Hi guys, I'm here to pester the forum with another annoying question So I'll get straight to it, I wanted to make a broadside ability, all hardpoints are done and what I need to do is allow the ship to shoot from its side (either side, simultaneously or separate) into an enemy structure or ship. It can't shoot to the front or the rear as that would defeat its purpose. I know it would be easier to have it as part of the weapons statistics but for reasons that
Amahut
So I've managed to trick the game into using the PlanetFair types as a basis. Still confused as to what was wrong as it was unlikely it had anything to do with the mesh, entity, texture or string file.
I'm gonna try investigating the entity file, rework it and see if that fixes it. The mod is currently in alpha stage so when I run it in dev.exe it gives me about 200 error messages.
There is something seriously wrong here. It will not work no matter what. The name doesn't register properly. I check by fiddling around then going in game etc. The entity name is how it is supposed to be but it just minidumps everytime the map attempts to load with that specific planet in it.
I am seriously about to give up. I have tried everything. Different text combinations and all sorts. Using different names etc. The GalaxyScenarioDef file just doesn't seem to read the new planet. Is there something that needs to be added elsewhere? Does the entity name have be something different other than just "PlanetCarbon" etc? It's pissing me off to no end. BTW its on Rebellion but I don't think that should interfere at all.
Thanks guys. I'll work on it right away.
Ok so I narrowed it down to being something with the Galaxyscenario files. There appears to be something wrong with the "typeName" line. When I changed it to having 'Planet' in front of the planet type i.e "Planet Hydrocarbon" the map would work but there would be no planet in the map. It minidumps when it is just Hydrocarbon. I have no idea what the "typeName" line is referring too and how to work towards fixing it. Any guidance would be much appreciated.
These are the strings: StringInfo ID "IDSGalaxyScenarioTypePlanetHydrocarbon_A" Value "Planet Hydrocarbon" StringInfo ID "IDSGalaxyScenarioTypePlanetCarbon_A" Value "Planet Carbon" StringInfo ID "IDSGalaxyScenarioTypePlanetRock_A" Valu
Still no luck, what have I done wrong?
Everything is correct myfist0, as provided :) yes they are harpo
Ok so I'm adding a variety of new planets and I know its nothing wrong with the mesh files or textures as the new textures and meshes for original sins planets are working. So this is what I've done so far. Ive implemented the information for the galaxyscenario in (entitydefname etc). No minidumps. I've added the string information in. No minidumps. Created a galaxyforge map with the new planets in their. And it causes a minidump as soon as it attempts toload. No other minidumps o
What I mean is, can you have multiple different light frigate types. Say Light frigate 0 and Light frigate 1?
Ok thanks for the answer, on a similar note, can you have more ship slots than the current sins selection (i.e light frig, long frig, siege frig, anti frig, scout frig, colony frig, and then two more frigs) and would the ai run properly as well?
Is it possible to have Super Weapons that move and phase jump to other gravity wells. I'd assume this is not possible due to them being linked as planet module. I remember one of the updates in Rebellion was that the Vasari Starbase could actually move to other gravity wells and such. Is this true, and could it be applied to the other factions Starbases?
Thanks for the extra info IskatuMesk, I am working on rectifying it now.
Thank you masters of modding :) Again thanks so much
Ok so do you add hanger points that are similar to hard points? If so that hasn't been done yet and I feel a lot better about the issue. Thanks for the reply much appreciated. I was freaking out big time but you rectified the issue for me. Again, thanks.
I have a major issue (glitch) that I sorely need help fixing. During the Alpha stages of our teams mod development, a glitch occurred where the fighter squadrons would spawn thousands of theoretical AU away from the gravity well. I don't know how it occurred or whether this is common and is being worked on to be fixed or it has been created due to some other problem. I've tried looking into the entity files to see if it could be related to any other modification but I could not find a