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OTHER SINS HELPFUL MODDING LINKS*
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Yup. The space they use, in pixels.
Where is/are the files related to the "galaxy" used for the main menu background? It keeps asking for the "WeightedRandom" (which I've removed/renamed in the GSD) and I don't know how to make the erros go away short of always keeping a WeightedRandom PlanetType...
Its called Frontend.galaxy. Its with all the other maps. It also is a huge pain, as it seems to have special restrictions on what you can do with it. No ships can move in it, if any planet is owned by anyone it crashes, etc.
Holy cow...how did that happen?
Does this mean I get a free collectors edition now?
No, a can of spam.
I'm interested in changing the Advent Titan so that it benefits from Mass Transcendence. I've found the .entity file to modify the research itself (RESEARCHSUBJECT_CONSTANTEXPERIENCE.entity) and the lines in said .entity file to change the rate, level cap and adjustment ... but I'm not finding/seeing where I would make a change so that it affects the Titans in the research .entity nor in the various TITAN_ .entity files.
Where should I be looking?
Anyone else having haphazard minidumps? Yes, I'm using a mod, but the minidumps are not consistent at all....
For example, sometimes the game MD's before even starting...sometimes it MD's when trying to start a game (sometimes the first, sometimes a later game, independent of map)...
Literally, I can just start the game and it is completely random when the MD will occur...
Logfile indicate the game can't find the blue star solar flare effect or something, which is rather strange since I haven't touched any effects...
You can't. The research is hard coded just to work on capitalships. I think the experience bonus still affects titans though.
If you get your ass dumped out before you even start a game, it's the map in the loading screen.
I can give you an example. You set an ability on a planet to summon a ship, and for testing purposes, have it work instantly. Poof, game crashes as you're attempting to start a game when the ship is summoned...
I can probably take a look at the mod for you this weekend, I've given myself lots and lots of practice tracking them down...
If you get a chance here it is...I'd be much appreciative...
Changes concern planets and planet bonuses...changes are made to galaxy/entity manifests, Random galaxies, Frontend galaxy, gameplay constants, String, and GSD...the Strip to the Core effect is only renamed (for now), it is identical to the TerranHome one...
*Link Updates*
*Sniff...my spam is gourmet sir!
Okay, been through the stuff.
Your GalaxyScenarioDef file is all over the place, makes it really hard to compare for changes.
I don't know where the issue is, but it's a dirt common map feature that's loaded on start. It has to be a planet issue, since you didn't modify the starts or anything of that nature.
For weapon.range, what value will encompass the largest gravity well? (The largest .range value I'm seeing in the .entity files is 12000.)
Suns are Bigger, and ships can mess about outside the Actual well radius.
Why not just make your weapons shoot 60000 You can't shoot into other wells so there is no harm in extending ranges way beyond the well.
grrr
Ok trying to get the Novalith Cannon to shoot ships like snipe but Keep its charge up Muzzle animations.
instantAction buffInstantActionType "PlayAttachedEffect" instantActionTriggerType "OnDelay" delayTime 0.000000 effectInfo effectAttachInfo attachType "Ability" abilityIndex 0 smallEffectName "Ability_OrbitalCannonTechChargeUp" mediumEffectName "Ability_OrbitalCannonTechChargeUp" largeEffectName "Ability_OrbitalCannonTechChargeUp" soundID "WEAPON_TECHORBITALCANNON_CHARGE"instantAction buffInstantActionType "PlayAttachedEffect" instantActionTriggerType "OnDelay" delayTime 6.000000 effectInfo effectAttachInfo attachType "Ability" abilityIndex 0 smallEffectName "Ability_OrbitalCannonTechMuzzle" mediumEffectName "Ability_OrbitalCannonTechMuzzle" largeEffectName "Ability_OrbitalCannonTechMuzzle" soundID "WEAPON_TECHORBITALCANNON_MUZZLE"
I gave up trying to make the Cannon.... hit
I tried a Snipe clone with the weapon In the Ability, then adding 2 instant actions in the buff that perform the chargup, but this doesn't do anything.
I also tryed making an ability like Beam blast ...
Ability Apply buff to self then
3x instant actions, the FX followed by
buffInstantActionType "ApplyBuffToTargetWithTravel"instantActionTriggerType "AlwaysPerform"buffType "BuffTechOrbitalCannonFIRE"targetFilter numOwnerships 1 ownership "Enemy" numObjects 5 object "CapitalShip" object "Frigate" object "PlanetModule" object "StarBase" object "Titan" numSpaces 1 space "Normal" numConstraints 0range Level:0 700000.000000 Level:1 10000.000000 Level:2 0.000000 Level:3 0.000000travelSpeed 4000.000000hasWeaponEffects TRUEweaponEffectOriginType "Targetter"weaponEffectAttachInfo attachType "Ability" abilityIndex 0weaponEffectImpactOffsetType "RandomMesh"canWeaponEffectHitHull TRUEcanWeaponEffectHitShields TRUEweaponEffectsDef weaponType "Projectile" burstCount 1 burstDelay 0.000000 fireDelay 0.000000 muzzleEffectName "Ability_OrbitalCannonTechMuzzle" muzzleSoundMinRespawnTime 0.100000 muzzleSounds soundCount 1 sound "EFFECT_SNIPE" hitEffectName "Ability_OrbitalCannonTechSurfaceImpact" hitHullEffectSounds soundCount 1 sound "EXPLOSION_CANNONSHELLTECH" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS" projectileTravelEffectName "TitanAbility_Snipe_Travel"
This does the Firing Animation... but doesn't shoot a bloody thing!! GRR
How do I do this?
(ABILITY)ApplyBuffToTargetWithTravel > (BUFF)2xInstant action Effects+Weapon > (BUFF)Damage?
or?
(ABILITY)Weapon > (BUFF)2xInstant action
Is there a way to add 2x Muzzle fire effects to a Snipe like ability?
I just need a sort of.... Order?
Any clues?
...
And why do people assume that the stuff the buffInstantActionType isn't important.
So this is from a buff file correct? If so, you cannot use "AlwaysPerform". That can only be used with InstantActions in ability files. Buff instantActions should use "OnDelay". PeroidicActions can still use AlwaysPerform in buffs.
FacePlam... Bah.. that's what I get for copying files rather than typing them out.
Thanks Goa, that Fixed it
Really, Huge thanks
next problem.. the Projectile Despawns when I try to shoot it outside of a well
ParticleSimulation HasInfiniteLifeTime FALSE TotalLifeTime 10.000000
hmmmmm
Flair_TechCannonShellTravel.particle is a perfect Usable Cannon travel with unlimited life, but for some insane reason its Backwards!!
AlwaysPerform works fine in Buff files. A couple abilities in Sins would work a lot better if they used it.
Periodic applications fail when targets move in and out of range rapidly, AlwaysPerform as an instantAction application immediately reapplies without issue as long as you use PrioritizeOldBuff in the spawned file, just as with a passive ability.
hmm 1 more strange thing.
When the PSIREBEL titans ability Strength of the Fallen, StrenghtofthefallenRecourse adds DamageAsDamageDealer for 60 seconds it stacks, but buffOverTimeActionType "RestoreShields" doesn't
overTimeAction buffOverTimeActionType "RestoreShields" shieldRestoreRate Level:0 8.000000
Eg Dmg
Kill 1 - 8% 1 stacks for 60 seconds50 seconds WaitKill 2 - 16% 2 stacks for 60 seconds shieldsI getKill 1 - 8 Shield/s 1 stacks for 60 seconds50 seconds WaitKill 2 - 16 Shield/s 2 stacks for 10 seconds, then back down to 1 stack for 50 seconds?
now the stacks don't reset.How do I get this to stack?
Is there a quick and easy way to decrease the logistics slot cost of a single building? For example, a research that reduces the slot cost of the TEC Loyalist Trade Ports by 2. I've been looking at this for a while and haven't figured out how to do it, outside of editing the Trade Port file directly, which I'd rather not do. Any help is appreciated. Thanks.
jjbuck2 IN rebellion there is in the loyalist tec ONE ability that does have the effect you want ie RESEARCHSUBJECT_NOVALITH_DEREGULATION.entity
the important lines in it start at line 36
researchModifier modifierType "OrbitalCannonSlotCostAdjustment" baseValue 0.000000 perLevelValue -3.000000researchModifier modifierType "OrbitalCannonPriceAdjustment" baseValue 0.000000 perLevelValue 0.250000artifactPicture ""
whether or not there is similar adjustment modifiers for the structure you want is another question that I can not answer
harpo
Psychoak, appreciate you looking at it....I do agree it is a planet issue, but it is not one specific planet and it is not consistent...if anyone has any advice, I'd be very appreciated...
First, here is the error message:
Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)
i >= 0
This message can pop up from the main menu (so Frontend galaxy), the random galaxies, and a galaxy made in the map designer...the message doesn't always pop up, but when it does, it immediately results in a MD...
I spent a lot of time in the map designer, making large galaxies of the same planet (to maximize controlled variables), and here are some trends I've noticed:
Switching my planet entity files with the vanilla ones seems to remove the issue...for example, maintaining my string file, manifests, gameplay, and GSD, I can simply switch which file is named Planet_Occupation (either mine or the vanilla) and the issue goes away (only change I have to do to the vanilla is remove the Space Ponies planet bonus)...99 of mine results in almost guaranteed MD while 99 of the vanilla doesn't seem to result in any...
As a final note, this mod has no random planet bonuses...each colonizable planet has a certain number of required planet bonuses, with "better" planets (like terrans and occupation) have more of these bonuses (4 or 5, respectively) than "worse" planets (like asteroids) which have less bonuses (only 1)...
Yeah, I went through all the files. I didn't see anything obvious, just a lot of "maybe it doesn't like this" sort of things.
I did spot a minor error in gameplay.constants, but the engine just ignores semicolons on the end of values so it's irrelevant to the crashing issue.
I'll take a second look at the planet files after I finish working tonight and see if I can figure out why they're buggered.
Edit: That specific error message is saying it went looking for something that was referenced, and didn't find it. Most of them are properly trapped, like you typo an ability entry on a ship, but they were total slackers in other areas and you just get the single error message.
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