JoshuaTedder

JoshuaTedder

Joined Member # 6701934
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[quote who="psychoak" reply="2662" id="3646566"] There is an ApplyBuffToLinkedSquad for getting things onto fighters from the home ship, and yes, it does apply to the actual fighters, not the squad. You can detonate them from that. [/quote] Interesting, I will definitely try this, thanks!

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[quote who="GoaFan77" reply="2660" id="3646556"] Quoting JoshuaTedder, reply 2659 What sort of abilities can fighter squadrons have? For example, I would like to add a self-destruct ability to a squad to be activated at the user's discretion. I heard that they can only be equipped with AOE abilities, since

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What sort of abilities can fighter squadrons have? For example, I would like to add a self-destruct ability to a squad to be activated at the user's discretion. I heard that they can only be equipped with AOE abilities, since they are many entities and yet one?

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[quote who="psychoak" reply="2657" id="3646530"] Yes, but you have to do it for every player. You could have a trade ship spawn for each player in every gravity well and apply the buff to it before blowing up. [/quote] Sounds great, I will do that. Thanks guys!

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[quote who="ZombiesRus5" reply="2655" id="3646524"] Quoting JoshuaTedder, reply 2654 Yeah I guess I'll try something like that. But if I put a passive ability on every planet that allowed it to be "IsPhaseNode", I wonder if every faction could use it? By default the phase gate endpoi

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[quote who="ZombiesRus5" reply="2653" id="3646484"] Quoting JoshuaTedder, reply 2651 Also, I have the construction ship in-game, and I've set it to be able to spawn five different modules, one for each ability. However, whenever I try to spawn something at the sun, the game crashes. The example of a similar

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[quote who="Creativenamedforafish" reply="2650" id="3646314"] I have had trouble with XSI, does anyone mind if I interject? Quoting JoshuaTedder, reply 2649 How did Distant Stars allow the player to jump to any visible planet and how did Sins of the Fallen add in moons? I know that they were classed as starbases but somehow

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How did Distant Stars allow the player to jump to any visible planet? I'm sorry for all these questions, I'm trying to make a mod very different from the base game. :D Edit: It wasn't Distant Stars, it was just Stars: http://stars.zz.mu/ I think, I don't even remember anymore.

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[quote who="psychoak" reply="2647" id="3646299"] No, you would use: instantActionTriggerType "OnDelay" delayTime 0.000000 IfFirstSpawnerHasBuff is for the OnCondition trigger. You'd use this if you wanted a variable impact based on the status of the caster. This is used in vanilla for the overcharge ability on one of the titans. IfOwnerHasBuff is used in a similar function, to do variable impacts based on the state

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[quote who="psychoak" reply="2645" id="3646283"] instantActionTriggerType "AlwaysPerform" This is for ability files and periodics. Instant actions are conditionally triggered. When you put an AlwaysPerform on one, it continually replaces itself, thousands of times over your 300 second time span. It actually will add the effect as designed, but it will do the 300

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No matter what I do, it doesn't want to work. In this version, the ship is disabled but the resource extraction rate does not change and the name/description reads "string not found," even though I indicated which string to read in the English file. I did add the ability and the two buffs to the Entities file. Though when I changed the extraction rate bonus to a periodic action with a pulse interval, it worked! I don't understand this very much. :( Should

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I have a few more things that I'm having difficulties with. 1. When I assign squadrons to the starbase or the capital colony ship (I'm using the Sins of New Eden mod as my starting ground btw), and build the squadrons, the squadrons are literally created very far away from the planet in the middle of nowhere. Does this have something to do with squad hangar hard-points being absent or something? 2. How do I create a proper buff chain? At the

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[quote who="Lavo_2" reply="2640" id="3646155"] Quoting JoshuaTedder, reply 2637 We know what the modifiers are, we're just trying to figure out what files reference the neutral extractors. [e digicons]:)[/e] Why the neutral extractors in particular? With these modifiers you can create a new ne

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[quote who="psychoak" reply="2638" id="3646103"] None do that I could find. BuffNeutralCapturableEntity just exists in a void, unreferenced by anything. [/quote] Ah well, thanks for looking!

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[quote who="Lavo_2" reply="2636" id="3646058"] numEntityBoolModifiers 3 entityBoolModifier "CannotBeDamaged" entityBoolModifier "CannotBeScuttled" entityBoolModifier "CanBeCaptured" [/quote] We know what the modifiers are, we're just trying to figure out what files reference the neutral extractors. :)

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[quote who="GoaFan77" reply="2633" id="3645951"] Quoting psychoak, reply 2626 I cannot find anywhere where it makes it invulnerable, capturable, and not able to be scrapped. It has to be somewhere in the haystack. Much is hardcoded, that would be one of them. There are buff settings to ma

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[quote who="psychoak" reply="2632" id="3645927"] 4 classes. [e digicons]:)[/e] Your biggest problem with disabling phase jump is going to be the AI wont be able to play the game. In which case, you're better off using fighters for smaller ships even though they reproduce for free and can't use abilities. This idea you have is completely foreign to the AI design. Having designed a unit t

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[quote who="psychoak" reply="2626" id="3645919"] Would applying such an ability to all galactic bodies such as planets, suns, etc. work? I could set the target filter to only frigates and corvettes and the owner to neutral, enemy, friendly, and self (I think?). Planets can only have passive abilities, but yes. Efficient is to use the shipyards though, regardless, they can buff each ship as it comes. <br

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[quote who="myfist0" reply="2627" id="3645922"] Maybe you can make all ships that can't jump fighter class. Set the hangar points on your ships that jump away from the ship where particle effect will be. You may have to delay the jump to give the fighters a chance to get to the ships before they jump. [/quote] I'm confused about what you mean. [quote who="myfist0" reply="2627" id="3645922"]</

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[quote who="psychoak" reply="2623" id="3645903"] Can buff entities be applied to certain ships without using invaluable ability slots? For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates. I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled." Or a buff that increases mitigation.</d

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Thanks for the help! [quote who="myfist0" reply="2622" id="3645872"] Can buff entities be applied to certain ships without using invaluable ability slots? For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates. I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled." Or a buff that increases mitigation. Use an o

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I have a few questions please. :) Can buff entities be applied to certain ships without using invaluable ability slots? For example, a hidden buff that disables the jump drives of all frigates or just specific types of frigates. I mean "hidden" as always applied to the ships without using one of the four ability slots, and still showing up on the infocard "Phase Jump Disabled." Or a buff that increases mitigation. Can planets be

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