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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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Emphasis on modeling and
texturing.
REBELLION MODDING TOPICS
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IT REALLY HURTS MY BRAIN--HOW TO START
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SoaSE Eclipse Plugin Project
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Harpo's Sins Utility Package -- Dropbox
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WIKI'S
Sins of a Solar Empire Official Wiki
If the ship doesn't have weapons, you can tell the ability to use the actual attack dialog when the ability is used. I use this for an unarmed troop ship to say "Deploying Soldiers" when it colonizes a planet. Alternatively if the ship is only spawned by ability (never built in a factory), you could use the build dialog section for this.
The ship does have weapons but it isn't exactly built, it is spawned. I assume you are referring to the "ONCREATION" sound? It has one for when it is spawned but it would be a fair tradeoff to dump it and use that if needed. I will test that and see if it is worth it! I'm also gonna try rerecording the sound from a source I can get a higher volume and see how that goes.
Thanks
Yes. I'm pretty sure the "orderAcknowledgementType" line will take any of the dialog categories in the entity file. I'm assuming you want the ship captain to say some specific line to the player when a signature ability is used. If not, this method will only work when the ability is used (no delays like you can do with buffs), and only the player who used the ability will hear it, not all players like playing it as a sound effect will.
Also, I suppose you could use the "ONSTARTPHASEJUMP" for structures or units that cannot phase jump for whatever reason.
Thanks for the help, I managed to get it to an acceptable level using it as an effect sound with some tooling around with the audio itself
Now for another issue on a different ability/buff. I have a ship with 2 forward missle banks. It is set to fire 2 missles at a time, one from each bank. I have created an ability/buff to fire 2 high-yeild warheads from these banks but the issue I am having is that it only fires from one bank. It is set as Ability 3, there are 2 Ability-3 points in the mesh corresponding to the same missle banks, and the abilityindex is set to 3. I am using the "ApplyBuffToTargetsInRadiusWithTravel" since it is one of only 2 buffs that I found with "effectstaggerdelay" which I assumed was similar if not the same as pointstaggerdelay. I also set it to 2 bursts. So under normal logic it should fire 2 shots from each bank for a total of 4 effects based off the burst/stagger delays but it only fires 2 shots from the same bank.
Is what I am attempting possible and if so, any ideas?
You want to look at how Raze Planet is constructed. Abilities work different to weapon banks, so when you set it to 2 bursts it will only fire 2 shots. Not 2x number of hardpoints.
If you set up the ability similar to how Raze Planet is set up, you can make it alternate from different hardpoints.
I have only been able to sweep the forums on and of for quite awhile and I have heard a general "no" to this but wanted to ask one more time:
I have(had?) a pirate mod set up before truce with rogues and pirates.
Is there any way to make pirate or rogue units to NOT be affected by these things? Either by faction OR by creating a per unit ability on their ships?
I got a nice answer to the above and thought I'd share what was given:
Short answer, no. Long answer, you can fake raids. You can use the random event system to apply spawn buffs owned by a MadVasari type player, and trigger these from your pirates to "send raids" that will be hostile even to TAR players. See SOA2 for implementing third party spawn abilities, etc.
Short answer, no. Long answer, you can fake raids.
You can use the random event system to apply spawn buffs owned by a MadVasari type player, and trigger these from your pirates to "send raids" that will be hostile even to TAR players.
See SOA2 for implementing third party spawn abilities, etc.
Thank you sir.
I got a nice answer to the above and thought I'd share what was given:Short answer, no. Long answer, you can fake raids.You can use the random event system to apply spawn buffs owned by a MadVasari type player, and trigger these from your pirates to "send raids" that will be hostile even to TAR players.See SOA2 for implementing third party spawn abilities, etc.Thank you sir.
At the moment I believe even this does not work, because TAR even allies you with the mad vasari titan. Of course this is a bug that will in theory be fixed at one point, and after that this will work, and may even give us a way to specify which factions Truce Amongst Rogues will work on (depends on how the devs set it up).
This worked perfectly, thank you. I completely forgot about the Raze Planet ability doing exactly what I wanted, just to a planet instead of a ship. But since this is a high yield weapon I made it the main bombing apparatus for the ship i was working on. So in effect I have a reverse Marza. The ability fires at ships, and normal bombs like Raze Planet lol
Thanks again!
I've "fixed"(?) MyFist0's link in the header.
If anyone has changes or things they would like added or removed there, pleae just PM me and I'll get right to it.
MyFist0's Modding Megasite! kill that link
Sins Modding Dictionary also dead
If you want, you can add
Install Rebellion Mods
Move the Mods Folder
no worries man! also of note while raze planet uses projectiles, it also works with missile types as well =D
Is there any way or mod to have an AI only battle? I don't know if anyone else can actually do this within the game because it doesnt work for me, if you could answer this, I would be happy, thanks!
Run the game with the DEV exe, change player to AI
See stickies for DEV.exe help
Hey guys! I know sins used to have its source files in a link for downloading. Frankly i can not find it now! If somebody would be nice to give me the link that would be great!Thx guys!
harpo
Cheers man! I got it!Thx again guys!
Hey guys! I am puzzled, i cant seam to find the variable which is controlling the radius of the construction area around the planet. I noticed that hyperspaceExitRadius variable is changing the basic radius of the construction area, but i would love to change the construction area only or at least reduce the ratio of hyperspaceExitRadius/construction area.Is any of you have came a cross whit this variable? Thx guys!
This is actually defined in the entity file of the module itself, nearPlacementDistOffset and farPlacementDistOffset, are the variables you are looking for. One fun thing to note is that these lines allow you to have structures have different placement limits, such as allowing planets to be placed everywhere and limiting factories to being near planets.
Oh thx!How lovely stuff it is! Actually this is a better way of dealing with my problem!Cheers man!
Hey guys, I got a tricky (I think) question regarding mesh hardpoint orientation. I referred back to an old thread of mine where I got schooled on Mesh points here: https://forums.sinsofasolarempire.com/427528/page/1/#3182861
I was wondering If it is possible for the orientation to be "up and back" vs just back or upwards.
Assuming I didn't completely lose myself trying to figure it out, I think it would come out to (can someone clarify if a -0.000000 is different from just 0.000000? I know mathematically 0 and -0 are the same number.)
[ -1.000000 0.000000 0.000000 ] [ 0.000000 0.000000 -1.000000 ] [ 0.000000 0.000000 -1.000000 ]
Question also is if this would affect field of fire. Instead of just firing back or upwards would it only be able to fire if the target was behind and above?
There really is no "Up" or "Down" for firing archs. Per the entity files, there is forward, backwards, left and right that you can set damage for, but up and down are just kind of ignored. If you place a ship directly above another ship, you'll notice it has to turn to face up before it can fire.
Technically you can aim a mesh point directly up if you wanted to, but again it will somehow be placed into a front/back/left/right firing arch. Thus changing a hardpoint to point up or down at an angle is really only useful for things like missile weapons, where you can make them shoot up a bit before turning to seek out their targets like the TEC Starbase missiles do.
I knew that the firing arcs were restricted to fore, aft, port and starboard so i figured the orientation had to include one of those directions. I just wondered if it had any bearing on when it could fire in those arcs....oh well.
But now I am having an issue with this hardpoint. I set to to the standard aft orientation in the mesh, added the correct weapon info in the entity but it is not firing. I double checked the mesh point I added, confirmed it set to weapon-2 (this is the third weapon for this ship). Are there any restrictions about having 2 weapons of the same weapontype/weaponclasstype (ie Beam/BEAM?) with different stats? What else could cause it?
Thanks again
There shouldn't be any issues with weapon types or classes.Most likely something went wrong in the conversion process for the mesh.
This may be a dumb question, but did you put at least 1 target on the "back" weapon bank in the ship entity file?
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