Is there any way you can use the ResearchFloatModifiers in either an ability or a buff? I'm guessing not, since there is so much overlap between the research modifiers and the entity modifiers - and I've yet to find a syntax that works. I want to be able to apply some of the effects unique to research subjects to individual units.
JoeCool1952
I've read most of the weebly, and it has some really great stuff. But I havent found anything there about converting from .mesh to .xsi . There were some already converted models, but I was asking about how to convert them myself. Does ConvertXSI work in both directions?
Pardon a newbie quesion, but how were you able to work on the meshes? I have been unable to find anything to convert .mesh files to .xsi files. I have found programs that can render/preview .mesh files - but, so far, I can't import them into XSI where I can actually work on them.
I haven't tried this yet, but find these lines in CAPITALSHIP_TECHCARRIER.entity CommandPoints StartValue 3.250000 ValueIncreasePerLevel 0.550000 The StartValue is how many squads you start out with at level 1 - and it rounds down. The ValueIncreasePerLevel is the rate at which new squads are added as the ship levels up. So for this example: level 1= 3.25 = 3 squads ; level 2 = 3.8 = 3 squads ; level 3 = 4.35 = 4 squads ; etc. Alternately, you cou
Thanks for the suggestions - I'll have to look into that planetary ability idea.
Can the AI trigger a research automatically and in such a way as to not interfere with normal user generated research? Ultimately, I am trying to increase an ability's cooldown as the game progresses. I have a planetary structure that automatically spawns free units via an ability. I first added another ability to automatically increase the AbilityCooldownRate at set intervals. It triggered automatically and worked about as well as could be expected. But there were two problems with t