that are different/missing to make the Entrenchment version work with diplomacy. All you need to do is open up Races (D), select everything, copy it, then open up Races (E) and paste it all in, just click yes to all the merge/overwrite popups, and there you go, Races (E) for Entrenchment becomes Races (D) for Diplom

78 Replies 273,200 Views

@Harpo Cheers mate, I've allready grabbed those files, excellent resource, just haven't started porting yet. @Peter The minidump happens when I place the structure, as the player, and not until i place the structure, I'm not sure if the AI's considerations still count, but i wouldnt be surprised. However, i have restored the original abilities to the repair platform, with original entity's, so i don't know.. &nbs

8 Replies 5,852 Views

If by parenthesis you mean the "" then yes, i only deleted the contents, still got 2 "" sitting there without a space between them. I am indeed starting to worry that it's the case of an old file, it has been some months since i last worked on this mod and i believe there was the .053 update in that time? So i probably have to start porting the mod >.

8 Replies 5,852 Views

Unfortunately that didn't work :( EDIT: Seems that the other 3 races do the same thing, i'm starting to suspect that it does indeed have something to do with the abilities i took out, some dependancy somewhere that i haven't found maybe. I'll keep looking. If someone has any clues that'd be great :) /vap

8 Replies 5,852 Views

Hello I'm working on a mod for entrenchment and i have run in to a little problem, i minidump when i try to build some vasari structures, this is the repair platform and the phase inhibitor. The only change i have made in the entity files for those 2 is stripping out the abilities because i wish to use my own custom abilities at a later time.. I find it difficult to believe that this has caused the game to dump, but obviously something's a

8 Replies 5,852 Views

[quote who="ZombiesRus5" reply="10" id="2985863"]A new Constraint of "Self" for targetFilter would be useful and would solve several of mine and others ability coding issues.[/quote] Yes it would! And i've been using that site a lot, excellent resource, i've also been using the eclipse plugin, very nice indeed :) I tried fiddling with onlyAutoCastWhenDamageTakenExceedsPerc, but for some reason it ignored shield damage and only started casting once the ship was taking a

11 Replies 6,714 Views

If you figure it out please please let me know :) For now i've managed to "solve" it by using an ApplyBuffToTargetsInRadius with range and maxtargetcount both set to 1, works as it's supposed to, however there must be a way of doing it so that you don't get the annoying range circle when you hover over the ability, just a cosmetic issue, true, but still, if i can get rid of it that'd be rather nice :)

11 Replies 6,714 Views

That does stop it from constantly autocasting Ryat, however it doesn't solve what i really wanted to do, have it only autocast after the ship has taken x-amount of shield damage. Surely it must be possible, somehow..

11 Replies 6,714 Views

Yeah i tried that, the problem is though, when is use ApplyBuffToSelf, it doesn't care about shield damage, it just constantly casts it while on autocast.

11 Replies 6,714 Views

Hello I really need some help here, i'm trying to make a shield restore ability that restores the shields of the ship using it, i've got the actual ability working, it will restore shields just fine when i use it manually, what i need to figure out now is how to make it autocast when shield damage exceeds x-amount. I've seen the 3 lines that goes: aiUseTime "Anytime" <sp

11 Replies 6,714 Views

Yes, you're right, i'm just being dense.. It goes: overTimeAction buffOverTimeActionType "RestoreShields" shieldRestoreRate Level:0 4.000000 Level:1 4.000000 Level:2 4.000000 numEntityModifiers 1 entityModifier buffEntityModifierType "MaxShieldPoints"<br

10 Replies 7,188 Views

I'm having trouble finding a buff type that increases shield hitpoints, i can find the one for shield restore just fine, but for actual shield hitpoints i can't see anything, could it be that that's not there? Or can i just not find it? /vap Edit: I noticed the researchFloeatModifier called "ShieldPointsMaxAdjustment", can i use that in an ability?

10 Replies 7,188 Views

You know what, everything you wrote there makes me happy because it fits the behavior of the ability i want EXACTLY, dropping out of range won't be an issue, i'm making it a large enough radius to cover the entire gravity well :) You are my new hero :) Btw, the flair-flair-blink null points on the models, what the hell is that? Does anyone know?

10 Replies 7,188 Views

Hello I was wondering if i could get some help with making an ability and the associated buffs. What i need is an ability that increases shield hitpoints of the casting ship and of friendly ships inside it's area of effect, i'm obviously not expecting someone to write up the entire thing for me, just looking for a nudge in the right direction :) /vap

10 Replies 7,188 Views

Okay, so it's possible, now, the final part.. Is it possible to incorporate some sort of check for phase jumping to see if a certain variable is true.. Basicly, what i want to do is: 1: Disable permanent phasejumping on capital ships. = Check 2: Make an ability to temporarily enable phase jump for x-amount of antimatter. = Check 3: Make it so that while phase jumping is available, the ship can only jump to a planet with a phas

16 Replies 11,904 Views

Okay, what i'm wanting to do, is to disable phasejumping passively on capital ships, possibly using the 5th ability slot to hide it, and then have another ability, an active one, that i can activate for x amount of antimatter and override the passive ability. I'm just not sure it's possible? /vap

16 Replies 11,904 Views

Hello I was wondering if there was a way to disable planet to planet phase jumping for capital ships? I've been looking in to the files but i can't see any "obvious" way of doing it, but maybe someone out there is a lot smarter than me and knows a way? :) /Vap

16 Replies 11,904 Views