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How do you add ground, space, and hero units to single player story mode?(FOC) Any one know how to add Heroes and basic units to Story Mode in Foc? I have tryed but it never get in. |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) You add ordinary units the same way you add them in CG, if they appear in GC, they will appear in story mode, you will just have to start the story mode again to notice the changes. About heroes you must add the following : <Event Name="EVENT_NAME"> \\\\eg. spawn_Grievous <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>SPAWN_HERO</Reward_Type> <Reward_Param1>HERO_TEAM_NAME</Reward_Param1>\\\\ eg. grievous_team <Reward_Param2>Hypori</Reward_Param2> <Prereq>Universal_Story_Start</Prereq> </Event> in STORY_SANDBOX_27_UNDERWORLD.xml |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) Okay but how do you add units to Galactic Conquest then with that said? Is there something wrong with the unit? It works in skirmish. <Jawa_Gunner_Files> <Indigenous_Unit Name="Jawa_Gunner"> <LOD_Bias>5</LOD_Bias> <Text_ID>TEXT_INDIG_JAWA_GUNNER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INFANTRY </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_JAWA_GUNNER</Encyclopedia_Text> <Land_Model_Name> NI_JAWA.ALO </Land_Model_Name> <Land_Terrain_Model_Mapping> Temperate, NI_JAWA.ALO, Urban, Uc_jawa.ALO, Arctic, NI_JAWA.ALO, Volcanic, Dc_jawa.ALO.ALO, Desert, Dc_jawa.ALO, Forest, Fc_jawa.ALO, Swamp, Fc_jawa.ALO </Land_Terrain_Model_Mapping> <Icon_Name>I_BUTTON_JAWA_GUNNER.tga</Icon_Name> <Behavior>SELECTABLE</Behavior> <LandBehavior>SURFACE_FX,LAND_TEAM_INFANTRY_LOCOMO TOR,IDLE,WEAPON, STUNNABLE,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX, ABILITY_COUNTDOWN </LandBehavior> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Select_Box_Scale>0</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Mass>1.0</Mass> <GUI_Bracket_Width>5</GUI_Bracket_Width> <GUI_Bracket_Height>0</GUI_Bracket_Height> <GUI_Bracket_Size>0</GUI_Bracket_Size> <Movement_Animation_Speed> 0.8 </Movement_Animation_Speed> <Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Is_Combustible>no</Is_Combustible> <On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier> <Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning> <Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second> <Influences_Capture_Point>True</Influences_Capture_Point> <Max_Speed>1</Max_Speed> <Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn> <Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> 1.0 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <Min_Speed> .1 </Min_Speed> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .1 </OverrideDeceleration> <FormationOrder> 2 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <Scale_Factor>1.5</Scale_Factor> <Affiliation>Rebel</Affiliation> <Required_Timeline>0</Required_Timeline> <IsBuildable>No</IsBuildable> <Size_Value>10</Size_Value> <Armor_Type> Armor_Infantry </Armor_Type> <Damage>3</Damage> <Tactical_Health>35</Tactical_Health> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Projectile_Types>Proj_Hand_Blaster_Jawa</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy> Infantry, 2.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 8.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 8.0 </Targeting_Fire_Inaccuracy> <Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <SFXEvent_Select>Unit_Select_Jawa</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Jawa</SFXEvent_Move> <SFXEvent_Attack>Unit_Attack_Jawa</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Jawa</SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_Jawa </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Attack_Jawa </SFXEvent_Assist_Attack> <SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire> <Death_SFXEvent_Start_Die> Unit_Jawa_Death </Death_SFXEvent_Start_Die> <SFXEvent_Ambient_Moving> Ambient_Jawa_Random_Chatter </SFXEvent_Ambient_Moving> <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 3 </SFXEvent_Ambient_Moving_Min_Delay_Seconds> <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Max_Delay_Seconds> <Idle_Chase_Range>200.0</Idle_Chase_Range> <Guard_Chase_Range>80.0</Guard_Chase_Range> <Attack_Move_Response_Range>200.0</Attack_Move_Response_Range> <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set> <AI_Combat_Power>5</AI_Combat_Power> <MovementClass>Infantry</MovementClass> <CategoryMask> Infantry </CategoryMask> <Victory_Relevant>No</Victory_Relevant> <Weather_Category>Infantry</Weather_Category> <Death_Clone>Damage_Disruptor_Hand, Infantry_Short_Disruptor_Death_Clone_00</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Short_Disruptor_Death_Clone_01</Death_Clone> <Death_Clone>Damage_Infection, Infantry_Short_Melt_Death_Clone_00</Death_Clone> <OccupationStyle>1x1</OccupationStyle> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Is_Squashable> Yes </Is_Squashable> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Create_Team>True</Create_Team> <Movie_Object>false</Movie_Object> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>SPRINT</Type> <Expiration_Seconds> 8.0 </Expiration_Seconds> <Recharge_Seconds> 35.0 </Recharge_Seconds> <Mod_Multiplier>SPEED_MULTIPLIER, 1.5f</Mod_Multiplier> <Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Assist_M ove_Jawa</SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> </Indigenous_Unit> <GroundCompany Name="Jawa_Gunner_Squad"> <Text_ID>TEXT_INDIG_JAWA_GUNNER</Text_ID> <Encyclopedia_Text> TEXT_TOOLTIP_JAWAGUNNER_COMPANY TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INFANTRY </Encyclopedia_Unit_Class> <Icon_Name>I_BUTTON_JAWA_GUNNER.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Damage>65</Damage> <Autoresolve_Health>60</Autoresolve_Health> <Affiliation>Rebel</Affiliation> <Required_Special_Structures>R_Ground_Barracks</Required_Special_Structures> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Planets>Tatoonie</Required_Planets> <Build_Cost_Credits>0</Build_Cost_Credits> <Build_Time_Seconds>0</Build_Time_Seconds> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>1</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>infantry</Ship_Class> <Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit> <Company_Units>Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner, Jawa_Gunner</Company_Units> <Victory_Relevant> No </Victory_Relevant> <Score_Cost_Credits>15</Score_Cost_Credits> <Formation_Priority>1</Formation_Priority> <Max_Squad_Size> 5 </Max_Squad_Size> <Create_Team_Type>Jawa_Gunner_Team</Create_Team_Type> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>165</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>3.4</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>--> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>SPRINT</Type> <Expiration_Seconds> 12.0 </Expiration_Seconds> <Recharge_Seconds> 35.0 </Recharge_Seconds> <Mod_Multiplier>SPEED_MULTIPLIER, 2.0f</Mod_Multiplier> <Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.75f</Mod_Multiplier> </Unit_Ability> </Unit_Abilities_Data> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>1</Population_Value> </GroundCompany> <Container Name="Jawa_Gunner_Team"> <Text_ID>TEXT_INDIG_JAWA_GUNNER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INFANTRY </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_JAWAGUNNER_COMPA NY TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Icon_Name>I_BUTTON_JAWA_GUNNER.tga</Icon_Name> <Show_Name>No</Show_Name> <Behavior>TEAM,SELECTABLE,UNIT_AI</Behavior> <LandBehavior>REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, GARRISON_UNIT</LandBehavior> <Land_FOW_Reveal_Range>90.0</Land_FOW_Reveal_Range> <MovementClass>Infantry</MovementClass> <Select_Box_Scale>50</Select_Box_Scale> <Max_Speed> 1 </Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .4 </FormationSpacing> <MovementClass> Infantry </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Is_Squashable> true </Is_Squashable> <MovementPredictionInterval> 4.0 </MovementPredictionInterval> <ContainerArrangement> Dartboard </ContainerArrangement> <Override_Acceleration> .1 </Override_Acceleration> <Override_Deceleration> .1 </Override_Deceleration> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>80.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Garrison_Category> Infantry </Garrison_Category> <CategoryMask>Infantry</CategoryMask> <Tactical_Bribe_Cost>15</Tactical_Bribe_Cost> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>SPRINT</Type> <Expiration_Seconds> 8.0 </Expiration_Seconds> <Recharge_Seconds> 35.0 </Recharge_Seconds> <Mod_Multiplier>SPEED_MULTIPLIER, 1.5f</Mod_Multiplier> <Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier> </Unit_Ability> </Unit_Abilities_Data> </Container> </Jawa_Gunner_Files> |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) You're missing some fields. It definitely needs a <Tech_Level> It should have <GUI_ROW> too though there's probably a default value for that if you don't specify. These probably wouldn't hurt either <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) Erase the "Is_Buildable" line or change it to yes |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) The best is take a look on the original files, they are the best example, if you can understand them, you will can make all by yourself. |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) Or copy an original unit that's similar and just change model and the necessary datafields. There's just way too many fields that you can potentially forget. |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) JC's and Mobius's tips worked! Now Jawas fight in the story. But now how do I get new heroes in game? I did what vjeko said to do and he's not in the story he's in GC, "Gateways" though, not story. POSTING XML DATA!!! <HeroUnit Name="Jawa_Tawa"> <Is_Named_Hero>Yes</Is_Named_Hero> <Is_Force_Sensitive>Yes</Is_Force_Sensitive> <Text_ID>TEXT_HERO_JAWA_TAWA</Text_ID> <Encyclopedia_Text> TEXT_TOOLTIP_JAWA_TAWA TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_KYRAT_JEDI </Encyclopedia_Unit_Class> <Land_Model_Name>Ti_Tawa.ALO</Land_Model_Name> <Icon_Name>I_BUTTON_JEDI_JAWA_TAWA.tga</Icon_Name> <GalacticBehavior> SELECTABLE </GalacticBehavior> <LandBehavior> SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT, SHIELDED </LandBehavior> <Lua_Script>Palpatine</Lua_Script> <Garrison_Category> Infantry </Garrison_Category> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Movement_Animation_Speed> 1.2 </Movement_Animation_Speed> <Max_Speed>2</Max_Speed> <Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn> <Custom_Soft_Footprint_Radius> 6.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <Min_Speed> .1 </Min_Speed> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .25 </OverrideDeceleration> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <Select_Box_Scale>27</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Selection_Blob_Material_Name>Selection_Underworld _Hero</Selection_Blob_Material_Name> <Highlight_Blob_Material_Name>Highlight_Underworld _Hero</Highlight_Blob_Material_Name> <Mass>1.0</Mass> <Scale_Factor>1.45</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Type>Walk</Type> <Affiliation>Underworld</Affiliation> <!-- If you want heroes to contribute to political control, use Political_Control_Bonus_Ability --> <Political_Faction>Underworld</Political_Faction> <IsBuildable>No</IsBuildable> <Spawn_Planet>Coruscant</Spawn_Planet> <Size_Value>75</Size_Value> <Armor_Type> Armor_Hero </Armor_Type> <Damage>100</Damage> <Autoresolve_Health>800</Autoresolve_Health> <Tactical_Health>645</Tactical_Health> <Shield_Points>200</Shield_Points> <Shield_Refresh_Rate>20</Shield_Refresh_Rate> <Projectile_Types>Proj_Portable_Comet_Cannon</Projectile_Types> <Projectile_Fire_Recharge_Seconds>1.50</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy> Infantry, 2.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 8.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 8.0 </Targeting_Fire_Inaccuracy> <Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>200.0</Targeting_Max_Attack_Distance> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <SFXEvent_Select>Unit_Select_Militia</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Militia</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Move_Militia</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Militia</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Militia</SFXEvent_Guard> <SFXEvent_Group_Move>Unit_Assist_Move_Militia</SFXEvent_Group_Move> <SFXEvent_Group_Attack>Unit_Assist_Attack_Militi a</SFXEvent_Group_Attack> <SFXEvent_Health_Low_Warning> Unit_Move_Jawa </SFXEvent_Health_Low_Warning> <SFXEvent_Health_Critical_Warning> Unit_Attack_Jawa </SFXEvent_Health_Critical_Warning> <Death_SFXEvent_Start_Die> Unit_Rebel_Soldier_3_Death </Death_SFXEvent_Start_Die> <SFXEvent_Fire>Unit_Destroyer_Droid_Fire</SFXEvent_Fire> <Stealth_Capable>No</Stealth_Capable> <Victory_Relevant>yes</Victory_Relevant> <CategoryMask> LandHero </CategoryMask> <Ranking_In_Category> 1 </Ranking_In_Category> <MovementClass>Infantry</MovementClass> <OccupationStyle>1x1</OccupationStyle> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle> <Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle> <Has_Land_Evaluator>True</Has_Land_Evaluator> <AI_Combat_Power>600</AI_Combat_Power> <Idle_Chase_Range>100.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>300.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Neutralization_Cost>1000.0</Neutralization_Cost> <Can_Be_Neutralized_By_Major_Heroes>No</Can_Be_Neutralized_By_Major_Heroes> <Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes> <Score_Cost_Credits> 25000 </Score_Cost_Credits> <Play_SFXEvent_On_Sighting>flase</Play_SFXEvent_On_Sighting> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <!-- Controls the range within which Palpatine has an effect on other units' animations --> <Presence_Range>100.0</Presence_Range> <Target_Stealth_Units>Yes</Target_Stealth_Units> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>FORCE_CONFUSE</Type> <Recharge_Seconds>15.0</Recharge_Seconds> <GUI_Activated_Ability_Name> Tawa_Confuse </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Effective_Radius> 500.0 </Effective_Radius> <SFXEvent_GUI_Unit_Ability_Activated> Unit_Assist_Attack_Militia </SFXEvent_GUI_Unit_Ability_Activated> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> <!-- Secondary ability --> <Unit_Ability> <Type>DRAIN_LIFE</Type> <Recharge_Seconds>20.0</Recharge_Seconds> <GUI_Activated_Ability_Name> Tawa_Drain_Life </GUI_Activated_Ability_Name> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Force_Confuse_Ability Name="Tawa_Confuse"> <Activation_Style> User_Input </Activation_Style> <!-- We need to be within this distance of the clicked target to consider activating Stun --> <Activation_Min_Range>0.0</Activation_Min_Range> <Activation_Max_Range>182.0</Activation_Max_Range> <Confuse_Time_In_Secs>8.0</Confuse_Time_In_Secs> <Confuse_Range>132.0</Confuse_Range> <!-- How long does it take for the shockwave to spread from the hero to the max range? --> <Confuse_Travel_Time_In_Secs>1.2</Confuse_Travel_Time_In_Secs> <Confuse_Effect> Confuse_Particle_Effect </Confuse_Effect> <!-- We only consider the following unit types "valid targets": --> <Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories> <Applicable_Unit_Types>Rancor, Cuddles_The_Rancor, Night_Sister, MZ8_Pulse_Cannon_Tank, MZ8_Pulse_Cannon_Tank_Captured, MAL_Rocket_Vehicle, MAL_Captured, MPTL, MPTL_Captured, T2B_Tank, T2B_Tank_Captured, AT_ST_Walker, AT_ST_Walker_Captured, AT_AA_Walker, AT_AA_Walker_Captured, TIE_Crawler, TIE_Crawler_Captured, M1_Repulsor_Tank, M1_Repulsor_Tank_Captured</Applicable_Unit_Types> <SFXEvent_Activate>Unit_Attack_Jawa</SFXEvent_Activate> <Owner_Particle_Effect>Jedi_Mind_Trick_Effect</Owner_Particle_Effect> <!--<Owner_Particle_Effect>Confuse_Ability_Particles </Owner_Particle_Effect>--> <Owner_Particle_Bone_Name /> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>2.0, 2.0, 2.0</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count /> </Force_Confuse_Ability> <!-- Force Lightning must come after Force Whirlwind, otherwise Force Whirlwind would never activate. --> <Drain_Life_Ability Name="Tawa_Drain_Life"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Infantry | Vehicle | LandHero</Applicable_Unit_Categories> <Applicable_Unit_Types /> <Excluded_Unit_Types> Droid_R2D2, Droid_C3P0, MPTL_Spotter, IG-88, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII, Demolition_Bomb, Proximity_Mine </Excluded_Unit_Types> <Duration_In_Seconds>5</Duration_In_Seconds> <Damage_Per_Second>30</Damage_Per_Second> <Drain_Effect_Name>Drain_Life_Effect</Drain_Effect_Name> <Drain_Source_Bone_Name>B_HAND_L</Drain_Source_Bone_Name> <Drain_Target_Bone_Name>B_PELVIS</Drain_Target_Bone_Name> <Drain_Radius> 100.0 </Drain_Radius> <SFXEvent_Activate>Unit_Attack_Rebel_Infiltrator </SFXEvent_Activate> <SFXEvent_Target_Affected>Unit_Force_Lightning</SFXEvent_Target_Affected> <Should_Heal>Yes</Should_Heal> </Drain_Life_Ability> <Force_Healing_Ability Name="Tawa_Self_Heal"> <Activation_Style>Ground_Automatic</Activation_Style> <Heal_Range>5.0</Heal_Range> <Heal_Amount> 0.0 </Heal_Amount> <Heal_Percent> 0.03 </Heal_Percent> <Heal_Interval_In_Secs>2.0</Heal_Interval_In_Secs> <Single_Target_Heal>Yes</Single_Target_Heal> <Heal_Range_Blob_Material>Reinforcement_Point_Radi us_Overlay</Heal_Range_Blob_Material> <Applicable_Unit_Categories /> <Applicable_Unit_Types>Jawa_Tawa</Applicable_Unit_Types> <Excluded_Unit_Types /> <SFXEvent_Target_Affected>Unit_Force_Healing_Pulse </SFXEvent_Target_Affected> <Target_Particle_Effect /> <Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name> <Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type> <Target_Light_Effect_Color>1.2, 2.0, 1.2</Target_Light_Effect_Color> <Target_Light_Effect_Color2 /> <Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration> <Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 2.0, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> </HeroUnit> <HeroCompany Name="Jawa_Tawa_Team"> <Text_ID>TEXT_HERO_JAWA_TAWA</Text_ID> <Icon_Name>I_BUTTON_JEDI_JAWA_TAWA.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Damage>100</Damage> <Affiliation>Underworld</Affiliation> <Build_Time_Seconds>0</Build_Time_Seconds> <Combat_Power_Value>0</Combat_Power_Value> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures></Required_Special_Structures> <Required_Planets></Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Company_Transport_Unit>The_Peacebringer</Company_Transport_Unit> <Company_Units>Jawa_Tawa</Company_Units> <Is_Named_Hero>Yes</Is_Named_Hero> <Is_Force_Sensitive>Yes</Is_Force_Sensitive> <Available_In_Skirmish>yes</Available_In_Skirmish> <Can_Be_Only_One>true</Can_Be_Only_One> <Score_Cost_Credits> 25000 </Score_Cost_Credits> <SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Rebel_Infil trator</SFXEvent_Build_Complete> <SFXEvent_Hero_Respawned>Unit_Select_Rebel_Infiltr ator</SFXEvent_Hero_Respawned> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Infiltr ator</SFXEvent_Fleet_Move> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>DRAIN_LIFE</Type> <Recharge_Seconds>20.0</Recharge_Seconds> <GUI_Activated_Ability_Name> Tawa_Drain_Life </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> </Unit_Ability> <Unit_Ability> <Type>FORCE_CONFUSE</Type> <Recharge_Seconds>15.0</Recharge_Seconds> <GUI_Activated_Ability_Name> Tawa_Confuse </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Effective_Radius> 500.0 </Effective_Radius> <SFXEvent_GUI_Unit_Ability_Activated> Unit_Confuse_Silri </SFXEvent_GUI_Unit_Ability_Activated> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1860</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>8.5</Tactical_Build_Time_Seconds> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player> <Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Encyclopedia_Text>TEXT_TOOLTIP_JAWATAWA_COMPANY </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_KYRAT_JEDI </Encyclopedia_Unit_Class> <CategoryMask>LandHero</CategoryMask> <Ranking_In_Category> 1 </Ranking_In_Category> <Population_Value>1</Population_Value> </HeroCompany> |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) Do the thing I said in Story_Campaign_Underworld.XML |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) the campaigns and each GC map has its own set of AI and event files so if you want a hero to appear you need to look for that setting's event file and add your event to it. |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) I got my Jawa hero in. Thanks to vjeko for clearing that up. but... his icon on the galactic map is TYBERS! AHHHHHH!!! I have some other questions too. 1. How do you get a model to use a animaton that can be used with the model but it's not in the model's animations list? 2.How do you get Lightning to take out a certain amount of damage without killing the target in one hit? This ones a request plz take a whack at it. You can take one part of it. But when you take a model you have to do the all the anims that come with it. 3.Can anyone give the basic jawa model a bomb toss, force push, and a new one hand shooting animations? Give give a flame thrower, and a bomb toss animation to the mustafian model. Also can I has a dark grey clothed Jawa with a Plex Trooper RL with the basic Rebel Plex Trooper except the with the animations related to the take cover ability? Thx for giving it a try when you do I'm also a good coder now and will code your new units into the game as a reward. 4.How do you fix the galactic map icon for looking like Tyber's! Eventually when all is done this will be all nice sized mod with Jawa Plex teams, Jawa gunner squads, new mustafian warrior, a ewok elites party, a 3 tripod like legged homing spider with one garrison slot, a sandcrawler (8 garrison slots), 4 new heroes, like said Jawa Tawa unit previously seen in above post, jawa buzzard fighters(Will be explained when mod gets own thread), pirate Vornskr riders, and a few other things I'm not mentioning. And for all those help with just tiny things get their names in the thanks too, and credits, plus hopefully we'll find some voice actors for the units. We need voices especially for the heroes and units. |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) for jawa bomb toss add this under <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>STICKY_BOMB</Type> <Recharge_Seconds>30.0f </Recharge_Seconds> <GUI_Activated_Ability_Name> Kyle_Katarn_Grenade_Attack </GUI_Activated_Ability_Name> <SFXEvent_Target_Ability> </SFXEvent_Target_Ability> </Unit_Ability> and this under <Abilities SubObjectList="Yes"> <Grenade_Attack_Ability Name="Kyle_Katarn_Grenade_Attack"> <Activation_Style> User_Input </Activation_Style> <!-- Was Special_Attack --> <!-- We need to be within this distance of the clicked target to consider throwing the grenade --> <Activation_Min_Range>5.0</Activation_Min_Range> <Activation_Max_Range>100.0</Activation_Max_Range> <Requires_Direct_Player_Command> No </Requires_Direct_Player_Command> <!-- Was NO --> <Grenade_Type>Proj_Kyle_Katarn_Sticky_Bomb</Grenade_Type> <Grenade_Toss_Anim>ATTACK_00</Grenade_Toss_Anim> <Grenade_Spawn_Frame>12.0</Grenade_Spawn_Frame> <Grenade_Spawn_Bone>MuzzleA_00</Grenade_Spawn_Bone> <Grenade_Explode_Timer_In_Secs>6.0</Grenade_Explode_Timer_In_Secs> <!-- Percentage chance to activate given a certain number of valid targets in range. --> <!-- First number in the pair is the number of valid targets, second is the chance to activate. --> <Activation_Chance>0,0.0, 1,1.0, 5,1.0, 500,1.0</Activation_Chance> <!-- We only consider the following unit types "valid targets": --> <Applicable_Unit_Categories>Vehicle, Structure</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate></SFXEvent_Activate> </Grenade_Attack_Ability> |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) for the icon check under icon name in HERO_NAME_Team <Icon_Name>i_button_tyber</Icon_name> change to your hero icon name |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) for the lightning: <Force_Lightning_Ability Name="Emperor_Force_Lightning"> <!-- <Activation_Style>Special_Attack</Activation_Style> --> <Activation_Style> User_Input </Activation_Style> <Activation_Min_Range>0.0</Activation_Min_Range> <Activation_Max_Range>175.0</Activation_Max_Range> <Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories> <Applicable_Unit_Types /> <Damage_Amount>9999.0</Damage_Amount>//////////////////should be smaller <Damage_Application_Time_In_Secs>2.3893</Damage_Application_Time_In_Secs> <Start_Lightning_Frame_Number> 8 </Start_Lightning_Frame_Number> <Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name> <!-- See LightningEffectTypes.xml --> <Lightning_Source_Bone_Name>B_HAND_L</Lightning_Source_Bone_Name> <Lightning_Target_Bone_Name>B_PELVIS</Lightning_Target_Bone_Name> <Lightning_Max_Targets> 15 </Lightning_Max_Targets> <!-- How many victims will the lightning seek out, including original target --> <Lightning_Targets_Radius> 100.0 </Lightning_Targets_Radius> <!-- How far from the original target will the lightning seek for other victims --> <SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate> <SFXEvent_Target_Affected /> <Target_Particle_Effect>Force_Lightning_Smoke</Target_Particle_Effect> <Target_Particle_Bone_Name>B_PELVIS</Target_Particle_Bone_Name> <!-- B_FOOT_R B_FOOT_L --> <Target_Light_Effect_Type>Linear_Pulse</Target_Light_Effect_Type> <Target_Light_Effect_Color>0.3, 0.3, 0.8</Target_Light_Effect_Color> <Target_Light_Effect_Color2 /> <Target_Light_Effect_Duration>2.3893</Target_Light_Effect_Duration> <Target_Light_Effect_Pulse_Count>25</Target_Light_Effect_Pulse_Count> </Force_Lightning_Ability> change <Damage_Amount>9999.0</Damage_Amount> into smaller value |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) Thanks for that too vjeko! Do you know how amke force lightning not kill the target in one hit? i tryed lowing the lighting damage already I made it 100 and it fast fryed a at-at A FREAKIN AT-AT! CRAP! |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) try setting it to 1, because there is a pulse count of 25, so it will probably do 25 damage which is still lot. |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) Ok I did that, they still died, but it maybe because there is no lighting animation. If you can change the bomb_toss animation how do you change the lightning animation? Plus I really do need a jawa force push animation... BAD... Is the animation for the jawa to use force push to much to ask? Personally I'd love a little Jawa throwing a bomb animation too but not as much as I need a force push for the jawa model. I would use the Lightning jawa Sidious Invader made for me but when I try to make it attack it can't shoot a gun it goes into the transition animation goes to the end and just stays there till I click it to do something else. I have a short list why I need these animations.:deal: 1.Force Push(Jawa)- For Tawa Hoda the Jawa Hero's light ability. 2.Bomb Toss(Jawa)- For the Jawa Plex's ability. 3.Force Lightning(Jawa)- For Tawa Hoda's dark ability (If I knew how I'd give him a two hands force drain instead, but I don't.) 4.One handed gun shooting(Jawa)- Hoda's a hero he needs a cool gun shooting animation like Tyber, IG88, and Han Solo.(I mean walk with his gun like han, shoot like tyber, and IG88, well he has cool gun animations :) ) 5? Lightsaber Jawa- I think xanofar going to work on it I couldn't really understand his choice of words when I asked him...:( |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) I don't think you can just copy animations from one model over to another. It may work for some, but if the bone structure is too different it won't do anything. |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) You're saying that I CAN use Sidious' Lightning animation? BUT HOW? CAN'T YOU only add and change the anims included in a alo model without a 3d modelling program right? RIGHT??? I you can edit it without using a 3d model lay it on me!!! |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) No I'm saying you probably can't do it. |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) Oh... Me sad very sad... :( Still is somone going to come up with an answer to my 2 very important questions? 1.How do you change the Lightning animation like you can the bomb toss one. 2.IS THERE ANYWAY GOD HELP US, TO MAKE LIGHTNING NOT A ONE HIT K. O. :confused: |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) I haven't tested it out but couldn't you change <Damage_Amount> to a smaller number or maybe lower the <Damage_Application_Time_In_Secs> (not sure if this field is how long the total damage is spreadout across or how long to apply damage)? |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) 3 problems need addressed 1.Plz look at the Jawa Tawa Hero xml data on pg1 and see why his galactic map icon is Tyber(If I zoom on the planet it's Tawa icon then.) 2. Any one know how to make lightning or force drain come out of to hands. 3.Why in GC and Story Tawa's Transport Tyber's big Kyrat Ship? |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) Quote:
<Company_Transport_Unit>The_Peacebringer</Company_Transport_Unit> change that to the ship you want, i think it has to be a uniqueunit though. |
Re: How do you add ground, space, and hero units to single player story mode?(FOC) Didn't SI make animations for the force lightning for you awhile back that were compatible? Man I'm not seeing why you're getting all this overlap with Tyber Zann. The icon references look right. Try adding this to the company xml. <GUI_Model_Name>Ti_Tawa.ALO</GUI_Model_Name> <Land_Model_Name>Ti_Tawa.ALO</Land_Model_Name> As far as using the Peacebringer , Mobius is right, but you'll need to have a shuttle of some kind as the <Company_Transport_Unit> and the peace bringer as a< Unique_Space_Unit>. It splits the duty between the combat ship for the space maps and a landing unit for planetary combat. |
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