Modding Question Thread
This is a discussion on Modding Question Thread within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; sith of Steel zerox did something similar i think with the sovereign class star dreadnaught in one of his mods. ...
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#51
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| sith of Steel zerox did something similar i think with the sovereign class star dreadnaught in one of his mods. i think instead of using the big red button, he made it a special like Piett's proton beam ability. He might know.
__________________ "Because by fate, even gods are cast down, Weep ye all with me." |
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#52
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| I know about z3r0x's Sovereign, the problem is the superlaser doesn't work. He has the superlaser has an ability, yes, but I click it and the target and it never activates. |
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#53
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| Post the coding so that I can take a look at it |
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#54
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| Sure thing: <SpaceUnit Name="Sovereign_Super_Star_Destroyer"> <GUI_Bounds_Scale>0.01</GUI_Bounds_Scale> <Text_ID>TEXT_UNIT_SSD_SOVEREIGN</Text_ID> <Encyclopedia_Good_Against> MC90_Calamari_Cruiser Rebel_Star_Base_5 Kedalbe_Battleship </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Y-wing B-Wing Skipray_Blastboat </Encyclopedia_Vulnerable_To> <Encyclopedia_Text> TEXT_TOOLTIP_SOVEREIGN </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SSD </Encyclopedia_Unit_Class> <Custom_Hard_XExtent> 100.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 100.0 </Custom_Hard_YExtent> <Icon_Name>i_button_Sovereign.tga</Icon_Name> <GUI_Row> 1 </GUI_Row> <Space_Model_Name>EV_SOVEREIGN.ALO</Space_Model_Name> <Ranking_In_Category>5</Ranking_In_Category> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Select_Box_Scale>6000</Select_Box_Scale> <Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust> <Reinforcement_Prevention_Radius>500</Reinforcement_Prevention_Radius> <Scale_Factor>0.65</Scale_Factor> <Mass>0.999</Mass> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <Multisample_FOW_Check>Yes</Multisample_FOW_Check> <Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged> <Armor_Type> Armor_SSD </Armor_Type> <Shield_Armor_Type> Shield_SSD </Shield_Armor_Type> <Max_Speed>0.5</Max_Speed> <Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> SuperCapital </Space_Layer> <Layer_Z_Adjust>-675.0</Layer_Z_Adjust> <Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll> <Bank_Turn_Angle>3</Bank_Turn_Angle> <OverrideAcceleration> .02 </OverrideAcceleration> <OverrideDeceleration> .02 </OverrideDeceleration> <Max_Thrust>0.05</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>1</Hyperspace_Speed> <Maintenance_Cost>0.3</Maintenance_Cost> <Affiliation>Empire</Affiliation> <Tech_Level>5</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>5</Required_Star_Base_Level> <Required_Special_Structures>Empire_Kuat_Drive_Yar ds</Required_Special_Structures> <Required_Planets>Kuat</Required_Planets> <Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player> <Damage>70</Damage> <Autoresolve_Health>20000</Autoresolve_Health> <Shield_Points>9000</Shield_Points> <Tactical_Health>10000</Tactical_Health> <Shield_Refresh_Rate>150</Shield_Refresh_Rate> <Energy_Capacity>99000</Energy_Capacity> <Energy_Refresh_Rate>1000</Energy_Refresh_Rate> <Ship_Class>super</Ship_Class> <Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable> <Political_Faction>Empire</Political_Faction> <Squadron_Capacity>40</Squadron_Capacity> <Build_Cost_Credits>20000</Build_Cost_Credits> <AI_Combat_Power>5900</AI_Combat_Power> <Build_Time_Seconds>180</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Size_Value>8</Size_Value> <Build_Countdown_Timer> Yes </Build_Countdown_Timer> <Build_Countdown_Text_ID> TEXT_SOVEREIGN_COUNTDOWN_TIMER </Build_Countdown_Text_ID> <Build_Countdown_Text_RGBA> 64, 128, 255, 255 </Build_Countdown_Text_RGBA> <Build_Music_Completed> Galactic_Death_Star_Complete_Music_Event </Build_Music_Completed> <!-- Fighter Spawners --> <Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadro n, 4</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron , 16</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squ adron, 6</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squa dron, 24</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron , 4</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadro n, 16</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Defender_Squadr on, 1</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadro n, 5</Reserve_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>8</Spawned_Squadron_Delay_Seconds> <Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior> <SpaceBehavior>ABILITY_COUNTDOWN,SIMPLE_SPACE_LOCO MOTOR, POWERED, SHIELDED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DUMMY_TOOLTIP, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Friggin_Huge_Explosion_Space</Death_Explosions> <Asteroid_Damage_Hit_Particles>Large_Damage_Spac e</Asteroid_Damage_Hit_Particles> <Death_Clone>Damage_Normal, Sovereign_Death_Clone</Death_Clone> <Space_FOW_Reveal_Range>6000.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>2200.0</Targeting_Max_Attack_Distance> <HardPoints> Sovereign_shield, Sovereign_tractorbeam, Sovereign_hangar, Sovereign_engines01, Sovereign_engines02, Sovereign_engines03, Sovereign_GravWell, Sovereign_heavy_turbolaser01, Sovereign_heavy_turbolaser02, Sovereign_LeftHP02, Sovereign_LeftHP03, Sovereign_LeftHP04, Sovereign_LeftHP05, Sovereign_LeftHP06, Sovereign_LeftHP07, Sovereign_LeftHP08, Sovereign_LeftHP09, Sovereign_LeftHP10, Sovereign_LeftHP11, Sovereign_RightHP02, Sovereign_RightHP03, Sovereign_RightHP04, Sovereign_RightHP05, Sovereign_RightHP06, Sovereign_RightHP07, Sovereign_RightHP08, Sovereign_RightHP09, Sovereign_RightHP10, Sovereign_RightHP11 </HardPoints> <SFXEvent_Select>Unit_Select_Vader_Executor</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Vader_Executor</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader_Executo r</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Vader_Executor</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Vader_Executor</SFXEvent_Guard> <SFXEvent_Barrage>Unit_Barrage_Vader_Executor</SFXEvent_Barrage> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Vader_Executor </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Vader_Executor </SFXEvent_Move_Into_Nebula> <SFXEvent_Bombard_Select_Target> EHD_Bombard_Select_Target </SFXEvent_Bombard_Select_Target> <SFXEvent_Bombard_Incoming> EHD_Bombard_Incoming </SFXEvent_Bombard_Incoming> <SFXEvent_Health_Low_Warning> Unit_Health_Low_Vader_Executor</SFXEvent_Health_Low_Warning> <SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Vader_Executor </SFXEvent_Health_Critical_Warning> <Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Vader_Executor </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Vader_Executor</SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Health_Critical_Vader_Executor </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Vader_Executor </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, Unit_Health_Low_Vader_Executor</SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Vader_Executor</SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Build_Complete>Unit_Respawn_Vader_Execut or</SFXEvent_Build_Complete> <SFXEvent_Hero_Respawned>Unit_Respawn_Vader_Execut or</SFXEvent_Hero_Respawned> <SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid> <SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_En gine_Loop</SFXEvent_Ambient_Loop> <Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Engine_Idle_Loop> Unit_Star_Destroyer_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Star_Destroyer_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Star_Destroyer_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <CategoryMask> Capital | AntiCapital </CategoryMask> <Victory_Relevant>yes</Victory_Relevant> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Attack_Move_Response_Range>400.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Capital</Targeting_Priority_Set> <Is_Valid_Target>Yes</Is_Valid_Target><!-- jdg was no --> <Target_Bones> Target_00, Target_01, Target_02, Target_03, Target_04 </Target_Bones> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>i_radar_Executor.tga</Radar_Icon_Name> <Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space> <Radar_Icon_Size>0.4 0.4</Radar_Icon_Size> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>TRACTOR_BEAM</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name>Sovereign_Tractor_Beam _Attack_Ability</GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>20</Recharge_Seconds> <SFXEvent_Target_Ability>Unit_Tractor_Beam_Vader_E xecutor</SFXEvent_Target_Ability> <SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> <Unit_Ability> <Type>SUPER_LASER</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name> Eclipse_Super_Laser_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>10</Recharge_Seconds><!-- jdg was 5 --> <Expiration_Seconds>10</Expiration_Seconds> <SFXEvent_Target_Ability> EHD_Death_Star_2_Activate</SFXEvent_Target_Ability> <SFXEvent_Special_Ability_Loop> Unit_Death_Star_2_Fire </SFXEvent_Special_Ability_Loop> <Alternate_Description_Text>TEXT_TOOLTIP_SOVEREIGN _SL_DESCRIPTION</Alternate_Description_Text> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Tractor_Beam_Attack_Ability Name="Sovereign_Tractor_Beam_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories> <Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types> <Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types> <Activation_Min_Range>10</Activation_Min_Range> <Activation_Max_Range>2000</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Target_Speed_Decrease_Percent>0.8</Target_Speed_Decrease_Percent> <Stacking_Category>0</Stacking_Category> </Tractor_Beam_Attack_Ability> <Super_Laser_Ability Name="Eclipse_Super_Laser_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Alternate_Description_Text>TEXT_TOOLTIP_SOVEREIGN _SL_DESCRIPTION</Alternate_Description_Text> <Applicable_Unit_Categories> Capital | Corvette | Frigate | Structure </Applicable_Unit_Categories> <Applicable_Unit_Types /> <Owner_Particle_Effect>Piet_Powerup_Particle_Effec t</Owner_Particle_Effect> <Owner_Particle_Bone_Name>HP_axial</Owner_Particle_Bone_Name> <Activation_Min_Range>0</Activation_Min_Range> <Activation_Max_Range>50000</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Damage_Per_Frame>300</Damage_Per_Frame> <Fire_Frame>106</Fire_Frame> <Beam_Texture_Name>tractor_beam01.tga</Beam_Texture_Name> <Num_Anim_Frames>5</Num_Anim_Frames> <Line_Width>45</Line_Width> <Line_Color>0 237 119 255</Line_Color> </Super_Laser_Ability> </Abilities> <Score_Cost_Credits> 100000</Score_Cost_Credits> <Population_Value>8</Population_Value> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>40000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>180</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies> <!--<Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> </SpaceUnit> |
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#55
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| Nothing appears to be wrong, there should be a button for the super laser when the unit is selected, it won't be the big red button, but like Kandosii there should be a regular special ability button to use when it's selected. |
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#56
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| i am trying to edit the xml files in my eaw game but when i click on C:\Program Files\LucasArts\Star Wars Empire at War\GameData\Data then click on MegaFiles, which is the only xml file there i just get a list like this <?xml version="1.0" ?> <Mega_Files> <File> Data\RussianSpeech.meg </File> <File> Data\Models.meg </File> <File> Data\ItalianSpeech.meg </File> <File> Data\GermanSpeech.meg </File> <File> Data\EnglishSpeech.meg </File> <File> Data\JapaneseSpeech.meg </File> <File> Data\KoreanSpeech.meg </File> <File> Data\Music.meg </File> <File> Data\Config.meg </File> <File> Data\Shaders.meg </File> <File> Data\ChineseSpeech.meg </File> <File> Data\Movies.meg </File> <File> Data\FrenchSpeech.meg </File> <File> Data\Cinematics.meg </File> <File> Data\PolishSpeech.meg </File> <File> Data\ThaiSpeech.meg </File> <File> Data\Textures.meg </File> <File> Data\Maps.meg </File> <File> Data\SpanishSpeech.meg </File> </Mega_Files> and cant get any further. ive had this game a few years ago on a conputer with windows xp sp2 and no problems. but ive just loaded it onto vista ultimate and im stuck. any help please? |
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#57
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| That's the thing. The button is there, but it won't let me use the ability. I can click it, but I can't click the thing I want to target, so still no superlaser. |
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#59
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| thanks for the files but havent got a clue what to do? any more help please? |
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#60
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| I'd like to take the model zerox used for his ISDs and put it in mobbman's ACM mod. What should i do?
__________________ "Because by fate, even gods are cast down, Weep ye all with me." |
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