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August 20th, 2006
#1 I'm too cool to Post
Join Date: August 20th, 2006
Location: Canada w00t!
Status: Available
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Problem with Ties buildable in GC. As the titles says, I've got a problem with Tie Fighters and Bombers in the GC ships tab. I've got them set as buildable, thats no problem.. But they show up twice in the ships tab, taking valuable space. I'm just wondering if anyone would know why this is happening, and it how it can be fixed. Thanks.
August 20th, 2006
#2 JoJ mod leader
Join Date: July 1st, 2006
Status: Available
Rep Power: 21
Re: Problem with Ties buildable in GC. Do you want me to take a wild guess at the error or can you post the code so i can take a look?
August 20th, 2006
#3 I'm too cool to Post
Join Date: August 20th, 2006
Location: Canada w00t!
Status: Available
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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.
August 20th, 2006
#4 JoJ mod leader
Join Date: July 1st, 2006
Status: Available
Rep Power: 21
Re: Problem with Ties buildable in GC. I'm not even sure why you can build it... <Required_Star_Base_Level>8</Required_Star_Base_Level>
You don't have lvl 8 star bases... you shouldn't be able to build it...
August 20th, 2006
#5 I'm too cool to Post
Join Date: August 20th, 2006
Location: Canada w00t!
Status: Available
Rep Power: 0
Re: Problem with Ties buildable in GC. Thats just in the fighters.xml. It was a test. I set it to 8 to see if having both the squadrons.xml Ties buildable, and the spaceunitsfighters.xml Ties buildable had created the double ship problem. Needless to say it didnt fix the problem.
August 21st, 2006
#6 Girl Gamers,were Awesome!
Self Trained Master
Join Date: July 13th, 2006
Location: UK
Status: As sexy as gizmo.
Rep Power: 21
Re: Problem with Ties buildable in GC. K, Are you sure you dont have duplicated entries in your squadrons.xml file - this is the file which allows which ships are buildable. At least one of the TIE entries needs to be set to 'No' for not buildable.
August 21st, 2006
#7 Illmatic.™
Join Date: March 6th, 2006
Location: Essex, England
Status: Spamming, spamming, spamming, spamming.
Rep Power: 0
Re: Problem with Ties buildable in GC. Probably something to do with this:
Code:
<Squadron Name="TIE_Fighter_Squadron_E3">
<Variant_Of_Existing_Type>TIE_Fighter_Squadron</Variant_Of_Existing_Type>
<Squadron_Units>TIE_Fighter_E3, TIE_Fighter_E3, TIE_Fighter_E3,TIE_Fighter_E3</Squadron_Units>
<Squadron_Units>TIE_Fighter_E3, TIE_Fighter_E3, TIE_Fighter_E3</Squadron_Units>
</Squadron>
<Squadron Name="TIE_Bomber_Squadron_E3">
<Variant_Of_Existing_Type>TIE_Bomber_Squadron</Variant_Of_Existing_Type>
<Squadron_Units>TIE_Bomber_E3, TIE_Bomber_E3</Squadron_Units>
<Squadron_Units>TIE_Bomber_E3, TIE_Bomber_E3</Squadron_Units>
</Squadron> Add the <Build_Tab_Space_Units>No</Build_Tab_Space_Units> line to both of those entries, it SHOULD solve the problem.
August 21st, 2006
#8 Anyone play SWG?
Join Date: July 7th, 2006
Location: Someplace, Somewhere
Status: Modding/Modeling
Rep Power: 20
Re: Problem with Ties buildable in GC. no its probley the problem in the fighters.xml
92% of Teens have moved on to (c)rap if you are one of the 8% who listen to real music copy this in your
signature
August 21st, 2006
#9 I'm too cool to Post
Join Date: August 20th, 2006
Location: Canada w00t!
Status: Available
Rep Power: 0
Re: Problem with Ties buildable in GC. Quote:
Originally Posted by ViceMan
Probably something to do with this:
Code:
<Squadron Name="TIE_Fighter_Squadron_E3">
<Variant_Of_Existing_Type>TIE_Fighter_Squadron</Variant_Of_Existing_Type>
<Squadron_Units>TIE_Fighter_E3, TIE_Fighter_E3, TIE_Fighter_E3,TIE_Fighter_E3</Squadron_Units>
<Squadron_Units>TIE_Fighter_E3, TIE_Fighter_E3, TIE_Fighter_E3</Squadron_Units>
</Squadron>
<Squadron Name="TIE_Bomber_Squadron_E3">
<Variant_Of_Existing_Type>TIE_Bomber_Squadron</Variant_Of_Existing_Type>
<Squadron_Units>TIE_Bomber_E3, TIE_Bomber_E3</Squadron_Units>
<Squadron_Units>TIE_Bomber_E3, TIE_Bomber_E3</Squadron_Units>
</Squadron> Add the <Build_Tab_Space_Units>No</Build_Tab_Space_Units> line to both of those entries, it SHOULD solve the problem.
That fixed it. Thanks alot
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