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HasPhaseMissiles could do the trick, just put in a dummy weapon with that weapon type. Thanks!
Yeah--it's not very practical but I was thinking a "proof of concept".
In some mods using modular construction by design, this might actually be possible to make as a built in mechanic.
The essential thing is there would have to be some buff that deactivated the first mesh when the second came in to replace it and that is tied to the damage cues.
So on my blown up Kol for example...the section I "blew up" could be one particle effect and the same section could be made "not blown up" and put in place on ship spawn.
When the damage effects were called for, the "blown up" section could be part of them--if a buff can be made that cancelled the first section.
Another good example could be the B5 mod's capital with the rotating section--it would be very easy to make an alternate with one of the "boxes" of that section ruptured or smoking--and it is already a particle mesh.
I'm seeing what I can do to get more functionality out of structures through the next week.1. Overhauling trade ports into orbiting space colonies. If I can make it more complex than simply granting a population ability to trade ports, it'd be nice. Not sure how I'll do this with the advent.2. I want to do something with labs. Maybe grant civilian labs a boosting element to the planet it orbits and granting military labs a boost to defenses or visiting fleets. Dunno yet.3. Refineries could grant a boost to extract rate for the local planet, or I could split the space colony idea into industrial and commercial colonies.4. I'd like to split up starbases into military and civilian ones. Label it starbases (military) and starports (civilian). Who would get what specific powers hasn't been hammered down quite yet, but culture, healing, trading would be the starport route. Building of fleets and offense/defense would be the starbase. Either or, I need to make both viable for building.
I've been plugging away at my little mod, and unfortunately I've tried to make a buff that I can't quite comprehend well enough to get working with Sins style buffs.It's basically an AOE passive that increases the amount of armor the owning capitalship has based on how many enemy ships are nearby, up to a maximum amount. I've based it off of the Salvage Operations ability because of it's similarity, but I've gotten stuck. The capitalship unfortunately doesn't seem to receive any armor bonus at all, and I'm not sure what to do to fix it. I don't usually work with buffs bouncing back and forth between ships. AbilityRUNFearlessnessBuffRUNFearlessnessSelfBuffRUNFearlessnessTargetBuffRUNFearlessnessRecourseIf any passing buffmeister could point out what I need to change to get it working, I'd be very grateful indeed.Also, does anyone know of a cleaner way of draining a ship's shields completely without having to input some absurd amount of shield damage into an ability? Having 50 million damage show up in an ability breaks the textbox on Titan upgrades.
In BuffRUNFearlessnessTarget
instantActionTriggerType "AlwaysPerform"
needs to be
instantActionTriggerType "OnDelay"
delayTime 0.000000
AlwaysPerform, combined with PrioritizeNewBuffs leads to an infinitely replaced recourse, use delays for single applications, always.
You also need to fix allowFirstSpawnerToStack FALSE in BuffRUNFearlessnessRecourse.
Pretty much like all of these concept Xathos. I especially like trade ports growing into population centers.
Along these lines something I haven't had a lot of time to work on but I am working on a not-on-page factory that spawns from a combat lab. It produces specialty ships that look like refinery, tradeships and module constructors but are actually decoy and surprise garrison/spy ships. I'm calling it a black ops center. Feel free to steal the idea.
I had hoped to be able to put abilities on refinery/trade ships themselves but so far it seems they don't work (I haven't had any time to really dig into this). I had particularly hoped to create a buff that allows a refinery or trade ship to work as a probe--no luck on that. This way I could have a black ops trade/refinery that produced the buff and the specialty ships.
I'm unsure if you maybe saying the same thing in around about way, but "AlwaysPerform" should only be used for periodic actions in buff files and instant actions in ability files. Having AlwaysPerform in a buff instant action tends to cause it to do absolutely nothing, which seems to be what is happening to you Yholl.
I haven't explored to see how far the options go, but trade ships will use passives.
I have two different functions running on trade ships right now, one is an attack, the other an event trigger. You should be able to set up a cyclical nested function under a passive that applies and resets when the conditions are proper and maintain a minimal footprint on performance.
I had used passives on mines and fighters successfully but when put on tradeships in Rebellion they did nothing. They showed up but produced no effect at all.
I'll have to go back and see what's up with it. I had tried several that worked elsewhere. Interesting--thanks for the response.
I haven't ported my work to Rebellion yet, I guess it's possible they neutered them further. They have to have at least some functionality though, they have passive durability abilities in vanilla Rebellion.
Yeah--there are abilities that apply to them so there must be some things you can do.
If I can get a block of time I'll see if I can test something more on them and post up any finds.
Hey everyone, there is a model that I have (modified asteroid with a ship that has crashed into it). It needs to be UV'd.... Can anyone help out? I don't have the skills to do it....
Thanks psychoak and Goafan77, as always, your work is greatly appreciated! Works flawlessly now, and I understand buffs a little better now.
I've recently bought Trinity on Gamersgate, and since installing the game and starting a little bit of modding, I found out that there doesn't seem to be any PLANETMODULES_blah blah blah in the diplomacy gameinfo folder. Does the game use the gameinfo files in the original directory of Sins or does it use the ones in the gameinfo folder inside of entrenchment?
I tried looking into this, but almost immediately realized I don't know where to look for this or what to put into the search terms when my initial search attempts failed.
Any reply would be appreciated.
Edit: Pertaining to the above issue, if I want to change something about the TEC's trade ports, would I use the entrenchment file or the original sins' files? I guess they're not the same due to the fact that if they were the same, then entrenchment would simply use the original version instead of making a redundant copy.
Generally speaking, you want to use the most recent file...if there is a diplomacy version, use that...if there is no diplomacy version, use the entrenchment version....if there is no entrenchment version, use the original version...
What I used to do before Rebellion was convert all the original, entrenchment, and diplomacy entity files....then, I'd copy all the original files to a new folder...after that, I'd copy all the entrenchment files to that same folder, allowing the entrenchment files to overwrite any original files of the same name...finally, I'd copy all the diplomacy files to the same folder, allowing them to overwrite any original/entrenchment files of the same name...this insures that whatever file is in that folder is the most recent...
For the most part, Diplomacy only provides files for the new content it adds...Entrenchment has a ton of files because starbases needed to be added to the target filters for a lot of abilities and some lines were added to certain files...
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2380)(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)
Trying to find a minidump, and wondering if this error is what is causing it.
Seem to be using an InstantAction type that doesn't work somewhere. Like AlwaysPerform in a buff or OnDelay in an ability.
It's a periodic action. You have one in a periodic it doesn't like(probably OnDelay), and it's giving you the list of acceptable triggers.
I made this passive ability, whose purpose is to give a ship an impenetrable shield. This works fine. Then I decided to expand this passive to make it so that once the ship loses it's shields, that it will X damage done to it, effectively making it so that the ship dies once it loses it's shields. Now, for whatever reason, the damage buff is being applied while the ship's shields are at full strength, and further more, once the ship loses it's shields the phase block buff doesn't go away, which indicates something is up. In addition, if I make the ability into a usual autocasting one with a cost, then it works as intended, which baffles me.
PrioritizeNewBuffsAs a passive, this ability is perpetually replacing itself. Which, naturally, triggers the OnBuffFinish application of the damage.
He is a genius.
The best way to learn not to do something is by getting burned. In my case, repeatedly.
Amazing, that did the trick. Much thanks, psychoak! With this ability done, true work on the Yuuzhan Vong, a race for whom shields represent the "real" health of their ships, can begin. The shield recovery and shield mitigation mechanics of Sins are perfect for twisting the Vong into something unique, however they still have to have a certain amount of hull strength due to various anti-hull abilities.
My memory is a bit hazy, but did Vong ships really start blowing up as soon as their dovin basals went down? I thought yorik coral was stronger than that.
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