[quote who="Annatar11" reply="9" id="2087527"]The ability targets any ship in the grav well, and it applies the BuffPulsarRadiation to the ship, right? [/quote] jepp thats correct. [quote who="Annatar11" reply="9" id="2087527"]So then, you have a PeriodicAction that applies a second buff to targets in radius, but I don't think it's radius from star anymore, it's radius from every ship that got affected by the first buff.[/quote] ok that sounds logical. [quot
TohKlidan
I used "ApplyBuffToTargetsAtOrbitBody" in the ability as you can see but i never tried it in BuffPulsarRadiation. My intention was that the SolarCloaking works on all ships in the graviti well and the Radiation Damage occurs only if a ship comes too close to the stars surface. that is why i used ApplyBuffToTargetsInRadius. But i will try what you said, this evening. thanks again!
Yes it crashes when i the ship reaches the star. I made a lot try and error tests now and I figured out that in the red marked part (see below) is somewhere the problem. if i romvoe it and set the periodic action to 0 again it crashes not. Here the code Buff 1 (buffpulsarradiation): TXT entityType "Buff" onReapplyDuplicateType "PrioritizeOldBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSp
Ok i checked it user settings showErrors is TRUE. I think the dev exe did it cause I haven't changed the value by hand. Thx Annatar, but the problem is still there.
No, but i will test it!
What can I do if a minidump and crash comes before any error message? [e digicons]:([/e] The whole story: I have begun testing my custom abilities and buffs. I made a solar radiation ability for a pulsar star. So if i enter the stars gravity well with a ship the game crashes but not error dialog pops up before. Also the log file in the debug folder gives no clue it seams also that it is not completly written, cause the last two
yeah creating a dyson swarm or ring makes sense. i will try some designs in the particle forge.
you can it convert with the same ConvertData exe that is used for the entity files. And then these files are easily edited with a texteditor.
If both ways work, than everyone can choose which way is the best for himself. I wrote down a note for the next vanilla release. So its time to get the pulsar and the black hole to work in entrenchment. [e digicons]:borg:[/e]
A dyson sphere hmm [e digicons]:rolleyes:[/e] , not till now. Wasn't there a mod that already has one?? The problem is if you want it to be like in Star Trek Next Gen than you will see in Sins only a metal ball in space, which is in my opinon not spectacular. If you want to do it like in the original definition than not only the star is included but also some planets. I think a way to get this effect is to make a new SkyboxBackdrop texture that looks li
Now you can download the mod also for Sins 1.15. Link is in the first post. Here are two known issues that happen in the vanilla version: - the main hud menu background is messed up since i used the same texture as for the entrenchment version - only the custom scenarios appear in the map menu, but i haven't found out what the
as i rember the TeamIndex is only used when you set the recommended gametypes 2v2, 3v3 etc. in your case it is 4v4.
not so far, but i am working right now on a downgraded version for vanilla sins. if the tests i currently doing are successful i can release it today.
1, this is done in the mesh files, i resized them with softimage there is a free version for modders aviable. 2, this is done in the planet entity files. there are 2 values one is called movement radius the second is called hyperspaceradius or something like that. 3, the unweighted stuff is truly random and the weighted stuff is that some planets appear more often than other. you can see the chance by opening the galaxyscenariodef with an editor.</
[quote who="timethatswasted" reply="15" id="2081643"]For some reason I am getting a purple tint to all the planets and asteroids, instead of being red marz is purple and foggy looking. I have bloom disabled and the rest of the graphics settings maxed. Anyonelse have this problem?[/quote] can you post a screenshoot? I am not shure what you mean exactly. But I never noticed a purple fog on all planets.
[quote who="SpardaSon21" reply="10" id="2080983"]Okay, like I asked earlier, any chance of a version for vanilla Sins? The whole inability-to-play-and-mod-vanilla thing has gone away with Entrenchment being installed to its own folder now.[/quote] I haven't forgot you SpardaSon! Now that i works again with the current entrenchment version i will downgrade it for vanilla. I can't say when it's ready for release cause i got a lot of errors with the vanillaDev.exe r
The new version (0.7) is up and ready for download have fun! See first post for infos and downloadlink
Yes, iam still working on it. Most changes are done right now and i am now testing and bugfixing. I hope i finish the new version today or tomorrow.
Here my solution, if you have scanario maps for your mod: add in your mod folder an "Galaxy" folder and add your maps to the galaxy.manifest. Don't forget to change the number of maps on the top! I think if you add the galaxy files the normal entrenchement galaxy folder or the vanilla galaxy folder they also should work. But I haven't tested it yet. If you put them in t
good work and thx!!! [e digicons]k1[/e]
2 additional things i saw in your example: planetUpgradeDef: even if the planet is uncolonizable there is allways at least a stagecount of 1 in each path with all related values to zero. ability:3 "": after that comes ability:4 "" and if you want to test the colonizable without a new research: planetTypeForResearch "Invalid" set Invalid to Volcanic, Asteriod, Ice, Desert or Terran the
your problem is that star and planet enties differ at various parameters. the easier way is to use a the volcanic planet entity (copy and rename it as you like) and just change the meshinfo part for the appearance. you just need to copy the meshname from your star enitity and adjust these parameter: typeNameStringID,hudIcon,smallHudIcon,infoCardIcon,mainViewIcon,undetectedMainViewIcon,picture here an example like i made it with my compani
Finally i found the post again: https://forums.sinsofasolarempire.com/307477/ use the mirror 1 link its a direkt download [e digicons]B)[/e] no login etc.
[quote who="StCobalt" reply="7" id="2076697"] On another note. does that file on the other forum contain seperate images? or are they essentialy like the list he provided as a sample [/quote] yes they are seperate tga's already splitup into the 4 needed files. i have downloaded them once via a filefront link but unfortunatly i cannot find the files again ( i think i deleted them accidently) and also i haven't bookmarked the download. <
Here was the orignal thread in another forum: http://www.celestialorder.net/showpost.php?p=37138&postcount=10 Unfortunately you have to login for downloading the file it was also posted in the sins forums some while ago with a filefront link. but i cant find it (alway zero results if I use the search button)