Sure did... I can get it to work for missile weapons and lasers... but not for beam weapons? Weird... It must be a problem with the code itself. Maybe I could send the buff file to you and you can run it through your program to see what the error is?
Cylon_Luvr
What is wrong with this code Z? It keeps crashing out on me. I want to use a Beam as the weapon. TXT entityType "Buff" onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit -1 buffExclusivityForAIType "NotExclusive" isInterruptable FALSE isChannelling FALSE numInstantActions 2 instantAction buffInstantActionType "PlayPersistantAttachedEffect" instantActionTriggerType "OnDelay"<br /
[quote who="ZombiesRus5" reply="4" id="3595063"] I was able to get a working prototype of this put together. Here's the buff code. You'd need to setup your timing, weapon effects and what the weapon should do. https://dl.dropboxusercontent.com/u/5790092/Temp/ArtifactWeaponPrototype.7z [/quote] I couldn't get this to work Z. I duplicated the ability file for the shrine artifact (AbilityArtifactShrineAttach), tried to attach the ability
[quote who="ZombiesRus5" reply="4" id="3595063"] I was able to get a working prototype of this put together. Here's the buff code. You'd need to setup your timing, weapon effects and what the weapon should do. https://dl.dropboxusercontent.com/u/5790092/Temp/ArtifactWeaponPrototype.7z [/quote] Thank you so much Z... I don't think that I would have had the skills to set this up myself from scratch. I'll play around with it and come
[quote who="ZombiesRus5" reply="2" id="3594931"] You can't do a normal ability because artifacts don't attach abilities, they attach buffs. The buff would need to do a periodicAction probably using ApplyBuffToTargetsInRadius. The target would then need to cast a buff back to the calling unit which would then create another Buff to create the weapon effect back to the last unit. These are done with ApplyBuffToLastSpawnerNoFilterNoRange and ApplyBuffToLast
Hi everyone. I'm not sure if you're familiar with ZombiesRus5's alien artifacts... they are objects in the game that can be "captured" and then "attached" to a selected capital ship which improves the ship i.e. more armor, hull points etc. I would like to create a capturable alien artifact in the game (using Zombie's premise, I already have the mesh), that can add an additional weapon to the selected ship? i.e a wave cannon or
I have very limited modding ability... but if you can give me a few hints I'll have a go at it.
[quote who="ZombiesRus5" reply="2641" id="3594760"] Quoting Cylon_Luvr, reply 2640 Is it possible to create an artifact that can add an additional weapon to the selected ship? i.e a high powered wave cannon or something? I think there is a TEC ability that does this (adds an additional weapon to their planet defence platfo
[quote who="ZombiesRus5" reply="2634" id="3592634"] I'm cool with using it... Was just curious how the lore was described so I could add it in fully. Any other artifacty changes you make I'm open to as well. Here's some draft Artifacts I've also added as well as bumping their spawn percents some both for testing and playthrough. Containment Artifact - Attaching this artifact improves antimatter usage on abilities Phase Shift Art
I'm hoping that someone might be able to build a model for me... A capital ship model. I understand that this takes time, and I'm willing to pay $$ for this to happen. Get in touch with me if you're interested and if you are a skilled model developer.
[quote who="Cavil_Volente" reply="2617" id="3577238"] Cylon_Luvr, The So13t Raider model Z posted has a strong mesh-only resemblance to an unused Raider-concept-later-potential-probe model from the series (iffy sources on that, though). I thought it'd be cool as an ability-based unit or an auxiliary strikecraft, being why I suggested it at all. If not this design specifically, I'm still interested in seeing the unseen Cylon Probe fleshed out... <div cl
[quote who="SpardaSon21" reply="2616" id="3577215"] Quoting Cylon_Luvr, reply 2614 SpardaSon21 and Z.... Then how does the planet shield generator (planet module) work? Doesn't it create a shield? Can the same mechanics be applied to the artifact? If I recall correctly that's actually
I have an idea. I really like the concept of the alien artifacts... but I have always thought there was more potential with them. When you capture an Alien Carrier or Battleship and click on the ship, there is an icon in the ships menu that says "Alien Artifact" with the description "An alien artifact containing unknown secrets yet to be discovered" What if this "secret" was one of the following (i'm not even sure if these are possible in the game mechanics):</
[quote who="ZombiesRus5" reply="2606" id="3574834"] Quoting Cylon_Luvr, reply 2604 Quoting SpardaSon21, reply 2603 There
[quote who="SpardaSon21" reply="2603" id="3574574"] There's no effect because according to the game code the BSG races already have working shields, just at a fraction of 1. I haven't looked at the .entity files, but I'd assume they have renderShields set to FALSE so you don't get shield impact FX on what is supposed to be gameplay-wise a shieldless vessel. And no, there's no way to tie the shield being rendered to a research subject, which is what all art
Z... It's great that the capital ships have access to the Shield Artifact and use it... but there is no effect for the shields? Weapons still impact on the hull rather than a shield effect.
[quote who="ZombiesRus5" reply="2599" id="3573301"] Quoting Cylon_Luvr, reply 2595 Also, for the cylon rebels, the "Number Eight Model" research should do exactly the same thing as the Sharon Boomer Valerii research. BTW, it's not possible to have the research for the Num
[quote who="Cylon_Luvr" reply="2580" id="3569647"] Just found some abilities for the Chimaea envoy that don't work. For the cylon loyalists, the "Sharon Boomer Valerii" ability doesn't work because the Envoy doesn't have antimatter. Need antimatter for this ability to work apparently. Also, for the cylon rebels, the "Number Eight Model" research should do exactly the same thing as the Sharon Boomer Valerii research. [/quote] <
[quote who="ZombiesRus5" reply="2591" id="3571572"] Quoting Cylon_Luvr, reply 2590 Also, still can't add the Boomer titan in Galaxy forge... Did you copy an updated GalaxyScenarioDef into your galaxy forge folder...? planetItemType designName "Cylon:Titan:
Also, still can't add the Boomer titan in Galaxy forge...
Zombie - a few minor changes: - Guardian MkI shouldn't have autocannons. - Guradian MkII shouldn't have old school raiders.
Just found some abilities for the Chimaea envoy that don't work. For the cylon loyalists, the "Sharon Boomer Valerii" ability doesn't work because the Envoy doesn't have antimatter. Need antimatter for this ability to work apparently. Also, for the cylon rebels, the "Number Eight Model" research should do exactly the same thing as the Sharon Boomer Valerii research.
[quote who="ZombiesRus5" reply="2576" id="3569426"] Quoting Cavil_Volente, reply 2570 I'll voice my opinion on the Y-star. It's cool having access to all the Cylon goodies and all, but I feel like it's an awkward piece to include with the player races. As a militia ship, and therefore being obtainable in limited quantities
[quote who="ZombiesRus5" reply="2568" id="3568226"] I see icons... Not sure what you mean here. [/quote] I must have had a bad download or something, the icon is there now.
I kinda feel bad that we put all of this work onto Zombie!!!! [e digicons]:([/e]