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June 20th, 2006
#1 IA2&DE Coder and Rigger
Join Date: June 9th, 2006
Status: Making a mod
Rep Power: 22
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?
June 21st, 2006
#2 ~Typo Lord~
Join Date: June 17th, 2006
Status: Available
Rep Power: 0
Re: lasers Did you create a new hardpoint or just modify the existing ones?
June 21st, 2006
#3 IA2&DE Coder and Rigger
Join Date: June 9th, 2006
Status: Making a mod
Rep Power: 22
Re: lasers I modified the existing ones.
June 21st, 2006
#4 ~Typo Lord~
Join Date: June 17th, 2006
Status: Available
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Re: lasers Then I can't think of a reason...
June 21st, 2006
#5 IA2&DE Coder and Rigger
Join Date: June 9th, 2006
Status: Making a mod
Rep Power: 22
Re: lasers Well what I did was copy the hardpoints from the nebulon b and just editted them for the new unit..
June 21st, 2006
#6 ~Typo Lord~
Join Date: June 17th, 2006
Status: Available
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Re: lasers did you change the name of the hard point?
June 21st, 2006
#7 IA2&DE Coder and Rigger
Join Date: June 9th, 2006
Status: Making a mod
Rep Power: 22
Re: lasers No...are you saying thats all I have to do?
June 21st, 2006
#8 ~Typo Lord~
Join Date: June 17th, 2006
Status: Available
Rep Power: 0
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...
June 21st, 2006
#9 IA2&DE Coder and Rigger
Join Date: June 9th, 2006
Status: Making a mod
Rep Power: 22
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?
June 21st, 2006
#10 ~Typo Lord~
Join Date: June 17th, 2006
Status: Available
Rep Power: 0
Re: lasers I don't know about engine glow. I'll see if I can find anything...
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