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Well all buffs stop when the target is destroyed, so I don't think you need to do anything extra.
Ah yes, i guess i should have been more precise
At the moment the ability is doing damage per second for 5 seconds and then recasts (duration/cooldown both 5 secs)
I would like to get rid of the cooldown and the duration thing. So its casted just 1 time and persists until the target is destroyed or the target is switched (if possible) and then recasts on a new target and so on.
Ps: Is it possible to restrict an ability to be used only out of combat?
Anyone know what this error means?
C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAntiMatterPool.cpp(107): assert! [antiMatterAmount >= 0.0f]
I get it occasionally...doesn't seem to cause any problems...at least not that I know of....
Here's what the pop up actually looks like...
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IAntiMatterPool.cpp(107)
antiMatterAmount >= 0.0f
Hi all im just wondering im Making a BFG mod on sins and the scaling is some one okay for the Titan but all my structures and ships wont show up they all have there textures in game so i was just wondering if you could help.
Thanks,
Palaisy
I can only assume something the game doesn't expect to have antimatter has antimatter. But yeah, weird.
What do you mean by "not show up"? The textures won't show up? The ship is totally invisible? You can not build the ship?
They are invisible even with there textures im not sure if its cause they are to small or a coding mistake on my part when i converted them to Rebellion from entrenchment.
to small is very possible. Take a look at the bounding radius in the txt version of the mesh and post it here
here is the tec scout from Diplomacy
TXTMeshData hasValidTangents FALSE BoundingRadius 67.937225 MaxBoundingExtents [ 29.118217 17.545380 61.241741 ] MinBoundingExtents [ -29.118221 -14.877146 -67.873711 ] NumMaterials 1 Material DiffuseTextureFileName "FrigateTechScout-cl.dds" SelfIlluminationTextureFileName "FrigateTechScout-da.dds" NormalTextureFileName "FrigateTechScout-nm.dds" DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffe5e5e5 Emissive ff000000 Glossiness 16.000000
or Rebellion which adds a line "maxDiffuseMipLevel 0"
TXTMeshData maxDiffuseMipLevel 0 hasValidTangents FALSE BoundingRadius 67.937225 MaxBoundingExtents [ 29.118217 17.545380 61.241741 ] MinBoundingExtents [ -29.118221 -14.877146 -67.873711 ] NumMaterials 1 Material DiffuseTextureFileName "FrigateTechScout-cl.dds" SelfIlluminationTextureFileName "FrigateTechScout-da.dds" NormalTextureFileName "FrigateTechScout-nm.dds" DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffe5e5e5 Emissive ff000000 Glossiness 16.000000
Hmm, why does this not have valid tangents? WTF?
TXTMeshDat maxDiffuseMipLevel 0 hasValidTangents BoundingRadius 55.956429 MaxBoundingExtents [ 24.627974 19.356306 53.193695 ] MinBoundingExtents [ -24.627996 -19.356302 -53.193695 ] NumMaterials 1 Material DiffuseTextureFileName "navy_cobra_cl.dds" SelfIlluminationTextureFileName "navy_cobra_da.dds" NormalTextureFileName "navy_cobra_n.dds" DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 30.000000
this is for the Imperial navy scout
also how do i replace the tec instead of it looking for tec it to look for Navy
huh? A little more detail please
Not sure if its your copy/paste but I see some weird stuff in you mesh, but the size looks ok
TXTMeshDat maxDiffuseMipLevel 0hasValidTangents
should be
TXTMeshDatamaxDiffuseMipLevel 0hasValidTangents TRUE or FALSE
how do i get sins to reconize say "navy_cobra.mesh" imstead of "frigate_tecscout.mesh"
Not sure if its your copy/paste but I see some weird stuff in you mesh, but the size looks okTXTMeshDat maxDiffuseMipLevel 0hasValidTangentsshould beTXTMeshDatamaxDiffuseMipLevel 0hasValidTangents TRUE or FALSE
i dont know what you mean i copied it exactly.
in the ships .entity
GameInfo\FrigateTechScout.entity
MeshNameInfo meshName "Frigate_TechScout" criteriaType "None"
Change that to
MeshNameInfo meshName "navy_cobra" criteriaType "None"
If those errors I pointed out in in your mesh, you have a bad conversion.
okay so i need to reconvert those models then? and thanks for the help with the ship dilemma
fixed it thanks for the help i have just one more question for now how do i remove the loyalist rebel stuff? or change it the names?
No idea, as I do not buy games on Steam
Someone else will jump in hopefully.
okay thanks.
oh you might be able to answer this how do you change Tec name to what ever name you want?
GameInfo\PlayerTech.entity
raceNameStringID "IDS_PLAYERRACENAME_TECH"
Open String\English.str
do a search for IDS_PLAYERRACENAME_TECH
you will find
StringInfo ID "IDS_PLAYERRACENAME_TECH" Value "TEC"
change to
StringInfo ID "IDS_PLAYERRACENAME_TECH" Value "Steam Sucks"
Myfist0, a thread where aspiring modders ask for help is not a good place to air your anti-Steam sentiments. However, as I happily own and play Rebellion, I shall help him.
Palaisy, open up English.str in your mod's String folder and do a search for "TEC Loyalists". All text in the game is controlled through that file.
That said, if you are making a new race, I highly recommend making a new string entry and changing the reference in your race.entity file. It seems easier at first to just replace an existing race as needed, but starting from scratch saves you more time in the long run.
Alright this error is really starting to annoy me...any ideas on what it means? It's coming up every couple minutes...
do you have a ship that has no anti matter but has an auto cast ability that costs antimatter?
do you have a ship that does not store enough antimatter for an ability?
are your antimatter sections error free?
Im thinking one of the below sections has an error from an ability
useCostType "AntiMatter"antiMatterCost Level:0 100.000000 <-- maybe 0 or more than ship holds? Level:1 0.000000 Level:2 0.000000
I really got no idea, just throwing out guesses
If it's every couple of minutes, it probably an auto cast going off. You may have to start by turning off all auto casts and test them one by one till you get the error.
I've checked all my abilities, frigates, structures, the SB, and the capital ship that I have changed so far....most abilities don't require any AM, and the ones that do are either on the capital ship or the 2 support frigates....no other ship or structure has AM...
Could be an AI issue? Does it matter if things like SC or colonizing no longer require AM? Does it matter if capital ships don't gain AM with leveling up?
Hmm, if its every couple of minutes I would check the ones that don't cost antimatter but regularly used, like an autocast or building strikecraft, or jumping. Try putting back the AM, one at a time, till the problem disappears.
Cants see colonizing popping up that often unless it's a huge 10 player map, I also dont see why capilal leveling would cause an issue. Something is hardcoded to use antimatter, even if you use 1.
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