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Old October 5th, 2007   #1
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Question 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?
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Old October 6th, 2007   #2
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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


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Old October 6th, 2007   #3
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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.


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Old October 10th, 2007   #4
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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...

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Old October 10th, 2007   #5
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did you add in this line?

<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>

(to the projectile version)


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Old October 10th, 2007   #6
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Yes, as well as to proton beam ability...

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Old October 10th, 2007   #7
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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.
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Old October 10th, 2007   #8
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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.
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Old October 11th, 2007   #9
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In CiS(the original CiS) whitch is for EaW, there was superlasers
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:

Ponies.
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Old October 11th, 2007   #10
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Default 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.
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