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swfan654 June 20th, 2006 11:43 AM

lasers
 
I made an Imperial version of the nebulon-B and i wnated the lasers to fire green,(Like the rest of the empire's ships.) so in the hardpoint XMl i changed the original which was-

<Fire_Projectile_Type>Proj_Ship_Turbolaser_Red</Fire_Projectile_Type>

to-

<Fire_Projectile_Type>Proj_Ship_Turbolaser_Green </Fire_Projectile_Type>

but the turbolasers still fired red for some reason..same thing with the plain laser cannons..anyone have any idea why? Also is it posible to change the engine glow on the imperial nebulon b to blue also like the rest of the imperial ships?



ShadowMoonray June 21st, 2006 01:08 AM

Re: lasers
 
Did you create a new hardpoint or just modify the existing ones?

swfan654 June 21st, 2006 09:18 AM

Re: lasers
 
I modified the existing ones.

ShadowMoonray June 21st, 2006 10:50 AM

Re: lasers
 
Then I can't think of a reason...

swfan654 June 21st, 2006 11:05 AM

Re: lasers
 
Well what I did was copy the hardpoints from the nebulon b and just editted them for the new unit..

ShadowMoonray June 21st, 2006 11:07 AM

Re: lasers
 
did you change the name of the hard point?

swfan654 June 21st, 2006 11:09 AM

Re: lasers
 
No...are you saying thats all I have to do?

ShadowMoonray June 21st, 2006 11:15 AM

Re: lasers
 
Well if all you did was copy and paste the origional hard point code, then in your copy changed the projectile. It could be reading both but taking the origional data. I'll show you an example of mine on a modified tartan partol cruiser.

<HardPoint Name="HP_JW_Cruiser_00">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Health>100.0</Health>
<Damage_Type> Damage_Tartan_Cruiser </Damage_Type>
<Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
<Fire_Bone_B>MuzzleA_00</Fire_Bone_B>
<Fire_Cone_Width>65.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Hypervelocity_Gun</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>3.0</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>5</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1000.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Fighter, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 4.5 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>
<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
</HardPoint>

Then from the ships code:

<Hardpoints>
HP_JW_Cruiser_00, HP_JW_Cruiser_01, HP_JW_Cruiser_02, HP_JW_Cruiser_03, HP_JW_Cruiser_04
</Hardpoints>

Hope that helps...

swfan654 June 21st, 2006 11:27 AM

Re: lasers
 
Yeah I did something like that and im gonna go see if it worked..Thnaks for the help..but is there a way to change the engine glow?

ShadowMoonray June 21st, 2006 11:27 AM

Re: lasers
 
I don't know about engine glow. I'll see if I can find anything...

swfan654 June 21st, 2006 12:20 PM

Re: lasers
 
Yeah it worked..Thanks for helping.

grisganack June 27th, 2006 05:18 AM

Re: lasers
 
Quote:

Originally Posted by ShadowMoonray
Well if all you did was copy and paste the origional hard point code, then in your copy changed the projectile. It could be reading both but taking the origional data. I'll show you an example of mine on a modified tartan partol cruiser.

<HardPoint Name="HP_JW_Cruiser_00">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Health>100.0</Health>
<Damage_Type> Damage_Tartan_Cruiser </Damage_Type>
<Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
<Fire_Bone_B>MuzzleA_00</Fire_Bone_B>
<Fire_Cone_Width>65.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Hypervelocity_Gun</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>3.0</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>5</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1000.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Fighter, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 4.5 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>
<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
</HardPoint>

Then from the ships code:

<Hardpoints>
HP_JW_Cruiser_00, HP_JW_Cruiser_01, HP_JW_Cruiser_02, HP_JW_Cruiser_03, HP_JW_Cruiser_04
</Hardpoints>

Hope that helps...

you put a hypervelocity canon on a tartan patrol cruiser?
SWEET!!!


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