[quote who="Lavo_2" reply="2436" id="3501983"] Perhaps what could be done is go with ApplyBuffToTargetsInDirectionalCone and amount of targets set to 1, with an ApplyBuffToFirstSpawnerNoFilterNoRange to do an ApplyBuffToLastSpawner WithTravel NoFilterNoRange with the missile effect and damage? [/quote] This is a fine idea and I have just tried it. Unfortunately, it still wont trigger. It seems that the sequence stops with
Jefferies
The problem with MustFaceTowardsTarget is that the ship must come to a complete stop and then turn to get into the right position which looks really silly as all my ships have fighter movement. Regarding the target number issue, what you can do with ApplyBuffToTargetsInDirectionalCone is you can limit the amount of targets to 1. It would then pick a random target in the cone I would have thought which is fine by me. But alas it just wont trigger ApplyBuffToTargetWithTravel
I'm having trouble making a new ability. My aim is for it to fire a missile just as if it were firing as a normal weapon of this kind. I would like to combine the control and cost of an ability with firing such a weapon. In the past I have done this by using ApplyBuffToTargetWithTravel. However this makes the missile fire regardless of the relative position of the target ignoring the weapon bank directions front, back, left right. To overcome this I have tried to combine t
Hi there, I'm trying to tackle an issue with skyboxes. When you zoom out the skybox eventually begins to fade until you only have black space and stars. Is there a parameter anywhere that sets the threshold at what distance the fading starts? My aim is to prevent the skybox from fading so that multiple stars can share the same skybox background without any transition to black space. Any insights will be much appreciated! Edit: I have tried modi
Cheers for that. Sometimes you can't see the wood for the trees especially when you don't really know what you are looking for!
Hi there I'm trying to find out where the lense flare effects from stars are handled? Is it in a particle file or somewhere else? I have been searching all over the gameinfo and particle folders and can't find it anywhere. I have found the texture files but that doesn't let me change how and when they are seen in game. Thanks in advance for any help with this!
Cheers psychoak that's really helpful! In that case I will get back to modding. [e digicons]:grin:[/e]
Hi there, I appologise for asking this and I by no means intend to seem pushy or impatient. I was just interested in knowing what the possible ETA for the next major update would be? For example is it likely to be weeks, months or maybe longer than that? If you are fairly close to a new release it would be nice to know as it would mean I would hold off on a couple of personal mods that I was thinking of doing. Many thanks!
Hi there. Great work with the latest update enjoying it immensely! I have been wondering about the moons around gas giants as I have not come accross this feature in the main game. Is this part of your modding? Also is it possible to change the orbit speed of moons? It's somewhat jarring to see them wiz round the horizon at near warp speed. And is it possibe to change their orbit distance? Currently they are awfuly close to their host planets.
Silly me I have found out how do it now. I had the wrong instantActionTriggerType. SpawnShipsAtPlanet seems to only work with OnDelay when subordinated to ApplyBuffToTarget.
Hi there I have been trying to make an ability that creates frigates at a different gravity well from the one where the ability was used. So far I have had no luck. I have tried ApplybufftoTargetNoRange and then in the buff file I have the instant action CreateFrigate and have then selected a distant planet as a target but nothing happens. I can't use CreateFrigateatTarget as that is limited by range. I also tried the SpawnShipsAtPlanet action but that didn't work eith
Thanks once again myfist0 for your help. Frigate entities cannot be made to level like capital ships can they? Furthermore, titans are hardcoded to a max build limit of 1, correct?
I have been trying to significantly increase the number of different capital ships. Unfortunately, there is only room for 9 different ship classes on the elite ship construction page. As a result I tried moving some of the ships onto the construction pages of the frigates. This, however, causes a minidump. So I'm at a loss right now. Is 9 really the maximum for buildable capital ships in the game? I know I could try making some of them titans but I would really like to avoid doing
Hi there, could I just ask by what factor you rescaled your ship models for rebellion. Was it 50% i.e. half size?
Thanks again myfist, I have got the model to load now in 3ds max! However, I can't export it. After assigning a standard material I click export in the script and I get "Type error: Call needs function or class, got: undefined" And the script window stops at "sMesh = SplitMesh ()" Do you know what might be causing this error?
Thank you for your reply myfist! Will try with 3ds max 2010. In the mean time, converting meshes from bin to txt then removeing the 3rd line does nothing once converting back to bin. The converter automatically adds the line back in. Maybe I should use the old diplomacy convertdata?
http://soase.x90x.net/?i=model/tools.html is not working. I'm deperately trying to find out how I can import .mesh models from the game into 3d moddeling software. The 3ds max importing/exporting script has stopped working and I'm now trying to use autodesk softimage. I would greatly appreciate if someone could tell me how this is done! Edit: Have been digging t
With regard to the progress of the next build, is it okay to ask how long it might be until the release? I'm not asking for an exact date. Just an estimate, e.g. is it days, weeks or months away?
So to clarify does that mean once steam has updated to 1.5 there is no way to get hold of 1.1 again? Even reinstalling will not do that?
That certainly sounds worth trying! I will give it a bash and see if it works!
My problem with the infocard is that it does not display the chance of success. Basically what I would like is a capital ship ability that allows you to take over an enemy planet without bombing it to hell. It should be channelled (so that it can't succeed with hostile ships in orbit) and should have a chance of failing. Therefore having an infocard that displays waves and their duration bares no resemblance to the ability and is really confusing when you are upgrading it. Also ma
Thanks mate. Do you know if this would work with a targeted ability? I assume the answer is no due to the nature of the effect being passive and therefore only working with ApplyBuffToTargetInRadius.
I'm not familiar with that mechanic can you give me an example ability?
Is there any way then to reduce the trigger rate of instantAction below 100%? I realise one could trick the game by using a finite periodicAction with only 1 actionCount but that is a very unclean solution that generates problems with the infocard and timing.
Thanks for your suggestion this gave me all I needed to create the ability I wanted!