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Old March 28th, 2006   #1
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icon_question Odd thingy . . . fighter/infantry abilities.

So I'm messing around. I want to watch a big battle instead of fight it, so I peek at the XML to toy with it. Before I know it I'm wrapped up in a project to edit every unit in eight or nine files. Space fighters/vettes/frigates/caps, ground infantry/vehicles/some other stuff, and Uniques.

So toying around with things, finding a makework task to get myself used to the format, I'm giving (almost) every unit the 'hunt' ability. (Almost all hero units except Vader, Han, and Bobba have two abilities, and it looks like, though I haven't tested this, that you can't add more than two activatable abilities without breaking the unit display. Any confirmation?)

Problem is, after making the same edit to all the units in all these files . . . adding land/space behaviour 'hunt', and adding the hunt ability . . . everything seems to hunt passably, with two exceptions.

One, artillery. Sometimes it doesn't want to undeploy, and if you manually do so, it looks like you have to manually move it then re-activate hunt -- even then it takes a few moments to kick in. Therefore, it may be this delay that's causing stationary units after merely de/reactivating hunt. Though with the pauses I've seen, I don't think this is causing the undeploy problem. They're also sort of stupid hunters.

Well, I can't help that. They weren't made with hunting in mind. I prefer using them defensively, or to micromanage their supporting role, anyway, though it IS fun unleashing 15 or 16 MPTL's and watching them blow stuff up.

Two, infantry. I've made all the same changes to infantry. The Rebel infiltrator and the Imperial scouter work, too. (On, or off the bike) Mere infantry or rocket infantry? Field commanders? Nothing.

Three, though I haven't tested space extensively yet, (Haven't tried every single unit) fighters. Same problem as infantry - tested Tie Fighter, Bomber, Pirate Fighter, IPV(IPC? IPD? The pirate laser vette), Corellian Vette. None of the fighters hunt. All of the vettes did.

I even have a theory . . . squad units don't work. Every single 'squad unit' fails. (Infantry, plex, field coms, fighters.) All the 'loner units are good. (Scouter, Infiltrator, vettes, t4b, so forth.)

Oh, one other. I used search-and-replace carefully to make the same change repeatedly, so the spotter has hunt, too. Oops. Activating it does nothing though. I guess due to the lack of weaponry.

So . . . is there something I need to do to the 'squad unit'? Stormtroopers all have hunt, but the squad only has the landbehaviour part . . . since they are a variant, I figure having hunt in only one location would work. . . they also have the 'spread out' ability individually, and not repeated in the 'squad unit' and the squad DOES have that in play. What am I missing?

Last edited by Lurkily; March 28th, 2006 at 04:30 PM. Reason: Re-evaluated my changes, and corrected my post.
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Old March 28th, 2006   #2
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Default Re: Odd thingy . . . fighter/infantry abilities.

TIEs have hunt. Thus proving squad units work.
Check the TIEs and copy 'em for the fighters
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Old March 29th, 2006   #3
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Default Re: Odd thingy . . . fighter/infantry abilities.

Y-Wings won't hunt, the ability won't appear above their icon even if you add it. That's due to the squadron being in a container, remove the container and hunt appears but ion cannon shot won't, so I just removed hunt for the TIE-Bombers to even things up.
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Old March 30th, 2006   #4
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icon_question

Quote:
Originally Posted by D803
TIEs have hunt. Thus proving squad units work.
Check the TIEs and copy 'em for the fighters
Yeah, I know it's possible . . . I just dunno how. I'll go over that unit again, though . . . it IS my only lead.

Quote:
Originally Posted by ViceMan
Y-Wings won't hunt, the ability won't appear above their icon even if you add it. That's due to the squadron being in a container, remove the container and hunt appears but ion cannon shot won't, so I just removed hunt for the TIE-Bombers to even things up
Container . . . container . . . I see this in the settings, though I don't know exactly what the implications of a container are.

Besides. This can't be the reason - ywings are commented as needing it for a targeted ability - the ion shot - but x-wings have no such ability. Nor Tie fighters, nor infantry. But they all suffer from the lack of hunt working.

[Edit: Sorry. Tie BOMBERS. Tie BOMBERS don't hunt. Of course Tie Fighters work.]

Anyway . . . when I stop fooling with Prince of Persia 3 for a day or so, and after further investigating the tie fighters, as suggested above, I'm going to try adding Hunt to the squadron and ground Companies files, and see what happens. At least, that's my idea right now.

[Edit #2: Of course, I could just set all max. squad sizes to '1'. That would probably do it.]

Okay. I haven't tried the edit yet - I only just found the data, but haven't had time to change it - I go to work in two hours. Maybe I'll have tried it by then. If so I'll edit this post up, or pop up another.

Abilities are defined in ground vehicles, infantry, space fighters, vettes, caps, etc .xml. And in squadrons/groundcompanies.xml AND in containers.xml, where a container is defined for squad units with targeted abilities, it seems. Like Red Squad's x-wings, and of course, y-wings.

So I have a third place to alter abilities lists.

Here's a question. Since I haven't done anything but my own work thus far, I'm not really sure what's required of a single XML file. Do I have to require the ENTIRE XML, plus alterations, or only the altered portions?

Is there any way I can reduce the size of these files, or something, because load time's not pretty right now.

Well, I made all my changes. But now SW:EaW is going on about DX and D3D9 being a bitch. Something wrong with the rasterizer in D3D9, and DX's saying my computer 'only has a reduced-functionality reference set installed', install the developer's something or other for a full reference set. Blech.

What the Bleepety-effing-bleep happened? I removed my changes, and it did no good. Will try reinstalling the nucked-up components.

I hate when I post on boards with young'uns around . . . sometimes, you just gotta cuss. And doing it in the privacy of your own home just isn't as satisfying.

Worrysome.

"Worrysome" - This you are. I have just had to merge three consecutive posts by you. Could you please not bump on posts? - Wait for a reply, and *then* post. Thanks.

Last edited by Flash525; March 31st, 2006 at 04:09 AM. Reason: Merged
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Old March 31st, 2006   #5
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Default Re: Odd thingy . . . fighter/infantry abilities.

TIE Bombers do hunt, at least they do in my game. As far as I know the only fighter unable to hunt is the Y-Wing, I think the container makes the squadron behave like a single unit with a single mind, I don't think they can break formation like other squadrons, for TIE's and such each unit in the squadron can target different enemies, although the squadron stays together they are independent units, but add a container to the squadron and they essentially become one unit, rendering the hunt ability useless. Remove the container and hunt will work fine, but you'll have no ion cannon shot. I know, i've tried it.
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Old April 7th, 2006   #6
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Default Re: Odd thingy . . . fighter/infantry abilities.

Well . . . . I've since set this problem aside . . . I'm having the same problem. Nothing I do, save breaking ion shot, can make those damn y-wings hunt. Damn lackwits. Anyway. If I can work up motivation for this again, I'll try giving red team hunt -- which, due to 'lucky shot,' a targeted ability like the ion shot -- which is the stated reason for putting the y's in a container -- also seem to be in a container.

If it succeeds on Red Team . . . then . . . there must just be something hard-coded about y's or ion shot or something that doesn't work with hunt.

Of course, if it doesn't, that's proof positive that it's the containers that break hunt. Scientific method, folks, scientific method. It's great, it's wonderful, it makes proof for things that aren't proven, and . . . .

It's boring as hell, in the process.

Oh well. If I can find the motivation to wander away from other things . . .
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Old April 7th, 2006   #7
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Default Re: Odd thingy . . . fighter/infantry abilities.

Actually, contradicting what I said in my previous post, it is possible for Y-Wings to have hunt. All you need to do is change the unit info in Containers.XML so it looks like this. (Copy/paste all of this over the exising unit info.)

Code:
 
<Container Name="Y_Wing_Squadron_Container">
  <Variant_Of_Existing_Type>Darth_Vader_TIE_Fighter_Container</Variant_Of_Existing_Type>
  <Encyclopedia_Good_Against> Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship </Encyclopedia_Good_Against>
  <Encyclopedia_Vulnerable_To> TIE_Fighter Tartan_Patrol_Cruiser Pirate_Fighter </Encyclopedia_Vulnerable_To>
  <Encyclopedia_Text>TEXT_TOOLTIP_Y_WING</Encyclopedia_Text>
  <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
  <Text_ID>TEXT_Y_WING_SQUADRON</Text_ID>
  <Icon_Name>i_button_y_wing.tga</Icon_Name>
  <GUI_Model_Name>RV_ywing.ALO</GUI_Model_Name>
  <GUI_Distance>120</GUI_Distance>
  <GUI_Offset>0 0 0</GUI_Offset>
  <GUI_Velocity>45</GUI_Velocity>
 
  <Behavior> TEAM, TEAM_LOCOMOTOR, SELECTABLE, TARGETING, UNIT_AI</Behavior>
  <SpaceBehavior> HUNT, REVEAL, ABILITY_COUNTDOWN</SpaceBehavior>
 
  <Icon_Name />
 
  <CategoryMask>Bomber | AntiFrigate | AntiCapital</CategoryMask>
  <Max_Speed>5.0</Max_Speed>
  <Min_Speed>1.5</Min_Speed>
  <Hyperspace>yes</Hyperspace>
  <Hyperspace_Speed>1.5</Hyperspace_Speed>
  <!-- Unit abilities description -->
  <Unit_Abilities_Data SubObjectList="Yes">
   <!-- Primary ability -->
   <Unit_Ability>
    <Type>ION_CANNON_SHOT</Type>
    <Recharge_Seconds>20.0</Recharge_Seconds>
    <GUI_Activated_Ability_Name>Y_Wing_Container_Ion_Cannon_Shot</GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
    <Projectile_Types_Override>Proj_Ion_Cannon_Medium_Laser_Blue</Projectile_Types_Override>
   </Unit_Ability>
 
   <Unit_Ability>
    <Type>HUNT</Type>
   </Unit_Ability>
     </Unit_Abilities_Data>
 
  <Abilities SubObjectList="Yes">
   <Ion_Cannon_Shot_Attack_Ability Name="Y_Wing_Container_Ion_Cannon_Shot">
    <Activation_Style> User_Input </Activation_Style>
    <!-- We only consider the following unit types "valid targets": -->
    <Applicable_Unit_Categories>All</Applicable_Unit_Categories>
    <Applicable_Unit_Types />
   </Ion_Cannon_Shot_Attack_Ability>
  </Abilities>
 
 </Container>
Then in SpaceUnitsFighters.XML

Replace the spacebehavior and ability lines with these.

Code:
 <SpaceBehavior> HUNT, REVEAL, ABILITY_COUNTDOWN</SpaceBehavior>
Code:
<Unit_Abilities_Data SubObjectList="Yes">
   <!-- Primary ability -->
   <Unit_Ability>
    <Type>ION_CANNON_SHOT</Type>
    <Recharge_Seconds>20.0</Recharge_Seconds>
    <GUI_Activated_Ability_Name>Y_Wing_Container_Ion_Cannon_Shot</GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
    <Projectile_Types_Override>Proj_Ion_Cannon_Medium_Laser_Blue</Projectile_Types_Override>
   </Unit_Ability>
 
   <Unit_Ability>
    <Type>HUNT</Type>
   </Unit_Ability>
     </Unit_Abilities_Data>
Then in Squadrons.XML add "HUNT" to the spacebehaviour line and this under the ion cannon shot ability:
Code:
<Unit_Ability>
    <Type>HUNT</Type>
   </Unit_Ability
As for Red Squadron hunt I think that IS impossible because they have two abilities already.

Ugh, now i'm just rambling, think i've had one too many.
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Old April 7th, 2006   #8
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Default Re: Odd thingy . . . fighter/infantry abilities.

This did not work. The "hunt" button appears but does nothing and also the game crashes with an error.
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Old April 8th, 2006   #9
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Default Re: Odd thingy . . . fighter/infantry abilities.

Worked for me. You've probably missed something.
Try copy/pasting all of this in.
Containers.XML
Code:
<Container Name="Y_Wing_Squadron_Container">
		<Variant_Of_Existing_Type>Darth_Vader_TIE_Fighter_Container</Variant_Of_Existing_Type>
		<Encyclopedia_Good_Against> Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship </Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To> TIE_Fighter Tartan_Patrol_Cruiser Pirate_Fighter </Encyclopedia_Vulnerable_To>
		<Encyclopedia_Text>TEXT_TOOLTIP_Y_WING</Encyclopedia_Text>
		<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
		<Text_ID>TEXT_Y_WING_SQUADRON</Text_ID>
		<Icon_Name>i_button_y_wing.tga</Icon_Name>
		<GUI_Model_Name>RV_ywing.ALO</GUI_Model_Name>
		<GUI_Distance>120</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		
		<Behavior> TEAM, TEAM_LOCOMOTOR, SELECTABLE, TARGETING, UNIT_AI</Behavior>
		<SpaceBehavior> HUNT, REVEAL, ABILITY_COUNTDOWN</SpaceBehavior>
	
		<Icon_Name />
		
		<CategoryMask>Bomber | AntiFrigate | AntiCapital</CategoryMask>
		<Max_Speed>5.0</Max_Speed>
		<Min_Speed>1.5</Min_Speed>
		<Hyperspace>yes</Hyperspace>
		<Hyperspace_Speed>1.5</Hyperspace_Speed>

		<!-- Unit abilities description -->
		<Unit_Abilities_Data SubObjectList="Yes">
			<!-- Primary ability -->
			<Unit_Ability>
				<Type>ION_CANNON_SHOT</Type>
				<Recharge_Seconds>20.0</Recharge_Seconds>
				<GUI_Activated_Ability_Name>Y_Wing_Container_Ion_Cannon_Shot</GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
				<Projectile_Types_Override>Proj_Ion_Cannon_Medium_Laser_Blue</Projectile_Types_Override>
			</Unit_Ability>
			
			<Unit_Ability>
				<Type>HUNT</Type>
			</Unit_Ability>

					</Unit_Abilities_Data>
		
		<Abilities SubObjectList="Yes">
			<Ion_Cannon_Shot_Attack_Ability Name="Y_Wing_Container_Ion_Cannon_Shot">
				<Activation_Style> User_Input </Activation_Style>
				<!-- We only consider the following unit types "valid targets": -->
				<Applicable_Unit_Categories>All</Applicable_Unit_Categories>
				<Applicable_Unit_Types />
			</Ion_Cannon_Shot_Attack_Ability>
		</Abilities>
		
	</Container>
SpaceUnitsFighters.XML
Code:
<SpaceUnit Name="Y-Wing">
<Text_ID>TEXT_UNIT_Y_WING</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_Y_WING</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against> Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Fighter Tartan_Patrol_Cruiser Pirate Fighter </Encyclopedia_Vulnerable_To>
<Space_Model_Name>rv_ywing.alo</Space_Model_Name>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>70</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius> 50.0 </Mouse_Collide_Override_Sphere_Radius>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Mass>0.99</Mass>
<Fires_Forward>no</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Max_Lift>3</Max_Lift>
<Max_Speed>3.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>1.3</Max_Rate_Of_Turn>
<Max_Thrust>1.0</Max_Thrust>
<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>70</Bank_Turn_Angle>
<Begin_Turn_Towards_Distance>500.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Shield_Points>30</Shield_Points>
<Tactical_Health>60</Tactical_Health>
<Shield_Refresh_Rate>3</Shield_Refresh_Rate>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Ship_Class>bomber</Ship_Class>
<Armor_Type> Armor_Bomber </Armor_Type>
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Formation_Priority>2</Formation_Priority>
<Is_Escort>no</Is_Escort>
<Is_Bomber>yes</Is_Bomber>
<Land_Bomber_Type>Y-Wing_Bombing_Run</Land_Bomber_Type>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>3</Number_per_Squadron>
<Build_Cost_Credits>70</Build_Cost_Credits>
<Build_Time_Seconds>13</Build_Time_Seconds>
<Size_Value>8</Size_Value>
<SpaceBehavior> HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, REVEAL, NEBULA </SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Damage>5</Damage>
<Projectile_Fire_Recharge_Seconds>12.0</Projectile_Fire_Recharge_Seconds>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<HardPoints>
HP_BOMBER_01, HP_BOMBER_03
</HardPoints>
<SFXEvent_Fire> Unit_Y_Wing_Fire </SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Y_Wing</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Y_Wing</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Y_Wing</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Y_Wing</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Y_Wing</SFXEvent_Guard>
<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Y_Wing </SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Y_Wing </SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning> Unit_Health_Low_Y_Wing </SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Y_Wing </SFXEvent_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Y_Wing </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Y_Wing </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Y_Wing </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Y_Wing </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Y_Wing </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Y_Wing </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Y_Wing </SFXEvent_Attack_Hardpoint>
<SFXEvent_Ambient_Moving> Unit_Y_Wing_Fly_By </SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Y_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
<CategoryMask> Bomber | AntiCapital</CategoryMask>
<Property_Flags> SmallShip </Property_Flags>
<Icon_Name>i_button_y_wing.tga</Icon_Name>
<Victory_Relevant>yes</Victory_Relevant>
<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Min_Speed_Fraction_For_Turn>0.6</Min_Speed_Fraction_For_Turn>
<Custom_Footprint_Radius> 15.0 </Custom_Footprint_Radius>
<MovementClass> Space </MovementClass>
<Out_Of_Combat_Defense_Adjustment>-1.0</Out_Of_Combat_Defense_Adjustment>
<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
<Create_Team>Yes</Create_Team>
<AI_Combat_Power>75</AI_Combat_Power>
<Collision_Box_Modifier>2.0</Collision_Box_Modifier>
<Targeting_Priority_Set>Bomber</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<Remove_Upon_Death>true</Remove_Upon_Death>
<!-- Unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Y_Wing</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<Strafe_Distance>500.0</Strafe_Distance>
<Population_Value>0</Population_Value>
</SpaceUnit>
Squadrons.XML
Code:
<Squadron Name="Y-Wing_Squadron">
<Text_ID>TEXT_Y_WING_SQUADRON</Text_ID>
<Encyclopedia_Good_Against> Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Fighter Tartan_Patrol_Cruiser Pirate_Fighter </Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Formation_Priority>2</Formation_Priority>
<Is_Escort>Nos</Is_Escort>
<Is_Bomber>yes</Is_Bomber>
<Autoresolve_Health>200</Autoresolve_Health>
<Damage>15</Damage>
<Affiliation>Rebel</Affiliation>
<Political_Control>0</Political_Control>
<Build_Cost_Credits>210</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>400</Slice_Cost_Credits>
<Tech_Level>0</Tech_Level>
<Required_Timeline />
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures />
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Squadron_Units>Y-Wing, Y-Wing, Y-Wing</Squadron_Units>
<Squadron_Offsets>10.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-15.0,0.0</Squadron_Offsets>
<Icon_Name>i_button_y_wing.tga</Icon_Name>
<GUI_Model_Name>RV_ywing.ALO</GUI_Model_Name>
<GUI_Distance>120</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Y_Wing</SFXEvent_Build_Complete>
<FormationOrder>3</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Property_Flags> SmallShip </Property_Flags>
<!-- if we have a targeted ability, we'll need a team object to attach this ability to -->
<Create_Team_Type>Y_Wing_Squadron_Container </Create_Team_Type>
<Max_Squad_Size> 6 </Max_Squad_Size>
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
</Unit_Ability>
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<Encyclopedia_Text>TEXT_TOOLTIP_Y_WING</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>550</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>17</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<Population_Value>1</Population_Value>
<Score_Cost_Credits> 700</Score_Cost_Credits>
</Squadron>
If that doesn't do it I don't know what will, all I know is that it does work. I'll take a screenie if you don't believe me.

Last edited by ViceMan; April 8th, 2006 at 10:14 AM.
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