Aractain

Aractain

Joined Member # 3172586
1 Posts 951 Replies 510 Reputation

Have a look at charged missiles for the Varsi assaliant. It uses "applyorremovebuff" action type. Heres the specific info: buffInstantActionType "ApplyOrRemoveBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffChargedMissilesSelf" effectInfo effectAttachInfo attachType "Center" smallEffectName "" largeEffectName "" soundID "EFFECT_PhaseCloak" toggleStateOnNameStringID "IDS_ABILITY_CHARGEDMISSILESACTIVE_NAME" toggleSt

2 Replies 2,248 Views

Its in the mesh file, the 'meshpoints' have a location and a orintation (consisting of 3 axis). You convert them with the .mesh usualy. Note that there is no collision checking so guns can fire through the hull thus gus at the back of a long, large ship will often fire through its own hull.

8 Replies 2,614 Views

[quote]I am happy that you're all standing up for the features you want in SINS...If you could have everything you want in a Perfect Campaign, then what are all those things??? (not simply that you want them) That way, when the developers read this part, they will make better campaigns...[/quote] I really don't think forums on the internet have got any relation to development quality - most devs don't even care to read forums that I've heard of. The quality (good or bad) will come from

83 Replies 116,132 Views

[quote]I think I covered it in my "how to make a fourth Race" postingWWW Link[/quote] I dont see it, I see AI names though (which is the name of the 'faction' you face when playing an AI).

20 Replies 13,245 Views

[quote]who cares if girls are online....[/quote] [quote]for the moment im much more confident a game won't get screwed due to "devil-like annoying players" if there are "alot" of female players[/quote] You do it seems. :P :)

41 Replies 137,436 Views

Remember that when a ships shield is up it will pick a random point on the shield so it can look like its missing the hull (and the shield is very faint since it fades out with lower health).

9 Replies 6,809 Views

[quote]sometimes things fire and miss, but very rarely, and never an entire burst.[/quote] I don't think they 'miss' it [I]looks[/I] like they miss sometimes but I think they still do damage. Im not entirly sure though.

9 Replies 6,809 Views

The whole game is setup it seems to only fire if they will hit. Try enabling a capship weapon to hit fighters - often it wont fire (because it only has a 20% chance or something in the constants file). Rather than fire and miss they only fire when they will hit. Thats a bit annoying but its not TOO bad.

9 Replies 6,809 Views

[quote]yea but when i look at the prefix for tech its spelled TECH and for the capital ship its spelled Tech and TECH wont work so i dunno ill look at danmans mod and see[/quote] What wont work? Tech, Psi and Phase are the internal names of the 3 races. you are looking at the line in your [B]player[yourfaction].entity[/B] called: raceNameParsePrefix "[color="#FF0000"]PutFactionNameHere[/color]" And then adding lines to the [B]English.str[/B] file (any

20 Replies 13,245 Views

[quote]Word to the wise: there is a little line in the .player file...raceNameParsePrefix "xxx"Try using that in conjunction with your string IDs...[/quote] I see, my eye's must have galzed over when looking through the file! But I was nearly right. :) What is the "CapitalshipTech" flag used for anyway?

20 Replies 13,245 Views

Yes that must be an in engine flag (when it says 'failed to enum' it usualy means it was expecting a set of pre-defiend words and what it found wasn't one of them).

20 Replies 13,245 Views

What version is your game and what version are the maps? (open them up with notepad and see the version number at the top) (you put the maps in the game's galaxy directory, not the one in the user files in case you were actualy unsure :P)

2 Replies 9,820 Views

Im not entirly sure. I can't find any refrence to the string file for them... Ill go run a quick test. I was wondering if it was tied to the player[blah].entity file name. Well renaming StringInfo ID "IDS_CAPITALSHIPNAME_TECH04" Value "TDN Behemov" StringInfo ID "IDS_CAPITALSHIPNAME_FGHJXXX04" Value "TDN Behemov" Made the capitals have no name, interestingly simply renaming it to StringInfo ID "IDS_CAPITALSHIPNAME_TECHXXX04"<

20 Replies 13,245 Views

The other two files havn't changed btw they are: (The delay before it fires, AFTER its activated is 20 seconds with a 25 sec cool down in these files). [B]BuffShieldTest[/B] TXT entityType "Buff" onReapplyDuplicateType "ReplaceWithNewBuff" buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 1 instantAction buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnDelay" de

84 Replies 149,228 Views

heh I think I almost solved it, it seems to autocast on the amount you set in the onlyAutoCastWhenTargetShieldDamageExceedsAmount Level:0 200.000000 bit now, but it can be cast on another ship by the player - which dosn't seem like you would want that but I don't think you can stop the player manualy doing abilites. The diffrnce is the ApplyTargettedBuffToSelf rather than ApplyBuffToSelf. This seems to activate the "onlyAutoCastWhenTargetShieldDamageExceedsAmount"

84 Replies 149,228 Views

[quote]HelioforgeSent Today, 13:59I'm not sure what the ability looks like, but there was a post a while back that shows all the lists of types that abilities can have, (I think it was Silveressa of Bailnight who compiled it), the lists tell which types go in which places and is immensely useful)... ...I'll see if I can dig it up, but I won't be on the net tomorrow, so you will find it faster here on the boards... Even with such a list, you will still have to find an existing stock SINS abilit

84 Replies 149,228 Views

I don't use Vista but in XP you right click and choose create shortcut. Then go to properties (of the short cut) and type the commands in the 'location' box (after the .exe with no quotes or anything).

4 Replies 3,969 Views

Btw what did you mean about channeling, I just made a hanger deployed from a cruiser with the pahse node ability with the levels and reaserch removed and the planet has "phase node" and it works (lol I had the cruiser go into enemy territory and drop the hanger and then warped in a fleet from my home planet).

15 Replies 52,468 Views

The special buildings can't be redone, im not even sure you can spawn a capital ship... The others can be done easily though (stick the mesh on a frigate) and use the "createfrigate" function of the ability set (look for the ability that spawns the combat turret and seige turret for refrence).

15 Replies 52,468 Views

[quote]Eh well since this thread is about as random as it gets why don't I share a story.I used to play WoW. We had, over the course of our guild, 6 "girls". Four of them actually were (one of them is now my best real-life friend), one remained unproven. But the story revolves around the last one..So, we had a forum thread going where guild members could post their pictures if they wanted. So, our last mystery "girl" posts basically a portrait shot. It looks fairly normal, you know, not like an

41 Replies 137,436 Views

[quote]Hmm, does the AI condition ShieldDamageExceedsAmount not work for that (I haven't done much modding of Sins myself)?[/quote] It didn't seem to work for it self, it certinaly didn't stop it autocasting imedatly when I was testing it. Also its a value rather than a percent.

84 Replies 149,228 Views