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Messages - ItchyTasty

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1
let me give it a try thanks for the tip

2
A good idea, but how do you change the damage to area instead of a single hardpoint?

3
Ok, so at Filefront a modeler named Lord X just released a pack of models with SSD's as its main thrust. I've taken it upon myself to  do the xml coding for the Eclipse model. Everything is going fine except for one detail. The super laser.

I would like my superlaser to be cannon with those of the movies and books, in other words it needs to be able to seriously damage an entire ship with a single blast if not outright destroy it.

So far my attempts have been rather... how should i put it, futile.

My super laser's of the past can knock out a single hardpoint no problem. I would like one that dmgs multiple hardpoints in a single attack.


Ok so there is only one other weapon in the game that does this. (in EAW don't have FOC as of yet)

The hyper velocity gun.

Ive attempted to modify the projectile and use for my super laser

but no such luck, the beam or multiple beams target the same hardpoint.

This is what ive done.

<Projectile Name="Proj_SuperLaser_E">
      <Text_ID>TEXT_NONE</Text_ID>
      <Space_Model_Name>p_hyper_gun_slug.ALO</Space_Model_Name>
      <Damage_Type> Damage_Hyper_Gun </Damage_Type>
      <Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>
      <Scale_Factor>1.5</Scale_Factor>
      <Max_Speed>70.0</Max_Speed>
      <Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
      <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
      <Projectile_Category>DEFAULT</Projectile_Category>
      <!-- CAN'T have acceleration on projectile - will not work with INTERCEPT CODE!!!! -->
      <Projectile_Acceleration_Per_Frame>0.0</Projectile_Acceleration_Per_Frame>
      <Projectile_Max_Flight_Distance>5000.0</Projectile_Max_Flight_Distance>
      <Projectile_Damage>5000.0</Projectile_Damage>
      <Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
      <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
      <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
      <Projectile_Energy_Per_Shot>250</Projectile_Energy_Per_Shot>
      <Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
      <Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
      <Projectile_Ground_Detonation_Particle />
      <Projectile_Lifetime_Detonation_Particle />
      <Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
      <Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
      <Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
      <AI_Combat_Power>10000</AI_Combat_Power>
   </Projectile>


Versus the actual hyper velocity gun projectile as follows:

<Projectile Name="Proj_Hypervelocity_Gun">
      <Text_ID>TEXT_NONE</Text_ID>
      <Land_Model_Name>p_hyper_gun_slug.ALO</Land_Model_Name>
      <Space_Model_Name>p_hyper_gun_slug.ALO</Space_Model_Name>
      <Damage_Type> Damage_Hyper_Gun </Damage_Type>
      <Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>
      <Scale_Factor>1.0</Scale_Factor>
      <Max_Speed>70.0</Max_Speed>
      <Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
      <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
      <Projectile_Category>DEFAULT</Projectile_Category>
      <!-- CAN'T have acceleration on projectile - will not work with INTERCEPT CODE!!!! -->
      <Projectile_Acceleration_Per_Frame>0.0</Projectile_Acceleration_Per_Frame>
      <Projectile_Max_Flight_Distance>50000.0</Projectile_Max_Flight_Distance>
      <Projectile_Damage>3000.0</Projectile_Damage>
      <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
      <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
      <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
      <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
      <Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
      <Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
      <Projectile_Ground_Detonation_Particle />
      <Projectile_Lifetime_Detonation_Particle />
      <Projectile_Absorbed_By_Shields_Particle />
      <Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
      <Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
      <AI_Combat_Power>60000</AI_Combat_Power>
   </Projectile>

The special weapon HyperGun fires 10 projectiles, mine fires 5. here they are below.

Mine:

<HardPoint Name="HP_Weapon_ECSuper">
         <Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
            <Health>7500.0</Health>

         <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
         <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent>

      <Fire_Category_Restrictions>Fighter, Bomber, </Fire_Category_Restrictions>
         <Damage_Type> Damage_Star_Destroyer </Damage_Type>
            <Model_To_Attach />
            <Attachment_Bone>Super_laser_00</Attachment_Bone>
            <Collision_Mesh>Super_laser_00</Collision_Mesh>
            <Damage_Decal>HP_B-L_blast</Damage_Decal>
            <Damage_Particles>HP_B-L_EmitDamage</Damage_Particles>

         <Death_Breakoff_Prop> Hardpoint_Breakoff_MonCal_Weapon_BL </Death_Breakoff_Prop>

            <Fire_Bone_A>Super_laser_00</Fire_Bone_A>
            <Fire_Bone_B>Super_laser_00</Fire_Bone_B>
            <Fire_Cone_Width>90.0</Fire_Cone_Width>
            <Fire_Cone_Height>90.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_SuperLaser_E</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>20.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>30.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count></Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>4000.0</Fire_Range_Distance>
            <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>

         <Fire_Inaccuracy_Distance> Fighter, 15.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Bomber, 15.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Transport, 10.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Capital, 1.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>
         
    </HardPoint>


Theirs:


<SpecialStructure Name="Ground_Empire_Hypervelocity_Gun">
      <GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
      <Text_ID>TEXT_GROUND_HYPERVELOCITY</Text_ID>
      <GUI_Row> 0 </GUI_Row>
      <Land_Model_Name>RB_HyperVelocityGun.alo</Land_Model_Name>
      <Is_Dummy>Yes</Is_Dummy>
      <Affiliation>Empire </Affiliation>
      <Political_Control>0</Political_Control>
      <Build_Cost_Credits>3000</Build_Cost_Credits>
      <Build_Time_Seconds>65</Build_Time_Seconds>
      <Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
      <Build_Max_Instances_Per_Planet> 1 </Build_Max_Instances_Per_Planet>
      <Size_Value>50</Size_Value>
      <Build_Initially_Locked>No</Build_Initially_Locked>
      <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
      <Base_Position>Out_Base</Base_Position>
      <Tech_Level>3</Tech_Level>
      <SpaceAutoResolveHitRate>3</SpaceAutoResolveHitRate>
      <Damage>50</Damage>
      <Required_Timeline>0</Required_Timeline>
      <Required_Ground_Base_Level>0</Required_Ground_Base_Level>
      <Required_Star_Base_Level>0</Required_Star_Base_Level>
      <Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures>
      <Required_Planets />
      <Shield_Points>400</Shield_Points>
      <Tactical_Health>900</Tactical_Health>
      <Shield_Refresh_Rate>15</Shield_Refresh_Rate>
      <Energy_Capacity>1000</Energy_Capacity>
      <Energy_Refresh_Rate>6</Energy_Refresh_Rate>
      <Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
      <LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SHIELDED, POWERED, REVEAL, HIDE_WHEN_FOGGED,DAMAGE_TRACKING,DUMMY_LAND_BASE_LEVEL_COMPONENT,UNIT_AI,EARTHQUAKE_TARGET</LandBehavior>
      <SpaceBehavior>SPECIAL_WEAPON</SpaceBehavior>
      <Multisample_FOW_Check>Yes</Multisample_FOW_Check>
      <Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
      <Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>
      <Special_Weapon_Index>1</Special_Weapon_Index>
      <Special_Weapon_Target_Action_Index> 0 </Special_Weapon_Target_Action_Index> <!-- HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2 -->
      <Special_Weapon_Valid_Targets>Transport | Corvette | Frigate | Capital | Super</Special_Weapon_Valid_Targets>
      <Projectile_Fire_Recharge_Seconds>75.0</Projectile_Fire_Recharge_Seconds>
      <Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
      <Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
      <Projectile_Types>Proj_Hypervelocity_Gun</Projectile_Types>
      <Icon_Name>i_button_hypervelocity_gun.tga</Icon_Name>
      <Space_Victory_Relevant>No</Space_Victory_Relevant>
      <Land_Victory_Relevant>Yes</Land_Victory_Relevant>
      <No_Reflection_Below_Detail_Level>2</No_Reflection_Below_Detail_Level>
      <No_Refraction_Below_Detail_Level>2</No_Refraction_Below_Detail_Level>
      <Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
      <GUI_Bracket_Size>2</GUI_Bracket_Size>
      <Armor_Type> Armor_Structure </Armor_Type>
      <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase>
      <Death_Clone_Is_Obstacle> true </Death_Clone_Is_Obstacle>



Any help would be wonderful. The stuff on the hyper gun above is from specialstructures.xml if you are wondering.

4
Discussion, Suggestions & Feedback / Re: Super Star Destroyers
« on: September 14, 2007, 01:04:36 PM »
fantastic. I'm currently using the executor model from the Conflict in Space mod it sports 25 targetable and 2 hidden hardpoints. It works quite nicely, Ive seen other mods using more.


5
Discussion, Suggestions & Feedback / Re: Super Star Destroyers
« on: September 13, 2007, 11:53:26 PM »
Heres a question, what kind of armorment are we going to be able to expect from these wonderful little contraptions? Will they be standardized for play with other FOC/EAW ships or will they have hundreds of turbolasers to make me happy as they shred enemy ships to peices?

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