Just a question, but would it be possible to make structures like defense turrets and such move, or would that be impossible? I'm just wondering since the Vasari starbase can move and the Advent's mines can move, if it would be possible.
Yep.
I am just passing through the forums, so I do not really have the time to go into detail.
Something about changing the values of acceleration and deceleration and something similar...
Check the differences between the Orkulus and the Transcencia(code-wise)...
Thanks for the reply, but I already tried to do some basic stuff like that, but I couldn't command it to move to a certain place. So when you come back to the forum please give an in-depth reply.
The easiest way to do this with starbases is check the linear thrust lines in the entity files for the starbases, make sure it is in text format. Or get Dekronics tool to covert them. (not sure on spelling, but look it up) in the Vasari starbase you will see certain values that give the starbase movement. And in the Psi and Tech starbases those values are empty or zeroed, and the overall thrust value (there are about 4 or 5 lines that affect movement) is a minus value, something like -1. Change these to whatever positive number you like, but if you keep them the same as the Vasari, then it will be more realistic, but that is up to you. In this way you can make all the starbases of all the races move.
Regarding making other planet modules move, yes you can, well... sorta, it means taking one of the other frigates that can already move, for in gravity well only that would be the builder, or for off planet as well, it would mean one of the frigate ships, like say a scout. What you then have to do, is change out the mesh and the call lines for sounds and the hud icons and the string file call for the planet module values. Be careful as there are some call lines that are different and will have to stay the same as the frigates in order to work, but the file it references in the string file can be substituted within the braces " " so that the correct file is called and you will have a 'moveable' planetmodule. This works for almost all of them, as the planetmodules mostly use abilities to access whatever power they normally use. For gun platforms you can swap out the weapon call lines or simply increase the gun call lines for whatever frigate you are using.
I do believe that the culture module and the resource factory (not sure on this last one, you will have to check) do NOT use abilities, but by virtue of their tactical name get their abilities. So you can still swap out meshes, (pictures that are used for the item in game), but you AREN'T going to get a moveable culture tower, or a moveable resource factory. The ships you use their meshes on will Look like them, but they won't have the planetmodules abilities.
Anyway, take a look at WinCustomize at all the old mods, I have several there that do just this, and there are others by other modders as well, at least you can look at the code to see how it was done.
Take care and good luck, Keep Modding!!
-Teal
Nice explanation. Just what I needed. The star base was easy because the values in place but had a little idea of trying what you wrote. Thanks for confirming.
Can I put what you wrote into the http://soase.weebly.com/modding.html?
the only problem with the moving TEC starbase is that he movement buttons and the frigate/cruiser construction buttons conflict causing a MiNiDuMp, so the chioces are no movement OR no ship build.
harpo
Thats why I now have 4 different classes of starbases for each race. Only want the 1 class of battle stars to move which will have no trade or build. To bad I just tested and it seems the AI will only build the originals even though I made them almost twice the cost.
Myfist0, you are certainly welcome, thank you for the flattery, i've been out of the mod scene a bit now, but it is always fun, and for a long while i tried every thing i could think of, Not always getting it to work right though,
Harpo, there is a button interference? I wasn't aware of that, I will have to take a look, thank you for the heads up though. Good to hear you again. Take care,
yes there is button interference for the TEC starbase between movement & frigate/cruiser building, and it errors the hell out of sins to a minidump. I must admit that I have not been playing as much sins the last three months due to elemental, but still support the utilities and try to answer questions/problems as much as older times.
What I actually wanted to get moving is the turret defense structures, not the starbases.
Is there any way to do that?
There was only 8 posts in this thread. Did you bother to read any of them.
myfist, it sounds like he wants a mod created for him that has moving turrets, and as far as i know no mod has done that, so it is a try it and see situation
I recently tried this for my mod as I wanted a moving Queen type starbase that was able to construct frigates. While the debugger complained incessantly about the overlapping buttons it never minidumped and it appeared to work in the core game. The buttons that I lost access to are the stop and group jump buttons which wasn't too big a deal. I was also able to create frigates and cruisers without any issues whether the starbase was moving or not.
Did it immediately minidump in your testing? or is it a possible minidump possibly after some length of time?
Or does this now work similar to adding the fifth ability on capital ships which gives a similar warning and prevents you from seeing or interacting with the fifth ability?
ZombiesRus5
I suppose those move and stop buttons are hard coded and cant be moved or removed?
I don't know. I've wondered the same but haven't dug into the UI at that level, maybe someone else has. As it stands the moveable starbase with factory upgrades appears to work outside of the debugger. The two commands that are overlaid aren't that big of a deal as you still have access to the important command to control engagement range. I'm going to go ahead and roll with it and see if it dumps on me at any point.
unfortunatly the move/group buttons ARE hard coded for any movable unit/structure, at least that is what I remember reading over the past 2 3/4 years.
Yes, there is a way to do that. basically you take a 'scout', ok? Then you save it as PlatformGun.entity or whatever name you want, just different than the original platform gun. I did this with the Advent Beam platforms.
You substitute all the icon and mesh and string calls with those from the original platform gun. You LEAVE the type and roletype of the scout as it is.
You will also have to change out the exhaust call with a blank, like this " "
Or leave the scout exhaust. It may look funny though, the exhaust coming out of the back of the platform with no engine casing or exhaust tube.
Then save it.
Then go to your Player entity file, and add it to the frigates call area. And add to the count.
Like frigate page 0
count 5
-add your new entity here, but remember to use the same format as the other lines.
Then change the count to
count 6
And save the file.
Now, since the scout has a certain speed, which you can see, on the thrust lines, there are about 4 or 5 of them,
you should probably tone it down from the scout speed, which is for the advent set at 220, to something like 100, or even 125 or 150 or so.
Then save again.
When you go to the frigate area in the menu, you will see the added ship, the platform icon (that you changed the line out of the scout entity with the line in the original platform entity) Also, if you want to get a bit more elaborate, you can edit the string file, by copying the original TWO lines, the name and the description of the name and function of the ship that is called in the entity file. PASTE it directly underneath and change the called name to something cool, then change the CALLED NAME and CALLED DISCRIPTION in the string file, and change the CALLED NAME and the CALLED DISCRIPTION in the ship entity file to whatever, for simplicity's sake i usually call it frigate_whatevernametheshipis)
Then add to the COUNT at the top of the string file, by 1 line. ( I know its two lines, but each STRINGINFO line counts as 1 and has both the name and the value, so its ONE line added for each of those STRINGINFO lines that you add.)
I know! Its a lot to keep track of, but believe me, after you've done it a few dozen times, you can do it in your sleep.
Anyway, your new ship in the Menu in the game will have your new cool name and the icon for the platform, which will make them easy to know which is which. And then look at the cost, if you want. Make the new platform ship something like 200 (original advent scout cost) or something else.
When you build them, you will now have a ship that LOOKS like the platform, has the guns of the platform (remember to change out the weapons call line, or adjust to what you want) BUT WILL MOVE, not only in the gravity well, but to other planets as well.
If you want something for the gravity well ONLY. well, instead of building on top of a scout file (I did say copy it right?, so we don't lose your original scout file) Just use a module builder entity file. . The builders don't go out of the grav well.
Anyway, that's it.
If you are really really really in a bind, then tell me what faction you play, and what version of Sins, and I will make it for you. But you gotta try first, OK? Otherwise you never will get the hang of this modding thing by yourself.
On the point of moving structers I would like to mod my structers, such as the Trade Ports and Research Center, and give them a rotation much like a planet or asteroid. ie: Stay in the same position on the tactical grid and rotate slowly in place. Do you think this is posible? If so what should I be looking for when I go to mod the files?
Thanks all!
rhino, it is fairly easy to do, in each of the structure entity files there is two lines that relate to the rotation of the structure
rotateFacingType "None"rotateConstantly FALSE
just change the FALSE to TRUE and it should rotate in place for you.
I guess I should mention that while you can make an entitytype "frigate" look and act like a Planet module by following Teal's very thorough and good description. This will have, I am pretty sure, a fleet supply cost.
You can't make an entitytype "PLanetModule" move if that's what you are wanting to do.
Yea or not. you should see my post here http://tgnforums.stardock.com/411464 about a mod for structures. Wierd things are happening.
Rhino
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