now- one last question. Effects. How do I just copy the -explosion- from, say, the Kol gauss cannon? It seems to require a firing-from bit.
DareArkin
I got it to work! Typo left off a '2.' Sorry for the chaos, but now I have it working. :) Now all I gotta do is tinker with rate/damage- as it is, it pretty much just disables shield regen.
*sigh* I fixed what you said and it no longer minidumps, which is great. BUt it doesn't seem to recognize the damage script- it just has the 20% accuracy debuff in both abilities. I KNOW I referenced the right one. What happened? x.x
And... that means...? As in, how would I do that, etc?
Man, what would be helpful more than a list of all the conditions and stuff for the abilities would be a glossary of Dev ERRORS. XD cos it seems to say that it's missing the label, then it points out the label. That'd be like me pointing to a car and saying, "that car is missing." Unless, you know. I'm really not getting something.
I've been using the dev system, I'll run it again to get the new errors. Also, I only raised the chance to hit so high this time for testing purposes. Text FileArchive missing Label. File: C:\Users\Dare\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051\TitanBootlegMod COMPILED 3.1 - Copy\GameInfo\BuffAsteroidBelt2.entity Label: numInstantActions Line Number:9 Line Contents:numOverTimeActions 0 &
ABILITY TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetsAtOrbitBody" instantActionTriggerType "AlwaysPerform" buffType "BuffAsteroidBelt2" targetFilter numOwnerships 0 numObjects 3 object "CapitalShip" object "Frigate" object "StarBase" numSpaces 1 space "Normal" &nb
I've narrowed it down to the buff. somehow that's what I've screwed up.
REmoved the spam. Need to make the buff from scratch. Using this as a template. Can't figure out how to implement anything though. TXT entityType "Buff" onReapplyDuplicateType "PrioritizeOldBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 0 numPeriodicActions 0 numO
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Corrected in the original, no luck.
okay, it does crash hard. and I don't know what I did wrong.
Okay, let me reiterate. Is my current ability TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetWithTravel" instantActionTriggerType "AlwaysPerform" buffType "BuffAsteroidBelt2" targetFilter numOwnerships 1 ownership "Enemy" numObjects 4 object "CapitalShip" object "Frigate" object "Fighter" &
Simply put, I want an asteroid field ability that occasionally (random?) damages any ships/structures in the gravity well. (It's for a multiplayer game balance with some friends, to stop starbase camping in chokepoints.) Is it possible? Any idea how I'd do it?
gah, sorry for all that. It was just the number of points. SOrry, guys. It's 1 AM where I am. XD Drifted a little.
Cause I tried just copying one of them, adding in 'hangar,' and it crashed hard. I'd give the minidump, but when I open it in notepad it's just a scramble. Ignore that, forgot to fix the number of points. Works great :D Now cielo class command cruisers can deploy a single wing of fighters. (NOT bombers.) I think it makes them a little more 'support' worthy :D
NumPoints 9 Point DataString "Exhaust" Position [ 25.738686 3.687500 -120.560600 ] Orientation [ -1.000000 0.000000 -0.000000 ] [ 0.000000 1.000000 0.000000 ] &nb
Okay... such as...? I'd like a few more details...? o.o
I intend to double the size of all planets/planetary bodies/starbases using the mesh doubler, so the planets actually feel more realistic. Would this conflict with anything game mechanic wise?
Thanks! :D You're just a wellspring of information lately, heh. Tempted to just pester you directly!
What factor decides where a ship goes in a fleet formation?
Er, wait. How's that work?
Grr, seriously? Well, so much for my other ideas about fighter. >
I've tried putting fighters into non-fighter craft (I tested it with a Cielo Command Cruiser, just to see if it'd work) and I could indeed add fighters. But somehow I couldn't get them to leave/enter the cruiser. Is there a code thing I'm missing, or is it impossible...?
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