erikknightrider

erikknightrider

Joined Member # 4754798
1 Posts 9 Replies 516 Reputation

Im not saying you are a bad modder just didnt understand your way of doing it now I do now I even understand your way of adding a titan as cap ship but what I do is just rewrite stuff for the titan to cap then go into dev mode and always fix the stuff thats wrong after a while it works :D

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[quote who="Renown \ed" reply="13" id="3613211"] Excccccuse me? They answered your question in the FIRST post "Simply that you can't add a titan entity as a capital ship. You'd need to make a new capital ship entity using the same meshes, icons and string entries as the original titan. You would also need to modify all of the Titan abilities to work correctly for capital ships. This isn't necessarily c

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[quote who="Renown \ed" reply="11" id="3613044"] Yet the worst part of all this? Was your rudeness to someone who is a known modder, someone who brings us those great mods you are just experiencing. I think you need to really read closely next time. I understand too, why you ended up making the choice you did. You took the ugly quick choice *which by the way, was not what you were asking for* In my mind moving titans to capital ships ma

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[quote who="GoaFan77" reply="9" id="3611220"] We tried to tell you exactly what to do, you just didn't seem to understand what we were saying. [/quote] Well I didnt but I figured it out myself by launching it through SoASE:R dev mode and fixing the problems one by one so after I got the excalibur working it wasnt hard to add the other ships since I searched google too and I found your post about that multiple titans so I created separet files for it and just use th

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So I made everything work except the icons but Ill just use already in game icons but I can say for now this forum wasnt very helpfull for me figured it out my self I mean the adding another titan from a mod part used the SoASE:R Dev mode but thank you for replying for my first question

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so I made the excalibur work at least most of it the weapon sounds textures icons and weapon textures arent working so that remains a mystery for me my question is if I would create a sound folder in my mod for the tech rebel would the game use that instead of the sound folder in its default directory? Edit so got the textures working for the ship weapons and the icons even that it replaced most of my icons for the star trek mod icons but the sound for t

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so you are saying that I copy a cap ship file and then copy the titan lines into the cap ship copy? Edit so I gave up on that and made it work through ability so it counts as titan but spawned through an ability found it on your post so now Im trying to trasnfer the excalibur from the star trek mod to tech rebel and I have this what do I have to edit in playertechrebel.entity and the excalibur to make it work? I also copied the texture mesh and the stuff needed

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well I looked into it and renamed everything to cap and the only thing that mentioned a titan was the sound files

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well I made a copy of the titan and renamed it as R_Cap_Scimitar so I have a R_Titan_Scimitar and R_Cap_Scimitar and I also renamed the statcounttype to statCountType "CapitalShipBattleship"

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I tried to add the romulan scimitar titan from star trek armada 3 as a capital ship for the romulans but it always crashes and I cant find out why I added the titan as R_Cap_Scimitar in the PlayerRomulan.entity file but it crashes the game what is it that Im doing wrong?

16 Replies 14,198 Views