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Author Topic: Creating New Unit Abilities  (Read 2419 times)

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July 27, 2023, 03:55:35 PM

Offline Chaotic_Harmony

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Creating New Unit Abilities
« on: July 27, 2023, 03:55:35 PM »
Alright this is my first post here, so hopefully I'm not breaking any rules.

Anyway, iv'e been redoing certain aspects of the Absolute Corruption Mod 2.4 by Mobbman. Edited significant portions of the text for planet and unit descriptions, changed the hypervelocity gun, etc.

One of the bigger things i tackled was redoing the Venator, after exporting the ALO from the base game i added additional bones and hardpoints to more closely resemble the actual configuration in the Clone Wars. For fun i decided to add Piet's Proton Laser ability...this is where i fell down the rabbit hole

Piet's laser acts as if the flag <Damages_Random_Hardpoints> yes </Damages_Random_Hardpoints> is there, but i cannot find it in the Projectiles XML. I did find the Eclipse Super laser's projectile, but it's actually not used anywhere that i can see in the games XML. Editing it DOES affect the damage though, so to circle back to my actual point.

Are Unit Abilities in this game Hardcoded? Is there something i overlooked? Is there a way to define a new ability, tell the game what projectile to use for it etc. Any help would be appreciated, this has been nagging me for the past 3 days.

 

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