FileFront Forums

FileFront Forums (http://forums.filefront.com/)
-   SW:EaW Modding, Mapping and Editing (http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/)
-   -   Making superlaser in EaW (http://forums.filefront.com/sw-eaw-modding-mapping-editing/333413-making-superlaser-eaw.html)

Jendrus October 5th, 2007 11:14 AM

Making superlaser in EaW
 
Please help!
I am trying to make a projectile or at least rebuild piet's proton beam to make it damaging all hardpoints at the same time, just like eclipse's superlaser in FOC does. Is that possible in EAW?

Valgarochi October 6th, 2007 04:44 AM

1 option would be to have the super laser as a normal projectile, use a particle model for the projectiles look, and in the coding put the damage at about 90000000 and also put this line in:

<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>


then it should kill in 1 shot

Vaders_legion October 6th, 2007 03:59 PM

hmm, or you give it a lower amount of damage instead of 9999999 or whatever val said and it would take longer like the one in foc does.

Jendrus October 10th, 2007 04:29 AM

Ehh... I tried this line out in every possible way (in projectile and proton beam) and it's useless. Both still damage only one hardpoint at the time. I even tried to copy that from Harmonic bomb's projectile:


<Projectile_Blast_Area_Range>600.0</Projectile_Blast_Area_Range>
<Projectile_Blast_Area_Damage>300.0</Projectile_Blast_Area_Damage>

changing these numbers to much bigger ones I made something that destroy only one hardpoint of the target and everything in range of blast (all hardpoints). It just doesn't make sense...

Valgarochi October 10th, 2007 12:10 PM

did you add in this line?

<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>

(to the projectile version)

Jendrus October 10th, 2007 01:10 PM

Yes, as well as to proton beam ability...

Morgion October 10th, 2007 02:12 PM

I tried to do the same thing some time ago. I believe the problem is that the Superlaser and Piett's Energy Weapon aren't projectiles in the usual way. They are coded as some kind of own special effects with own textures and only work with their assigned special ability. I have looked for a UnitAbilities.xml or something that way, but I didn't find anything useful. The best recommendation I can give you is to use the Superlaser for the Accuser instead, with a longer time for reload, due to balance issues. Otherwise you need to find the database for the unit abilities, that would be awesome of course.

Nomada_Firefox October 10th, 2007 03:03 PM

I tried make it many times with the EAW Alliance 1.6 mod without success, you only will obtain a superlaser to destroy one hardoint by one fire and only a few times it will destroy more from one hardpoint on one fire. To see a full superlaser I recomend you play FOC.

general_kerr October 11th, 2007 07:32 AM

In CiS(the original CiS) whitch is for EaW, there was superlasers :D
try this for a projectile:
Quote:

<Projectile Name="Proj_Superlaser">
<Text_ID>TEXT_NONE</Text_ID>
<Projectile_Custom_Render>2</Projectile_Custom_Render>
<Projectile_Width>7</Projectile_Width>
<Projectile_Length>160</Projectile_Length>
<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
<Projectile_Laser_Color>45,250,180,255</Projectile_Laser_Color>
<Scale_Factor>3.0</Scale_Factor>
<Damage_Type> Damage_Default </Damage_Type>
<Max_Speed>50.0</Max_Speed>
<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
<Behavior>PROJECTILE</Behavior>
<Projectile_Category>Laser</Projectile_Category>
<Projectile_Max_Flight_Distance>5000.0</Projectile_Max_Flight_Distance>
<Projectile_Damage>900000.0</Projectile_Damage>
<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>
<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
<Projectile_Energy_Per_Shot>100</Projectile_Energy_Per_Shot>
<Projectile_Object_Detonation_Particle> Friggin_Huge_Explosion_Space </Projectile_Object_Detonation_Particle>
<Projectile_Ground_Detonation_Particle />
<Projectile_Lifetime_Detonation_Particle> Self_Destruct_Effect </Projectile_Lifetime_Detonation_Particle>
<Projectile_Absorbed_By_Shields_Particle> Projectile_Shield_Absorb_Large </Projectile_Absorbed_By_Shields_Particle>
<AI_Combat_Power>10000</AI_Combat_Power>
</Projectile>
That's the projectile from CiS, with a few modifications



EDIT: for fun, i acturally gave that to x-wings and corvettes! :lol:

Nebulogan_B October 11th, 2007 05:37 PM

Abilitys.XML
 
Quote:

I have looked for a UnitAbilities.xml or something that way, but I didn't find anything useful. The best recommendation I can give you is to use the Superlaser for the Accuser instead, with a longer time for reload, due to balance issues. Otherwise you need to find the database for the unit abilities, that would be awesome of course.
Morgion, there is an xml called Abilitys.XML that comes with the smg eaw/foc xml editor, it is in a folder called cofigdata.

Jendrus October 22nd, 2007 08:52 AM

Quote:

Originally Posted by general_kerr (Post 3973363)
In CiS(the original CiS) whitch is for EaW, there was superlasers :D
That's the projectile from CiS, with a few modifications

I've tried this out but it still doesn't destroy all hardpoints.
I have also constructed this:

<Projectile Name="Proj_Eclipse_Superlaser">
<!--<Text_ID>TEXT_NONE</Text_ID>
<Space_Model_Name>W_LASER_LARGEG.ALO</Space_Model_Name>
<Projectile_Custom_Render>1</Projectile_Custom_Render>
<Projectile_Width>1.5</Projectile_Width>
<Projectile_Length>250.0</Projectile_Length>
<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
<Scale_Factor>1.0</Scale_Factor>
<Damage_Type> Damage_Self_Destruct </Damage_Type>
<Projectile_Acceleration_Per_Frame>0.0</Projectile_Acceleration_Per_Frame>
<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>

<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
<Projectile_Blast_Area_Damage>1000.0</Projectile_Blast_Area_Damage>

<Max_Speed>100.0</Max_Speed>
<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
<Projectile_Category>DEFAULT</Projectile_Category>
<Projectile_Max_Flight_Distance>25000.0</Projectile_Max_Flight_Distance>
<Projectile_Damage>50000.0</Projectile_Damage>
<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
<Projectile_Energy_Per_Shot>10000</Projectile_Energy_Per_Shot>
<Projectile_Object_Detonation_Particle> Huge_Explosion_Space </Projectile_Object_Detonation_Particle>
<Projectile_Ground_Detonation_Particle />
<Projectile_Lifetime_Detonation_Particle />
<Projectile_Absorbed_By_Shields_Particle>Projectil e_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
<AI_Combat_Power>600000</AI_Combat_Power>

</Projectile>


It is a modified version of death star's "superlaser" found in the latest version of Steiner's mod. The effect is quite funny - as a result of lines:

<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
<Projectile_Blast_Area_Damage>1000.0</Projectile_Blast_Area_Damage>


it damages everything in range of it's blast. When those numbers were much larger, it destroyed every enemy object in range and still only one hardpoint of the ship it was fired into.

i'm afraid that projectiles can't work as superlaser, however I haven't surrendered yet ;)

Nebulogan_B November 28th, 2007 03:45 PM

look at the hypervelocity gun's projectile (it damages all hardpoints almost simaltaneously), also check out the diamond boron missile barrage projectile since it seems to damage all hardpoints at once.

T3h Piti November 28th, 2007 04:18 PM

or just make one in the projectile editor, may take some tries but you should get it

Nebulogan_B November 28th, 2007 04:35 PM

What projectile editor?

T3h Piti November 28th, 2007 06:11 PM

theres one out, i dont have the link on hand, but i have it on my computer

Valgarochi November 29th, 2007 07:31 AM

are you thinking of particle editor? that can be used to make models of the projectile, but it still needs to be coded

T3h Piti November 29th, 2007 11:49 AM

Yea that one thats vals talking about ^

of course you still have to code it but it lets you create new projectiles

general_kerr November 29th, 2007 08:19 PM

yes damages random HP's, have a high enough value for damage and it'll kill the hip in 1 shot, here is the dsII projectile from CiS, it'll work fine." TEXT_NONE 2 7 180 2,0 45,250,180,255 3.0 Damage_Default 50.0 0.0 PROJECTILE Laser 8000.0 30000.0 Yes No yes Yes 500 True 5 300 150 Friggin_Huge_Explosion_Space Self_Destruct_Effect Projectile_Shield_Absorb_Large 600000 "

general_kerr November 29th, 2007 08:34 PM

crap, my browser is screwin, nothing i post comes out right, and it accept my post as HTML, so i'd have to put in <p> </p> taga, and that probabally didn't work


All times are GMT -7.

Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
SEO by vBSEO 3.6.0 ©2011, Crawlability, Inc.