gruntmaster1

gruntmaster1

Joined Member # 3451919
1 Posts 1 Replies 428 Reputation

You will need one more "custom" buff and remove the MakeDead instantaction (as this kills the target, don't forget that the original was an ability which got activated while this is a passive). The ApplyBuffToTargetsInRadiusWithTravel needs the trigger OnOwnerDeath. The other custom buff will have a single DoDamage instantaction, the one used by the TEC starbase might be named BuffSelfDestructDoDamage (the bufftype of the ApplyBuffToTargetsInRadiusWithTravel).

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to break down Mystic Angel's post: [quote who="Mystic Angel" reply="18" id="2648127"]Interesting. First, the trigger type should be "AlwaysPerform" for the ability.[/quote] Abilities can only have the trigger "AlwaysPerform" [quote who="Mystic Angel" reply="18" id="2648127"]The first buff should be "BuffSelfDestructSelf"[/quote] this is just the name of the buff and can be anything

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correct version, except some minor things. TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetsInRadius" instantActionTriggerType "OnOwnerDeath" buffType "BuffSelfDestructTarget" targetFilter numOwnerships 1 ownership "Enemy" numObjects 4 object "CapitalShip" object "Frigate" object "Module"

28 Replies 14,193 Views

Actually the owner is the entity that the buff is currently added to, just to be 100 % correct ;), the numOwnerships should be set to 1 and add the line ownership "Enemy" underneath.

28 Replies 14,193 Views

First add the weaponclass back as it currently doesn't work with any weapons, also note that it only works with capitalships because of the levelsorcetype being insentric and it is currently in the ultimate ability slot, try and change it to one of the other ability slots (if you add it to the 5th then make it either the levelsourcetype to either a fixedlevel0 or research). Also describe how it doesn't work, does it not show up ingame or does it simply not add the wanted effect?

25 Replies 8,573 Views

These are in bin i f i remember right so you would first have to convert the files to txt, use harpoes txtbinner, this was made for entrenchment 1.041 so you will also have to convert the mod in that folder. after that go to the gameinfo and look for the 3 CAPITALSHIP_(racename)CARRIER.entity files and open them with notepad. Then look for the DamagePerBank and increase the damage 10 times. You can choose for youself wether you want to convert the mod back to bin.

27 Replies 23,627 Views

As mentioned before you have to change the OnDelay to OnOwnerDeath and you will also have to move the lastresort sound from the ability to the buff instead. About the crash, have you updated the entity.manifest? Also the levelSourceType should be changed to "FixedLevel0", the aiUse... set to "invalid" and the isAuto... to FALSE. For the future problems you can try and use the dev.exe to debug your mod, it is found in the install folder of the game.

16 Replies 4,672 Views

it would have to be a buffentitymodifier and not an instantaction, and there aren't any which changes the amount of antimatter. There is a researchmodifier named AntimatterCapacityAdjustment which might do the job, but that is the closest I can think of.

5 Replies 2,700 Views

The fighter problem is beacause the ship doesn't have a hangar meshpoint. You can make one by opening the mesh file as a text file, increase the NumPoints by one, copy the center point and change the datastring to "Hangar". I am clueless when it comes to textures, so i can't help you there. (oh mystic posted while I was writing xD)

6 Replies 2,679 Views

You can do this by making the colonize ability have an extra buff which will have a change to be aplied. Note that resources can only be generated as an overtime action and thus need a timeElapsed finish conidtion so you will need 2 buffs where one keep casting the 2nd when it finshes and the 2nd which will generate the resources. Also if I remember right it is only possible to make it generate resources, so you can't make it make a different amount of metal and crystals.

8 Replies 5,517 Views

Yeah there can be as many units/buildings as there is space in the ui. This means there can be a max of 9 capitals, 9 frigates, 9 cruisers (note that cruisers and frigates are the exact same, but just shown in two different places in the ui), 9 logistic mouldes and 9 strategic modules. Also you can make any unit from scratch, depending on wath you mean with scatch though.

2 Replies 16,585 Views

Then I can give a more detailed description. You can add a mesh point by openning a .mesh file in text format (it is in bin like entity files and converted the same way) . As an example we can use the colonizeable asteroid. first copy the AsteroidBig00.mesh and rename it to what you want then open it with notepad and add this point: Point DataString "Flair-PlanetPlasmaStorm" Position [ 0.000000 0.000000 0.000000 ] Orientation<

3 Replies 4,314 Views

if you wan't to add it as a new planet m ake a mesh where you have a mesh point which is a flair with the plasma effect. I am not that experienced with planets, so there might be better advices.

3 Replies 4,314 Views

If you only want to use the klostra cannon to travel between the star, then you can do it by connecting the stars, don't enable the star travel research and remove the explored requirement constrict. I can give a more detailed (and propably more helpful) explanation if that was what you had in mind.

18 Replies 22,048 Views