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OTHER SINS HELPFUL MODDING LINKS*
*Links are updated when requested.
The Soase Idiot's Guide
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This is the place!
Sins Modding Wiki
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Tutorials
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Emphasis on modeling and
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REBELLION MODDING TOPICS
Rebellion Modding Q & A
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Changing Diplomacy Files to Rebellion
IT REALLY HURTS MY BRAIN--HOW TO START
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Directory of Planet Mods
STEAM
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SoaSE Eclipse Plugin Project
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Harpo's Sins Utility Package -- Dropbox
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Rebellion Updates by Blair Frazier
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Culture, Explanation/Discussion
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Shield Mitigation & Armor, Explanation/Discussion-1
Shield Mitigation & Armor, Explanation/Discussion -2
Graphic Chart of Sin's Counters
Annotated Guide to the Developer.exe
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WIKI'S
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Look at the Tech Envoy's Settler ability.
Works. Thank you
Another question: I have an ability for a ship that deals damage to targets(max 1 target) in radius, but it seems like the ability picks targets randomly. Is it possible to change it so it attacks always the actual target of the ship?
What do you mean? Do you mean the ship that the ship is currently shooting at? That would be easy....just require the ship to face its target in order to use the ability (it's a Boolean in each ability file)...
If you are looking for something else though (like for the ship to pick the target you specifically want) you are out of luck....you could change the target filter to caps/titans/SBs only if you want it to pick high value targets (or set the AI use target condition to IsCapitalShipOrStarbaseOrTitan)....if it is an ability that affects the targets AM or ability to use abilities, you could require the target to have an antimatter pool via a condition (though this won't work against ships/structures with abilities but no AM, such as turrets or culture centers)...
I want the ability to focus on the actual/same target of the ship, that posseses this ability (Ship A has the ability. Ship A fires at ship B. The ability of ship A fires at ship B as well and ignores other targets in range). And i want it to be used 360 degree, without facingrestriction.
I have already managed to fire it at 360 degree, but it fires randomly at targets if there are more than one target in range.
I'm confused...if you want it to target the same ship that "Ship A" is firing at, how can it be 360 degree? Presumably, ship A has frontal weapons and those would only hit ship B if ship A is facing ship B...
I'm really confused why you would want a radius with 1 target if you don't want it to be a random target, so please describe the ability more. Still, any radius ability with a target filter applies them randomly, so I would suggest doing these instead.
Active Ability - ApplyBuffToTarget (With or Without Travel): Basically set it up like the Akkan's ion bolt so the player can choose which ship is the target.
Passive Ability - ApplyBuffToTargetOnWeaponFired: Whatever target your ship is shooting at will get the buff. However, if you want to do 360 degree fire, keep in mind you will be firing on one ship in each direction, so this buff will be applied to 1 ship in each direction if the weapons hit it.
Well, i dont like the style weapons work in sins(or to be more accurate the star trek mod). The ships are using fighterstyle combat/strafe runs. Since some ships have just forward weapons and others have weapons in multiple directions while strafing its really hard to balance them out. I planed to set the damage of the conventional weapons on every ship to just 1(just for eyecandy pew pew) and let them do the real damage through an ability without any visual effect. So the ability need to fire in any direction(thats the reason why i used radius) with the same damage but just at one target and not randomly.
The only problem i have not solved yet is the random targetting :/
Ps: "applybufftotarget" does that mean the target of the ship using the ability?
Pss: Would the ability fire in any direction if i get rid of the radius and just set a range with "applybufftotarget" and "hastofacetarget" set to false? EDIT: After changing buffInstantActionType from ApplyBuffToTargetsInRadiusWithTravel to ApplyBuffToTargetWithTravel the ability does not fire at all. Its set to passiv btw.
You cannot have a passive ability with ApplyBuffToTarget. The target is the target the ability is used on, which you cannot select with a passive ability. That is why I suggested OnWeaponFire if you must make it a passive ability.
There is another ability in the mod that does pretty much that, what i want. But i have 2 problems with it. 1.: Every time the ship uses the ability it stops moving for a short period of time. When i set the ability to a short cooldown of 1 or 2 seconds it doesnt move at all. Looks really weird with fighterstyle combat. 2.: Its an active ability. Sometimes the ability is used straight after the cooldown expires, sometimes it waits for some reason. The passive ability i was using with radius seemed much more fluent.
I fear there is no way to get exactly what you want then. You've seen the trade off with all the mechanisms, its up to you to decide which is the lesser evil.
Gah, they really need to implement weaponarcs. Thanks anyway.
Hello, you handsome devil. I have bad news for you!
The bloom doesn't display against meshes. At all.
Wow. What a disgusting development. I hope I can contain my kidneys for the next year. By the end of this I will be a seething cesspool of rage and puke.
Keep rhymin', homedawg.
First: Is there a way to let abilitys have more than 3 lvls?
Second: Is there a way to buff the damage of an ability via conventional weapontech like + 5% dmg to a weaponclass?
Yes, buy Rebellion....in Rebellion you can have 4 levels...
Beyond that though, no not really...
Well, you can have a tech unlock an ability, and then a second tech improve that ability...or you can just have a tech improve an ability...
But, you'd be limited to 3 levels (or 2 "improvements") with diplomacy and 4 levels with rebellion....
only in rebellion, then it is four.
harpo
Dayum. Im playing a mod that doesnt work for rebellion yet. Anyway - thanks!
But i have another question: Is it somehow possible to let a capitalship start with an ability already at lvl 1?
And: I have noticed that some techs with prerequisite techs dont have any "arrows" attached to them but some have. Is there a way to influence that? I would like to have some techs with prereq-techs but without an arrow pointing at it across the whole techtree ^^
Yes, if you want to upgrade the ability with research. Look at the TEC Repair bays for how to do that. It is impossible to have it start a level 1 then use the capitalship upgrade points to increase it further.
I tried to give a capitalship a "researchwithbase" ability. Problem is: When the ability is not already max lvl through research, it will eat up command points without any effect.
This is a known, unfortunate, aspect of capitals with abilities boosted by research.
Works fine with the fifth passive. You can tie all kinds of research upgrades into that one passive slot.
i am curios as to if anyone has a advent hangar .xsi or .exp file? i searched around for a bit before posting and didnt find anything but im probably blind and missed it....
Ask some of the guys with 3DS max like Lavo or Myfist to send it to you. There's a script they can use to get vanilla Sins models. If you promise them karma I'm sure they'll be nice and send it to you.
aw alright, message sent and thanks.
Its me again
Im looking for an ability that makes damage to a target per second and stops when the target is destroyed. Is that doable?
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