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Could you upload a screen shot of the model in the developer.exe while the "show meshpoints" option is on (ctrl+shift+., c, z).
there are weapon hardpoints on all sides, 4 back 4 front 4 left 4 right for weapon 1 and
2 back 2 front 2 right 2 left for weapon 2.
both weapons only shoot forwards.
In the Dev Entitiy info (q) show weapon states
TargetCountPerBank:FRONT 1TargetCountPerBank:BACK 0TargetCountPerBank:LEFT 0TargetCountPerBank:RIGHT 0
shows up, Even when the file says
TargetCountPerBank:FRONT 4TargetCountPerBank:BACK 4TargetCountPerBank:LEFT 4TargetCountPerBank:RIGHT 4
I have reloaded the mod.... my only thought is this is a Code limitation for whatever reason the Defensive structures only fire in one direction, which so far as I know Every current in game turret only fires in 1 direction at 1 target at one time... forward.
Has anyone...... found this issue? or... fix or... um.. anything?
http://www.2shared.com/photo/49WW9Cop/ScreenShot_0.html
using
TargetCountPerBank:FRONT 5TargetCountPerBank:BACK 5TargetCountPerBank:LEFT 5TargetCountPerBank:RIGHT 5
in the entity...
thats using the TEC starbase and the Advent Starbase (which we know works) and getting the same results..
Front target count 1
back target count 0
left target count 0
right target count 0
again this is a {entityType "PlanetModuleWeaponDefense"}
is the mod enabled AND applied?, the counts suggest that it is using the stock entities.
harpo
yep, disabled all, apply, restarted, enabled, apply ->
seems somebody else found this issue
https://forums.sinsofasolarempire.com/367704
pretty sure its a game Limitation with Diplomacy v1.34 guess I just have to use ability's like "Phase missile swarm" to mimic turrets with multiple ability hard points.... annoying tho
Well the TEC hangar can fire in multiple directions and I think on multiple targets... you might want to try a different type of structure entity.
Genius!
needs - entityType "PlanetModuleHangarDefense"
and
defaultAutoAttackRange "None"defaultAutoAttackOn TRUEprefersToFocusFire FALSE
Must be after the weapons, not before them
thanks for the tip
Just want to point out here, it is in fact possible to have a hangar defense module which has weapons in all directions and has multiple targets per bank.
Question is it possible to have shield mitigation go down as it is hit by damage and regen while not?
Yes, the question is just how hard it would be.
The maximum shield mitigation possible is defined in each ship's entity file. Everything else is controlled from the race entity file (its called absorb rate there).
shieldData shieldAbsorbGrowthPerDamage 0.001000 shieldAbsorbDecayRate 0.012500 shieldAbsorbBaseMin 0.150000 shieldColor ff0eadff
In theory, if you were to make the minimum higher than the maximum (note that capitalships by default increase their mitigation with levels), and make the growth and decay rates negative, it may act exactly as you want, blocking early attacks and weakening with further damage. I don't know if anyone's tried it before, so the game might have so built in checks, but I give it a fairly good chance of working, and its nice because you can do it on a per race basis.
If this doesn't work you'll needed to set it up as a mechanic that affects everything in the mod. Basically what you'd do is make the Min and Max the same and give every ship an ability that reduces shield mitigation with attack. It works but its a pain to set up, and for capitalships it takes up the unused 5th passive ability slot that you may find more useful for other things.
hmmm, I'm copying and pasting the topic I started by accident in a different thread, it seems like this is the proper place for it
Hey all, I realize I've been posting quite abit lately asking for assistance with issues I've come up against and I'm thankful for the help that has been offered, and am happy with the progress I've made importing models from EVE Online succesfully into the SOASE Reb 0.96 Beta so far... but when it comes to Minmatar ships I have abit of an issue...using the same Modtools XSI steps and tangents etc and the Photoshop textures setups I have used successfully for over 20 ships...I encounter a wierd 'dissappearing texture effect' I'll post links to screengrabs here and i've also uploaded a Youtube video of the ship ingame.
the Youtube link should be up soon: http://www.youtube.com/watch?v=OO5jpE-eCEM&feature=youtu.be
http://cloud.steampowered.com/ugc/558691485274094956/72E280ECE629C692C113318548FF73155C8AF195/
http://cloud.steampowered.com/ugc/558691485274337959/428B505EB50E7C0E80F476B7A5EE07CC1E23DF47/
so the transparent 'looking mirror' with the wierd swirl (I did that to identify it) is supposed to be replicated on the other 'wing' that sticks out underneath the ships fuselage? any info or advice on what I might be doing wrong? I've used the same steps and setup for a ton of other models etc which have turned out great
example: http://cloud.steampowered.com/ugc/560942745946056445/19E89800F166A760182B7F19F4802EAEA15F163E/
is it invisible, or highly reflective? Can't tell from your screen shots.
Invisible is an issue with the mesh, possibly inverted polygons.
Do you get any errors on the xsi when you convert it to mesh?
The mesh in Eve has one sided faces in those positions and if you used the TriExporter to get them it will retain them.
You'll have to make those faces in the panels two sided or check to make sure they aren't facing the same way if you did make them two sided..
Oh yeah--the swirl is on purpose--never mind that.
hmmm thanks Sinperium, any advice on how to make them two sided? create a UV map and copy-paste?
Depends on what program you are using--if it's XSI, you can duplicate faces but I am not versed in it.
You need to duplicate the face and then invert the face so the texture shows the other way (reverse the vertex order).
I actually use Milkshape for everything but importing into the game so I am a little limited on help here.
Sketchup can import 3DS models and is free and you can at least see where the faces need to be. Meshlab will let you reformat the Sketchup free export.
I'd take the time to learn to do it in XSI if you're using that. I still haven't got the hang of XSI.
Trying to adapt the culture center capturing to only do so temporarily. For some reason however, it doesn't seem to be working and aside from setting isPermanent to FALSE, idk what else to do..
TXTentityType "Buff"onReapplyDuplicateType "PrioritizeNewBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit 1allowFirstSpawnerToStack FALSEbuffExclusivityForAIType "NotExclusive"isInterruptable FALSEisChannelling FALSEnumInstantActions 3instantAction buffInstantActionType "DoDamage" instantActionTriggerType "OnDelay" delayTime 0.000000 damage Level:0 3500.000000 Level:1 0.000000 Level:2 0.000000 Level:3 0.000000 damageAffectType "AFFECTS_ONLY_HULL" damageType "ENERGY" isDamageShared FALSEinstantAction buffInstantActionType "PlayAttachedEffect" instantActionTriggerType "OnDelay" delayTime 0.000000 effectInfo effectAttachInfo attachType "Above" smallEffectName "Buff_DominationOnTarget" mediumEffectName "Buff_DominationOnTarget" largeEffectName "Buff_DominationOnTarget" soundID ""instantAction buffInstantActionType "ChangePlayerIndexToFirstSpawner" instantActionTriggerType "OnDelay" delayTime 0.000000 isPermanent FALSE failIfNotEnoughShipSlots FALSE experiencePercentageToAward 0.000000numPeriodicActions 0numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 0numFinishConditions 1finishCondition finishConditionType "TimeElapsed" time Level:0 150.000000 Level:1 10.000000 Level:2 0.000000 Level:3 0.000000
Instant actions are only applied once, they cannot be set to expire after a duration (that's more for overtime and entity modifiers). You'll need to manually create another buff to set the ownership back, though admittingly I'm not sure if that's possible with an ability initiated by the player. You may need to create an ability for the original owner that sets it back on the culture center.
I can figure out how to do it via a second ability, but I was just wondering if there was any way to undo it.
Again, you cannot undo instant actions accept by doing another instant action that does the opposite of the first. As far as I can tell, the first spawner is the player who owned the ability, so using "ChangePlayerIndexToFirstSpawner" can only be used to change the ownership to the player who fired the deliverance engine.
To change it back, I'd add a buff that applies a second buff to itself on the culture center. This second buff will be applied when the first one ends, and the first one's finish condition will be on owner change. The second buff will use "ChangePlayerIndexToFirstSpawner" on a delay equal to the deliverance engine duration.
Is there any way to create new Weapon Class Types and if there is how would you do so?
Also???
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/EntitySystemHelpers.cpp(691)
starBase->GetIStarBasePtr()->GetDef().creationSourceAbility.IsValid()
You can take any of the weapons that already exist in game and assign them any sorts of stats or ability/buffs you like. But you can't create new types (you can rename them).
Check the links up top for weapons type discussions and look in this thread for enumeration of the types.
After going through and doing that I found that with 8 races I used the same amount of weapons so I was lucky that I didn't have to cut something from one of them.
There are at least 3 unused weapon types in diplomacy, and Rebellion adds a whole lot more only a titan or corvettes use.
Sounds like you have a starbase that can't find the ability that created it. If you just copied and pasted a vanilla file, make sure you update the CreationSourceAbility line to take into account a different ship/ability made the new starbase.
Okay that fixed that a bunch of minor errors they were all string related popped up but it started and worked so thank you.
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