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-   -   [Help] Faction exclusive space units (http://forums.filefront.com/sw-eaw-modding-mapping-editing/396985-faction-exclusive-space-units.html)

xanofar April 12th, 2009 05:59 PM

Faction exclusive space units
 
I don't know why, but for some reason, Empire-only ships are showing up in the usage of Rebels, Consortium ships in the hands of the Empire, and so on and so forth.

Can somebody please find what is causing this? It recently happened with the Empire owning a Bloodstar. Here is the coding for the Bloodstar:

Quote:

<?xml version="1.0"?>
<Bloodstar_Data>

<SpaceUnit Name="Bloodstar_P">
<Variant_Of_Existing_Type>Bloodstar_0</Variant_Of_Existing_Type>
<Tech_Level>99</Tech_Level>
<Affiliation>Pirates</Affiliation>
<Starting_Spawned_Units_Tech_0>Z95_Headhunter_Squa dron, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Z95_Headhunter_Squad ron, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Scyk_Fighter_Squadr on_P, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Scyk_Fighter_Squadro n_P, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Pirate_Fighter_Squa dron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Pirate_Fighter_Squad ron, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron_P, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron_P, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>TIE_Scout_Squadron_ U, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Scout_Squadron_U , 1</Reserve_Spawned_Units_Tech_0>

</SpaceUnit>


<SpaceUnit Name="Bloodstar_H">
<Variant_Of_Existing_Type>Bloodstar_0</Variant_Of_Existing_Type>
<Tech_Level>0</Tech_Level>
<Affiliation>Hutts</Affiliation>
<Starting_Spawned_Units_Tech_0>Z95_Headhunter_Squa dron_H, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Z95_Headhunter_Squad ron_H, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Scyk_Fighter_Squadr on_H, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Scyk_Fighter_Squadro n_H, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Pirate_Fighter_Squa dron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Pirate_Fighter_Squad ron, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>TIE_Scout_Squadron_ H, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Scout_Squadron_H , 1</Reserve_Spawned_Units_Tech_0>

</SpaceUnit>


<SpaceUnit Name="Bloodstar_U">
<Variant_Of_Existing_Type>Bloodstar_0</Variant_Of_Existing_Type>
<Tech_Level>0</Tech_Level>
<!-- <Starting_Spawned_Units_Tech_0>Morningstar_A_Starf ighter_Squadron, 2</Starting_Spawned_Units_Tech_0>

<Reserve_Spawned_Units_Tech_0>Morningstar_A_Starfi ghter_Squadron, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Morningstar_B_Starf ighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Morningstar_B_Starfi ghter_Squadron, 2</Reserve_Spawned_Units_Tech_0>
-->

<Starting_Spawned_Units_Tech_0>Z95_Headhunter_Squa dron_ZC, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Z95_Headhunter_Squad ron_ZC, 4</Reserve_Spawned_Units_Tech_0>
<!--
<Starting_Spawned_Units_Tech_0>Dagger_Starfighter_ Squadron, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Dagger_Starfighter_S quadron, 2</Reserve_Spawned_Units_Tech_0>
-->
<Starting_Spawned_Units_Tech_0>Scyk_Fighter_Squadr on, 4</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Scyk_Fighter_Squadro n, 4</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Pirate_Fighter_Squa dron_U, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Pirate_Fighter_Squad ron_U, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron_U, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron_U, 2</Reserve_Spawned_Units_Tech_0>

<Starting_Spawned_Units_Tech_0>TIE_Scout_Squadron_ U, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Scout_Squadron_U , 1</Reserve_Spawned_Units_Tech_0>

</SpaceUnit>

<SpaceUnit Name="Bloodstar_0">
<Text_ID>TEXT_UNIT_BLOODSTAR_BATTLESHIP</Text_ID>
<Encyclopedia_Good_Against> Victory_Destroyer Alliance_Assault_Frigate </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Defender B-Wing </Encyclopedia_Vulnerable_To>
<Encyclopedia_Text> TEXT_TOOLTIP_BLOODSTAR</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
<Icon_Name><!--i_button_Bloodstar.tga--></Icon_Name>

<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>Bloodstar.alo</Space_Model_Name>
<Select_Box_Scale>890</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Mass>0.995</Mass>
<Scale_Factor>1.2</Scale_Factor>
<Size_Value>360</Size_Value>
<!-- <No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>-->

<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>25</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Maintenance_Cost>0.3</Maintenance_Cost>
<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Ship_Class>Capital</Ship_Class>
<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
<OverrideAcceleration> .02 </OverrideAcceleration>
<OverrideDeceleration> .02 </OverrideDeceleration>

<Affiliation>Underworld</Affiliation>
<Tech_Level>99</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures>Generic_Shipyard_Leve l_5_U</Required_Special_Structures>
<Required_Planets />
<Build_Cost_Credits>6400</Build_Cost_Credits>
<Build_Time_Seconds>50</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>

<Cheap_Bribe_Cost>200</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>400</Expensive_Bribe_Cost>
<Tactical_Bribe_Cost>3200</Tactical_Bribe_Cost>

<Armor_Type> Armor_Star_Destroyer </Armor_Type>
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Autoresolve_Health>7500</Autoresolve_Health>
<Tactical_Health>7500</Tactical_Health>
<Shield_Points>2200</Shield_Points>
<Shield_Refresh_Rate>45</Shield_Refresh_Rate>
<Energy_Capacity>99999</Energy_Capacity>
<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
<Damage>60</Damage>
<AI_Combat_Power>3500</AI_Combat_Power>
<Formation_Priority>5</Formation_Priority>
<Squadron_Capacity>40</Squadron_Capacity>

<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON </SpaceBehavior>

<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Large_Damage_Spac e</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Bloodstar_Death_Clone</Death_Clone>

<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>

<HardPoints>
HP_BLOODSTAR_01,
HP_BLOODSTAR_02,
HP_BLOODSTAR_03,
HP_BLOODSTAR_04,
HP_BLOODSTAR_05,
HP_BLOODSTAR_06,
HP_BLOODSTAR_07,
HP_BLOODSTAR_08,
HP_BLOODSTAR_09,
HP_BLOODSTAR_10,
HP_BLOODSTAR_11,
HP_BLOODSTAR_12,
HP_BLOODSTAR_13,
HP_BLOODSTAR_14,
HP_BLOODSTAR_15,
HP_BLOODSTAR_16,
HP_BLOODSTAR_17,
HP_BLOODSTAR_SHIELDS,
HP_BLOODSTAR_HANGAR,
HP_BLOODSTAR_ENGINES
</HardPoints>




<Spawned_Squadron_Delay_Seconds>2.0</Spawned_Squadron_Delay_Seconds>

<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Kadalbe</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine _Loop</SFXEvent_Ambient_Loop>

<SFXEvent_Select>Unit_Select_Kadalbe</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Kadalbe</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Kadalbe</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Kadalbe</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Kadalbe</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Kadalbe</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Kadalbe </SFXEvent_Move_Into_Nebula>

<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Kadalbe </SFXEvent_Attack_Hardpoint>

<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Kadalbe </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, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Kadalbe </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Kadalbe </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SF X</Death_SFXEvent_Start_Die>

<CategoryMask> Capital | AntiFrigate </CategoryMask>
<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Radar_Icon_Size>0.08 0.16</Radar_Icon_Size>
<!-- <Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
-->

<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>
<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Ranking_In_Category>5</Ranking_In_Category>
<Score_Cost_Credits> 42500 </Score_Cost_Credits>
<Population_Value>4</Population_Value>
<Victory_Relevant>yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>5300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>28</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>-->



</SpaceUnit>

<SpaceUnit Name="Bloodstar_Death_Clone">
<Text_ID>TEXT_UNIT_KEDALBE_BATTLESHIP</Text_ID>
<Space_Model_Name>Bloodstar_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
<Scale_Factor> 1.2 </Scale_Factor>
<Layer_Z_Adjust> -290.0 </Layer_Z_Adjust>
<Max_Speed> 0.25 </Max_Speed>
<Max_Rate_Of_Turn> 0.4 </Max_Rate_Of_Turn>
<Max_Thrust> 0.05 </Max_Thrust>
<Max_Rate_Of_Roll> 0.02 </Max_Rate_Of_Roll>
<Bank_Turn_Angle> 5 </Bank_Turn_Angle>
<Affiliation> Underworld </Affiliation>
<Ship_Class> capital_ship </Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>

















</Bloodstar_Data>

Darth_Windu April 12th, 2009 07:59 PM

Re: Faction exclusive space units
 
You know I've just been having the EXACT same issue with the Nebulon B and Y-wing Squadron showing up for the Republic even though they're coded in only for the Rebellion. I think I fixed the Y-wing issue, but the Neb stays around like a bad smell.

xanofar April 12th, 2009 09:05 PM

Re: Faction exclusive space units
 
Quote:

Originally Posted by Darth_Windu (Post 4861803)
You know I've just been having the EXACT same issue with the Nebulon B and Y-wing Squadron showing up for the Republic even though they're coded in only for the Rebellion. I think I fixed the Y-wing issue, but the Neb stays around like a bad smell.

Bleh. Does you Nebulon have variants of it by any chance? Because this has only happened with variant ships for me, but it hasn't happened with all types, like, it hasn't happened with Victory Destroyers yet happens with Acclamators all the time.

Is there a way to prevent a specific unit from EVER being in the possession of a certain faction or *anything* to stop this?

xanofar April 12th, 2009 09:05 PM

Re: Faction exclusive space units
 
(accidental double post)

Is FF running slowly for anyone else? :uhoh:

Darth_Windu April 13th, 2009 12:01 AM

Re: Faction exclusive space units
 
Nah no variants at all, I'm baffled.

What I was thinking though was using the story xml's to simply lock all variants of the Nebulon (you could do it too) and see if that works.

xanofar April 13th, 2009 12:11 AM

Re: Faction exclusive space units
 
Quote:

Originally Posted by Darth_Windu (Post 4861826)
Nah no variants at all, I'm baffled.

What I was thinking though was using the story xml's to simply lock all variants of the Nebulon (you could do it too) and see if that works.

I'm not sure what you mean by 'lock all variants'... but let me know if that works out.


Also, the speed seems to be back to normal again. >_>

Jon McClane April 13th, 2009 08:05 AM

Re: Faction exclusive space units
 
Quote:

<SpaceUnit Name="Bloodstar_H">
<Variant_Of_Existing_Type>Bloodstar_0</Variant_Of_Existing_Type>
<Tech_Level>0</Tech_Level>
<Affiliation>Hutts</Affiliation>
Could it be the Affiliation line that's the issue? The Underworld variant doesn't have this line...

Sidious Invader April 13th, 2009 08:37 AM

Re: Faction exclusive space units
 
Quote:

Could it be the Affiliation line that's the issue? The Underworld variant doesn't have this line...
The "Bloodstar_u" is a variant of the base unit(Bloodstar_O) which is all ready coded for the underworld.

Do you have the code for the empire, and rebel version? Only listed is the pirate, hutt, and consortium.

This is a guess, because everything looks correct. Check the <Required_Special_Structures> tag for the rebel, and empire units.

N3bulu5 April 13th, 2009 10:32 AM

Re: Faction exclusive space units
 
Quote:

Originally Posted by Sidious Invader (Post 4862136)
The "Bloodstar_u" is a variant of the base unit(Bloodstar_O) which is all ready coded for the underworld.

Do you have the code for the empire, and rebel version? Only listed is the pirate, hutt, and consortium.

This is a guess, because everything looks correct. Check the <Required_Special_Structures> tag for the rebel, and empire units.

xano, its easy....

cut that <Affiliation>Underworld</Affiliation> in the base unit out and put one affiliation in every variant.... (hutt at the hut variant and so on... )

the same with that squads,put only that squads in the variants which then should be in and no squad info in the variant here too.

that should work, for me in frontlines it works fine ;)

xanofar April 13th, 2009 01:45 PM

Re: Faction exclusive space units
 
Quote:

Originally Posted by N3bulu5 (Post 4862202)
xano, its easy....

cut that <Affiliation>Underworld</Affiliation> in the base unit out and put one affiliation in every variant.... (hutt at the hut variant and so on... )

the same with that squads,put only that squads in the variants which then should be in and no squad info in the variant here too.

that should work, for me in frontlines it works fine ;)

You mean don't give the Bloodstar_0 any affiliation at all? I'll try that (tell me if that's not what you meant).


EDIT:

@ SI, No, there are no non-listed variants, I was very careful to make sure there was no way the Rebels or the Empire could acquire one of these due to careless coding. What you see is everything I have for the Bloodstar other than the hardpoints, which can't be the problem.

N3bulu5 April 13th, 2009 01:59 PM

Re: Faction exclusive space units
 
Quote:

Originally Posted by xanofar (Post 4862417)
You mean don't give the Bloodstar_0 any affiliation at all? I'll try that (tell me if that's not what you meant).

right! if you want to have variants for different faction, the base (here "bloodstar_0") must have NONE AFFILATION.

the same with planet... if the variants have different req planets ... in the base must that line cut out. or or or .......

that thing's that make the different in the variants must be cut out in the "base"

one example to make it clear (i hope ;) )
in frontlines the dreadnought mk I is avaible for the empire, the reb, and pirates. so a code a base, without Squads, Hardpoints, affiliation, req buildings and icon.

in the variants i put only the lines in which are NOT declared in the Base.

and that works, you'll see ;)

The dreadnought has 12 variants at fls ;)

Darth_Windu April 13th, 2009 08:49 PM

Re: Faction exclusive space units
 
Quote:

Originally Posted by N3bulu5 (Post 4862434)
right! if you want to have variants for different faction, the base (here "bloodstar_0") must have NONE AFFILATION.

Not true - look at a lot of the PG base coding, they do exactly the same thing that Xanofar has done.

Also Xanofar - try making an Imperial version of the unit, and then lock it in story mode with this sort of code-

<Event Name="Lock_Imperial_Bloodstar">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>BUILDABLE_UNIT</Reward_Type>
<Reward_Param1></Reward_Param1>
<Reward_Param2>Bloodstar_E</Reward_Param2>
<Prereq>Universal_Story_Start</Prereq>
</Event>

and see if that helps.

xanofar April 14th, 2009 12:50 AM

Re: Faction exclusive space units
 
Quote:

Originally Posted by Darth_Windu (Post 4862869)
Not true - look at a lot of the PG base coding, they do exactly the same thing that Xanofar has done.

Also Xanofar - try making an Imperial version of the unit, and then lock it in story mode with this sort of code-

<Event Name="Lock_Imperial_Bloodstar">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>BUILDABLE_UNIT</Reward_Type>
<Reward_Param1></Reward_Param1>
<Reward_Param2>Bloodstar_E</Reward_Param2>
<Prereq>Universal_Story_Start</Prereq>
</Event>

and see if that helps.


I don't think it would. With the Acclamator I made a Rebel version, but the Rebels kept building the Imperial versions.

xanofar April 26th, 2009 10:27 PM

Re: Faction exclusive space units
 
You know what, sorry to bring this back up, but nothing has stopped the Rebels from building Acclamators. It's driving me crazy.

SmallPox April 27th, 2009 06:47 AM

Re: Faction exclusive space units
 
Either you try Windu's or this one:
Code:

<Event Name="LOCK_UNIT_Bloodstar_E">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>LOCK_UNIT</Reward_Type>
<Reward_Param1>Bloodstar_E</Reward_Param1>
<Prereq>Universal_Story_Start</Prereq>
</Event>

I have never tried to lock a unit with BUILDABLE_UNIT without unlocking another one.
But if you copy my code here in the rebel story file it'll probably stop them from building enemy ships. Of course the unit name needs to be replaced, but it should work then.

Darth_Windu April 27th, 2009 08:32 AM

Re: Faction exclusive space units
 
Without an affiliation tag, the Rebels really shouldn't be able to build Acclamators. Have you created any ships as a variant of the Acclamator or anything like that?

Kalo Shin May 11th, 2009 03:07 PM

Re: Faction exclusive space units
 
UEAW used to have a simillar problem with the Rebellion able to use Daala, if I recall they LUA'ed the rebel AI to not use her at all or something like that. I know it's not descriptive but it's a step in the right direction.


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