Has anyone else experienced lag in game when moving the cursor since upgrading to NVidia drivers 46*.** when not using "System Cursor"? This does not occur for me with 457.51 (the last driver prior to 460+ that I could find). If I use the "System Cursor" option it runs fine again in 460+. Please let me know if anyone else has seen this and what your specs are. My Specs: i9-9900K 32GB DDR4 RTX 2080 m.2 and SATA SSD storage Windo
AceXMachine
Ok, posting here as I am trying to figure out how I got something to work in the past but I lost the files and am trying to recreate it. Basically, creating a passive ability for planets and other locations that will "pull" ships back to the gravity well that have gone off into deep space trying to "chase" a target or some such. So far, I have the <a title="ABILITY" href="https://pastebin.com/AszdHWUN" target="_blank" rel="noopene
Ok, I'm trying to edit some files and just found out that the syntax sites I used to use are no longer up (zombierus and google code sites are the ones I used to use). Please tell me there is another one up somewhere?
I saw everyone posting how much they played Sins and got to thinking "Hey, I have played alot of Sins, I wonder how much"... 2410 hours.... I am definitely ready for Sins 2
I'm getting an assert upon loading a game I can't localize nor have I seen it anywhere else Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/AI/BuildPlanetModulesAI.cpp(1452) player != NULL Any ideas?
Ok, quick question. Anyone know why having multiple instantAction "PlayPersistantBeamEffect" to RandomMesh points in a single buff causes the game to crash? I was playing around with trying to make a "tractor beam" effect by have half a dozen or more beams attach to multiple points on a target. But if I do this in the same buff file the game crashes when the buff is supposed to end (works fine until the timeElapsed finishCondition is reached). If I create a buff chain
Hallelujah I GOT IT! I am not exactly sure which change/combo worked as I made several at once based on a few ideas I had but it is working. Now just need to figure out the right balance. Thanks for all the help guys! Still looking for some help with the shuttle model if anyone is willing. So stoked right now lol
On a seperate matter, I have found a mesh in 3DS format and textures for a shuttle I would like to put in this mod. Unfortunately I know nothing of modelling and when I tried to read the tutorials on it my brain almost melted. If someone who knows such things would PM me to help import this model, if it is not terribly inconvenient, I would appreciate it! I would be happy to buy you a few beers (or equivalent) for the assistance! :) Thanks
[quote who="Seleuceia" reply="2206" id="3445566"] When you toggle invulnerability on, you also disable the weapons...I know it's not what you want but onweaponfired isn't probably going to give you what you want either unless you make a very complicated buff chain... The only way onweaponfired is going to help you is if you put a buff on the target that then places another buff on the original spawner that takes away the invulnerability...you actually would
[quote who="Seleuceia" reply="2204" id="3445537"] You may just have to do a toggle ability....[/quote] The ability itself is already a toggle. The ability is toggled on to engage the defensive field making the ship invulnerable. What I am trying to do is make it so that if the ship fires it's weapons through the field while it is active it removes the invulnerability for a short duration. So the ability toggles buff #1 to self which then appl
[quote who="myfist0" reply="2196" id="3444771"] Try looking at AbilityDisruptiveStrikes.entity [/quote] I checked it out and tried a few more diff combos but still no dice. I don't understand why this doesn't work. Maybe I am misunderstanding the exclusivity type? Wish I could figure this out
No ideas anyone?
Ok, since it appears that OnWeaponFired is tied to ApplyBuffToTargetOnWeaponFired I created another buff to chain to the CancelCannotBeDamaged. I tried setting the 2nd buff to ApplyBuffToTargetsInRadius with the targetFilter set to Friendly/Player and Titan with the final buff having the CancelCannotBeDamaged but that didn't work either. Also tried ApplyBuffToFirstSpawnerNoFilterNoRange, still no joy. What the hell am I missing? Buff 1 <a t
Ok, run into another stumbling block :( (this is getting old) I have a ship that has an ability to make itself invulnerable for as long as its antimatter holds out (ability drains antimatter). I wanted to make it so that when the ship fires its weapons it loses its invulnerability for a short time (1-2 seconds). So in the Ability's Buff I added an PeriodicAction to activate a new buff "onweaponfired" that is supposed to interrupt the CannotBeDamaged usin
[quote who="lordcronos" reply="2189" id="3443810"] Hey guys! I have noticed something very odd. For some reason the galaxyfoge and every premade map is ignoring the fact that i have changed this two valuable (moveAreaRadius 160000.000000 hyperspaceExitRadius 130000.000000). Only random maps using my modified version of the planet entities. However, the metal and cristal asteroids are still calculating their position useing my modified variables effectively placeing them outsi
[quote who="Lavo_2" reply="2181" id="3442356"] Quoting AceXMachine, reply 2180Does it "confuse" the AI to assign multiple roletypes to frigates? No, it does not. Quoting AceXMachine, reply 2180I set my siege frigate to "Seige" and "Light" so it would also attack other ships without having to be directed to do so manually every time. Frigates that can bomb planets will always rush planets no matter what role type you give them.[/quote] <
[quote who="Makon86" reply="2179" id="3442308"] I have noticed that with the AI's as well... During testing of 7ds ill switch active players to the AI and just watch what they do, sometimes they take friggin forever to do anything. I attribute it to shoddy AI logic lol, because sometimes they behave fine and expand freakishly fast... But other times, not so much...[/quote] Yea, I have noticed that too. But more often than not, recently I might
[quote who="Makon86" reply="2177" id="3442263"] That happens sometimes when messing with hard points while in-game. Sometimes the game reloads it properly, sometimes it does. One thing I found was that sometimes ability and weapon points would seem to reload when in game just fine (after minor edits in notepad to fine tune positions), but exhaust point alterations would require me to start a new game or restart sins entirely. it is just sins being funky.[/quote]</p
[quote who="Wintercross" reply="2174" id="3442180"] There shouldn't be any issues with weapon types or classes. Most likely something went wrong in the conversion process for the mesh. [/quote] I'll redo the mesh and see if that's it [quote who="Makon86" reply="2175" id="3442209"] This may be a dumb question, but did you put at least 1 target on the "back" weapon bank in the ship entity file?[/quote] Yes, just double checked
[quote who="GoaFan77" reply="2172" id="3442131"] There really is no "Up" or "Down" for firing archs. Per the entity files, there is forward, backwards, left and right that you can set damage for, but up and down are just kind of ignored. If you place a ship directly above another ship, you'll notice it has to turn to face up before it can fire. Technically you can aim a mesh point directly up if you wanted to, but again it will somehow be placed into a front/back/left/righ
Hey guys, I got a tricky (I think) question regarding mesh hardpoint orientation. I referred back to an old thread of mine where I got schooled on Mesh points here: https://forums.sinsofasolarempire.com/427528/page/1/#3182861 I was wondering If it is possible for the orientation to be "up and back" vs
[quote who="Wintercross" reply="2155" id="3439804"] You want to look at how Raze Planet is constructed. Abilities work different to weapon banks, so when you set it to 2 bursts it will only fire 2 shots. Not 2x number of hardpoints. If you set up the ability similar to how Raze Planet is set up, you can make it alternate from different hardpoints.[/quote] This worked perfectly, thank you. I completely forgot about the Raze Planet ability doing exac
Thanks for the help, I managed to get it to an acceptable level using it as an effect sound with some tooling around with the audio itself Now for another issue on a different ability/buff. I have a ship with 2 forward missle banks. It is set to fire 2 missles at a time, one from each bank. I have created an ability/buff to fire 2 high-yeild warheads from these banks but the issue I am having is that it only fires from one bank. It is set as Abil
[quote who="GoaFan77" reply="2151" id="3438880"] If the ship doesn't have weapons, you can used tell the ability to use the actual attack dialog when the ability is used. I use this for an unarmed troop ship to actually say "Deploying Soldiers" when it colonizes a planet. Alternatively if the ship is only spawned by ability (never built in a factory), you could use the build dialog section for this.[/quote] The ship does have weapons but it isn't exactly bu
[quote who="Seleuceia" reply="2149" id="3438862"] You could make the other 2 values (threshold and minAttuenuationDist) really big...that might work...[/quote] I tried that but while i could notice it go down further if those numbers were low i didn't notice a huge impact with a big number. How big can that number go? I went up to 100000, reloaded the dev exe and still had trouble hearing it but its not too bad. I was just wondering if there was a better wa