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Author Topic: Editing Ship Turbolaser ranges  (Read 5720 times)

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May 27, 2015, 02:01:18 PM

Offline Thrashia

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Editing Ship Turbolaser ranges
« on: May 27, 2015, 02:01:18 PM »
Hey Corey & Co. I had a quick question. What file do I go snooping into to find and edit the range at which ships can fire certain weapons?
"You may win the occasional battle against us, Vorrik, but the Empire will always strike back." - Gilad Pellaeon

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Thrawn: "Not at all. I merely present the problems you and the Force will have to solve if you continue with this course of action."

May 27, 2015, 03:45:25 PMReply #1

Offline Slornie

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Re: Editing Ship Turbolaser ranges
« Reply #1 on: May 27, 2015, 03:45:25 PM »
Hardpoints_IR.xml, Hardpoints_NR.xm, Hardpoints_EotH.xml.. you get the idea!  You'll have to find and edit the hardpoints individually for each ship.
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

May 27, 2015, 04:06:27 PMReply #2

Offline Thrashia

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Re: Editing Ship Turbolaser ranges
« Reply #2 on: May 27, 2015, 04:06:27 PM »
Hardpoints_IR.xml, Hardpoints_NR.xm, Hardpoints_EotH.xml.. you get the idea!  You'll have to find and edit the hardpoints individually for each ship.

In what folder? Are the values "high" for long range, or "low" for long range? Do I need a special program to open and edit the file or will normal notepad do fine?
"You may win the occasional battle against us, Vorrik, but the Empire will always strike back." - Gilad Pellaeon

C'baoth: "You doubt the power of the Force, Grand Admiral Thrawn?"
Thrawn: "Not at all. I merely present the problems you and the Force will have to solve if you continue with this course of action."

May 27, 2015, 04:22:13 PMReply #3

Offline Thrashia

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Re: Editing Ship Turbolaser ranges
« Reply #3 on: May 27, 2015, 04:22:13 PM »
OK, I found the folder. Found the file. But now I don't know which part to edit...
"You may win the occasional battle against us, Vorrik, but the Empire will always strike back." - Gilad Pellaeon

C'baoth: "You doubt the power of the Force, Grand Admiral Thrawn?"
Thrawn: "Not at all. I merely present the problems you and the Force will have to solve if you continue with this course of action."

May 27, 2015, 05:20:32 PMReply #4

Offline Corey

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Re: Editing Ship Turbolaser ranges
« Reply #4 on: May 27, 2015, 05:20:32 PM »
Each subsection there between <hard point> tags is a different hard point. What you're looking for is the <range> tag for each hardpoint
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May 28, 2015, 12:45:38 AMReply #5

Offline Thrashia

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Re: Editing Ship Turbolaser ranges
« Reply #5 on: May 28, 2015, 12:45:38 AM »
Each subsection there between <hard point> tags is a different hard point. What you're looking for is the <range> tag for each hardpoint

Excellent. Thanks a bunch Corey.
"You may win the occasional battle against us, Vorrik, but the Empire will always strike back." - Gilad Pellaeon

C'baoth: "You doubt the power of the Force, Grand Admiral Thrawn?"
Thrawn: "Not at all. I merely present the problems you and the Force will have to solve if you continue with this course of action."

May 28, 2015, 11:02:08 AMReply #6

Offline Thrashia

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Re: Editing Ship Turbolaser ranges
« Reply #6 on: May 28, 2015, 11:02:08 AM »
I'm having trouble finding the right XML file. Corey & Co, does anyone remember which file the Praetor II is in? That's the one model that I'm trying to adjust for range -- lower it a bit.
"You may win the occasional battle against us, Vorrik, but the Empire will always strike back." - Gilad Pellaeon

C'baoth: "You doubt the power of the Force, Grand Admiral Thrawn?"
Thrawn: "Not at all. I merely present the problems you and the Force will have to solve if you continue with this course of action."

May 28, 2015, 12:18:01 PMReply #7

Offline Slornie

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Re: Editing Ship Turbolaser ranges
« Reply #7 on: May 28, 2015, 12:18:01 PM »
Hardpoints_IR.xml - the Praetor II is mainly just referred to as Praetor in the code (we don't have the first version of the class in the mod).
Quote from: RonMaverick291 (Gametrailers)
why do u hate america? if it were not for us u guys would be lost. i mean we invented the tv, we invented the internet, cars and we even went to the planet moon. we won all the wars and we always help the little countries who cant fight and we give food to poor people.

May 29, 2015, 12:42:40 AMReply #8

Offline Thrashia

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Re: Editing Ship Turbolaser ranges
« Reply #8 on: May 29, 2015, 12:42:40 AM »
Shweet. Thanks!
"You may win the occasional battle against us, Vorrik, but the Empire will always strike back." - Gilad Pellaeon

C'baoth: "You doubt the power of the Force, Grand Admiral Thrawn?"
Thrawn: "Not at all. I merely present the problems you and the Force will have to solve if you continue with this course of action."

May 14, 2018, 09:09:09 PMReply #9

Offline Kopaka9000

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Re: Editing Ship Turbolaser ranges
« Reply #9 on: May 14, 2018, 09:09:09 PM »
When I modify the hardpoint ranges, as you described, all my ships start the battle with the hardponts completely missing, with the ships flaming as if having taken damage. Even if I change just one hardpoint on just one ship, all ships in the game are affected. Am I doing something wrong?

Second, how can I modify the firing range of ground vehicles?

Here is an example. Nothing is modified except the hardpoint range.

<HardPoint Name="HP_Carrack_Weapon_FL">
         <Type> HARD_POINT_WEAPON_ION_CANNON </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_IONCANNON</Tooltip_Text>
            <Health>150.0</Health>

         <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles>
         <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent>


            <Model_To_Attach></Model_To_Attach>
            <Attachment_Bone>weap01</Attachment_Bone>
            <Collision_Mesh>weap01</Collision_Mesh>
            <Damage_Decal>weap01</Damage_Decal>
            <Damage_Particles>weap01</Damage_Particles>

         <Death_Breakoff_Prop>  </Death_Breakoff_Prop>

            <Fire_Bone_A>weap01</Fire_Bone_A>
            <Fire_Bone_B>weap01</Fire_Bone_B>
            <Fire_Cone_Width>360.0</Fire_Cone_Width>
            <Fire_Cone_Height>130.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Ion_Cannon</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>2</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>4000.0</Fire_Range_Distance>
            <Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent>


         <Fire_Inaccuracy_Distance> Fighter, 40.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Corvette, 7.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Capital, 10.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> SuperCapital, 1.0 </Fire_Inaccuracy_Distance>
    </HardPoint>

 

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