[quote who="Volt_Cruelerz" reply="50" id="2998892"]Oh yes there is. I've done it. It's a rather complex buff, but I've done it.[/quote] Before I go about taking a stab at this, may I have permission to use parts of the Grey Goo in order to get this ability coded? You of course will be credited accordingly.
Lavo_2
[quote who="-Norbert-" reply="5" id="2998881"]Is it possible you forgot to, or messed up when increasing the counter at the beginning of the research list?[/quote] Doubtful as that would cause a minidump on load, iirc.
[quote who="GoaFan77" reply="47" id="2998793"]I've also wanted to do such a passive ability, but the problem is I'm not sure if there is a sure fire way to only apply a buff when shields are down. Indeed, if Sins shield regeneration is constant instead of per second the only time shields are completely down is immediately after a normal weapon hits.[/quote] There is an if shields are down finish condition, ShieldFailure. So it'll have to use that... I imagine it'd have
Is it in entity.manifest?
[quote who="SpardaSon21" reply="45" id="2998608"]. That's good to know. Do any ships in SOGE use this for ion cannons?[/quote] At the moment, no. Though, after 2.0E is out, there's plans to redo the stats of most of the ships in order to accommodate ion cannons. The reason it hasn't been done yet is that this will pretty much turn the entire mod atop it's head. I'm also thinking, as an additional passive ability, to add in a bit that if the shields of an
[quote who="trekky_rudd" reply="16" id="2998461"]I hope you guys release for diplomacy I really loved this mod, and prefer it over requiem in almost all respects. It really captured the Star Wars feel.[/quote] There may be a Diplomacy release in the future. I can confirm that there will be a Rebellion release down the road.
[quote who="Volt_Cruelerz" reply="42" id="2998566"]or perhaps make a new ion type that deals extra damage to shields[/quote] You can do this with a passive ability, if I'm right. [quote]I'd love it if certain weapons only affected shields[/quote] This is possible. Use the line "AFFECTS_ONLY_SHIELDS" in the weapon's data. Edit: Sparda, I've tested and confirmed it before. [quote]or hull, and if the hull-only weapons get fired on a shield, either
[quote who="Volt_Cruelerz" reply="363" id="2998476"]I think buzzdroideffect should use an applybufftoself instead of applybufftotargetnofilternorange. The reason for this is that you didn't previously use ApplyTargettedBuffToSelf, thus ABTTNFNR doesn't know where to aim.[/quote] Will try that, thanks. Edit: Got this to work with ApplyBuffToSelf and OnDelay with a delay of 0. [quote who="GoaFan77" reply="364" id="2998567"]I would try just making the research ridic
Jeez, it feels like I'm spamming this thread. But anyways... Another question, I'm basically trying to code a buff, which calls a buff, which calls another buff. The first two of the chain fire off flawlessly, but the third does not want to fire off for some reason. Here's all three of the buff files. As you can see, I'm doing it so I can set a stack on the last of the three, the hull DPS, but leave the previous unlimited.
[quote who="Ryat" reply="36" id="2997998"]firingAlignmentType "Default" You use this line to fix that issue.[/quote] This does not fix the issue; if you set it to TiltFoward plus an angle, the ship will keep moving about; it will not merely turn that angle and sit still, which is what the50first is referring to in his post.
That Anahn ship looks even nicer ingame than in the renders you previously posted.
[quote who="Theophantus" reply="75" id="2997590"]Lavo, Sorry where shall I add it?[/quote] As I noted in my post, in the fileName line. ex: name "CAPITALSHIPPICTURE_TECHCOLONY" content "Simple" fileName "Unit_Picture2" pixelBox [ 2 , 470 , 167 , 75 ] (becomes ->) name "CAPITALSHIPPICTURE_TECHCOLONY" content "Simple" fileName "Unit_Picture2.tga" pixelBox [ 2 , 470 , 167
[quote who="GoaFan77" reply="33" id="2997583"]Yup, we've even managed to technically get shields on fighters, but as soon as they take damage the game just doesn't know what to do and crashes. This discovery was quite disappointing to the modding community, but perhaps it will be changed in Rebellion.[/quote] Indeed. That day was first nice , and then saddening due to the mini-dump that
[quote who="GoaFan77" reply="110" id="2997548"] An alternative if you are good with CGI/video editting is to record in the greenscreen mode of the dev.exe.[/quote] How do you access this exactly? [quote]That... is very unfortunate. Maybe post in the get an answer thread about it?[/quote] If it's a newer card (like the ATI 6xxx line), Iskatu is probably best off asking the devs about it, as odds are it's an issue with the program itself.
Add in the file-extension, i.e. fileName "Unit_Picture2.tga" and it should work.
[quote who="GoaFan77" reply="1" id="2997320"]Otherwise there is a community .mesh resize tool floating around here somewhere...[/quote] I can't seem to find the DL link on myfist's weebly, though if nobody else has it, I can upload the version I got.
[quote who="GoaFan77" reply="28" id="2997358"] Quoting Carbon016, reply 27- Removing PlayerPirate appears to crash the game Did you completely remove pirate bases from your mod? If so how?[/quote] It's easy to remove Pirate Bases... Get rid of them in the GalaxyScenarioDef random counters and don't put in a PirateBase in a map setup. The issue I believe is that if there are no Pirates you can't set that pirates are inactive/active setting which causes the game to
So I've been thinking of AI coding and the like. I'm aware that the AI needs every single frigateRoleType in order to properly function, even if that ship doesn't fit the role. Seeing as how some modded factions simply don't have ships that fill this role, I was thinking of an alternative, and was wondering if it had been attempted already. That is to make "filler" frigates that are unattainable (cost more supply than the cap, and plenty of resources), which shows the AI that
[quote who="Theophantus" reply="68" id="2996887"]I want to create another picture texture sheet and call it "Unit Picture2" and add it to the textures file. What brush file do I add it to, so the game will pick it up and read it. I can't seem to find it. I know it's not the players.pictures in the window folder, because I've tried that. Thanks Theo.[/quote] You don't need to add texture files to brush.manifest or any other manifest. In order to change hud icons and the
[quote who="Heero_Miiyamoto" reply="9" id="2996469"]So....I messedup my laptop (again) and need a reminder on how to download and set up tortoise '[/quote] There's instructions in the beta forum, look in the sticky thread. [quote who="1in1class" reply="10" id="2996506"]This is an nice mod (though the ships are very small) any chance in making them biger size?[/quote] No.
Holy gravedig batman! Also supermodels are overrated.
Looks quite nicer when it's a bit brighter.
[quote who="GoaFan77" reply="1" id="2992576"]Additional planets are probably too much to ask for, as that would imply modifying all the maps in the game before hand, and may not even be possible with the random maps.[/quote] No it's possible for Randoms; I've done this in SoGE. That is where each player starts with more than one planet and on a Random map. It requires a bit of balancing work, if you want the planets to start with upgrades, but it's been done.
[quote who="myfist0" reply="24" id="2993779"] http://www.shacknews.com/file/4552/homeworld-2-rdn-toolkit[/quote] Good sir, when the karma system is working once more, I owe you a point for this. Much thanks.
[quote who="myfist0" reply="19" id="2993754"]Some of the links to the tools are broken but I just googled them. [/quote] Hate to be a bother, though do you have a link to any of those extractors? Googling seems to be producing a sea of dead links.