| French_Toast | August 20th, 2006 07:06 PM | Re: Problem with Ties buildable in GC. ~Squadrons.xml~ Quote:
<Squadron Name="TIE_Fighter_Squadron">
<Text_ID>TEXT_TIE_FIGHTER_2_SQUADRON</Text_ID>
<Encyclopedia_Good_Against> Y-Wing Z-95_Headhunter_Rebel </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> Corellian_Corvette X-wing A-Wing </Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Autoresolve_Health>300</Autoresolve_Health>
<Damage>25</Damage>
<Affiliation>Empire</Affiliation>
<Political_Control>0</Political_Control>
<Build_Cost_Credits>150</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Tech_Level>0</Tech_Level>
<Required_Timeline />
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures />
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Squadron_Units>TIE_Fighter, TIE_Fighter, TIE_Fighter, TIE_Fighter</Squadron_Units>
<Squadron_Units>TIE_Fighter, TIE_Fighter, TIE_Fighter</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,-90.0,0.0</Squadron_Offsets>
<Icon_Name>i_button_tie_fighter.tga</Icon_Name>
<GUI_Model_Name>EV_TieFighter.ALO</GUI_Model_Name>
<GUI_Distance>120</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter </SFXEvent_Build_Complete>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>35.0</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>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Build_Initially_Locked>no</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Property_Flags> SmallShip </Property_Flags>
<Score_Cost_Credits> 420</Score_Cost_Credits>
<Max_Squad_Size> 6 </Max_Squad_Size>
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_F IGHTER</Encyclopedia_Unit_Class>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>275</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>3.5</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>0</Population_Value>
</Squadron>
|
~Spaceunitsfighters.xml~ Quote:
<SpaceUnit Name="TIE_Fighter">
<Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FIGHTER </Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against> Y-Wing Z-95_Headhunter_Rebel </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> Corellian_Corvette X-wing A-Wing </Encyclopedia_Vulnerable_To>
<Space_Model_Name>ev_TieFighter.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>0.985</Mass>
<Max_Speed>4.5</Max_Speed>
<Min_Speed>3.5</Min_Speed>
<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
<Max_Lift>4</Max_Lift>
<Max_Thrust>1.0</Max_Thrust>
<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Hyperspace>no</Hyperspace>
<Hyperspace_Speed>0</Hyperspace_Speed>
<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>
<Fires_Forward>no</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Affiliation>Empire</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>8</Required_Star_Base_Level>
<Shield_Points>0</Shield_Points>
<Tactical_Health>50</Tactical_Health>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Ship_Class>fighter</Ship_Class>
<Armor_Type> Armor_Fighter </Armor_Type>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>8</Number_per_Squadron>
<Build_Cost_Credits>30</Build_Cost_Credits>
<Build_Time_Seconds>5</Build_Time_Seconds>
<Size_Value>8</Size_Value>
<SpaceBehavior>HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA </SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Damage>3</Damage>
<Damage_Type>Damage_Fighter</Damage_Type>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Gre en</Projectile_Types>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>0.7</Projectile_Fire_Recharge_Seconds>
<Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 30.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 30.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_S FX</Death_SFXEvent_Start_Die>
<Asteroid_Damage_Hit_Particles>Small_Damage_Spac e</Asteroid_Damage_Hit_Particles>
<SFXEvent_Fire> Unit_TIE_Fighter_Fire </SFXEvent_Fire>
<SFXEvent_Select> Unit_Select_TIE_Fighter </SFXEvent_Select>
<SFXEvent_Move> Unit_Move_TIE_Fighter </SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter </SFXEvent_Fleet_Move>
<SFXEvent_Attack> Unit_Attack_TIE_Fighter </SFXEvent_Attack>
<SFXEvent_Guard> Unit_Guard_TIE_Fighter </SFXEvent_Guard>
<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_TIE_Fighter </SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_TIE_Fighter </SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning> Unit_Health_Low_TIE_Fighter</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning> Unit_Health_Critical_TIE_Fighter </SFXEvent_Health_Critical_Warning>
<SFXEvent_Enemy_Damaged_Health_Low_Warning> Unit_Enemy_Health_Low_Tie_Fighter </SFXEvent_Enemy_Damaged_Health_Low_Warning>
<SFXEvent_Enemy_Damaged_Health_Critical_Warning> Unit_Enemy_Health_Critical_Tie_Fighter </SFXEvent_Enemy_Damaged_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_TIE_Fighter </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_TIE_Fighter </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_TIE_Fighter </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_TIE_Fighter </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_TIE_Fighter </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_TIE_Fighter </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_TIE_Fighter </SFXEvent_Attack_Hardpoint>
<!-- Test: Each TIE fighter will play a 3D ambient "flyby" sound every X to Y seconds -->
<!-- Note: To invoke SFXEvent_Ambient, AMBIENT_SFX behavior needs to be added to the behavior list -->
<SFXEvent_Ambient_Moving> Unit_TIE_Fighter_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_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
<CategoryMask> Fighter | AntiBomber</CategoryMask>
<Property_Flags> SmallShip </Property_Flags>
<Icon_Name>i_button_tie_fighter.tga</Icon_Name>
<Victory_Relevant>no</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Custom_Footprint_Radius> 15.0 </Custom_Footprint_Radius>
<MovementClass> Space </MovementClass>
<FormationOrder>1</FormationOrder>
<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>35</AI_Combat_Power>
<Collision_Box_Modifier>2.0</Collision_Box_Modifier>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<No_Colorization_Color> 75, 75, 75, 255 </No_Colorization_Color>
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Spac e_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fi ghter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<Remove_Upon_Death>true</Remove_Upon_Death>
<Strafe_Distance>500.0</Strafe_Distance>
<Population_Value>0</Population_Value>
</SpaceUnit>
| If you can spot it in the Tie Fighters code, then i can just fix it in the Bombers code also. Thanks. |