Epytron_Omega Posted January 30, 2006 Posted January 30, 2006 here is what I have running on my republic venator: <!-- Set to spawn all units once and then not continue - no reserves --> <Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 4</Starting_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds> <Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0> this is after I activated the lines as pointed out above. just modify it to look like this, and you got your Imperial Venator that launches everything you want: <!-- Set to spawn all units once and then not continue - no reserves --> <Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds> <Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 8</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0> I of course have been running with Bryants 2.0 mod, so the lines might be a little different. hope this helps you. EO
Silencez Posted January 30, 2006 Posted January 30, 2006 Well, I can't wait for the relism mod to come out. the venator was a pure imperial ship. same for the Neb. B frigate, although some where captured by the rebels.
Starkiller96 Posted January 30, 2006 Posted January 30, 2006 excellent, i now know how to mod a cap ships weapons, THX Also , do i edit the size uunder mass?
darth_vadar_13 Posted January 30, 2006 Author Posted January 30, 2006 so if u want a hanger nd v-wings u copy <!-- Set to spawn all units once and then not continue - no reserves --> <Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 4</Starting_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds> <Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0> under <Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone /> this?
darth_vadar_13 Posted January 30, 2006 Author Posted January 30, 2006 well afta some gruelling work modding the venetor it finally has a hanger nd it own squadrons of v-wings thanks everyone! now being a bit more ambitious does anyone think u can make the venetor spawn other bigger ships like corellian covette or the tartan petrol ship?
darth_vadar_13 Posted January 30, 2006 Author Posted January 30, 2006 also being even more ambitious is it possible to add the arc-180 fighter into the demo?
Hurby Posted January 30, 2006 Posted January 30, 2006 Spawning corellian corvette -> I don't know, try it ARC-170 -> I think it is not possible, because we do not have acces to the 3D models in the demo, every mod has only ships that were there, we cannot add any more...
darth_vadar_13 Posted January 30, 2006 Author Posted January 30, 2006 ook i thoughts so thanks anyway
Ali1392 Posted January 30, 2006 Posted January 30, 2006 can u change the unit size and give it bigger more powerful wepons
Iamme Posted January 30, 2006 Posted January 30, 2006 can u change the unit size and give it bigger more powerful wepons Yes. For the venator you can go into uniqueunits.xml (if you have a mod with extracted contents in your data folder) and look for the jedi_cruiser entry. Under that you should look for it's scale value (I suggest moving it to 1.5) to change its size and for it's damage value (Good value is whatever it is +10) to change how much damage it does.
Ali1392 Posted January 30, 2006 Posted January 30, 2006 i did all that stuff but my venator comes up with no weapons or any hard points
Iamme Posted January 30, 2006 Posted January 30, 2006 ... I'm not sure what to tell you, unless you accidently deleted the hardpoints part of the entry. EDIT: Try mine http://rapidshare.de/files/12189558/Uniqueunits.xml.html
Andy819 Posted January 30, 2006 Posted January 30, 2006 ok fighters STILL dont work in my ventor in the empire mod, heres what it looks like..... <UniqueUnit Name="Jedi_Cruiser"> <Text_ID>TEXT_UNIT_JEDI_CRUISER</Text_ID> <Encyclopedia_Good_Against> Tartan_Patrol_Cruiser Broadside_Class_Cruiser </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Star_Destroyer Victory_Destroyer TIE_Bomber </Encyclopedia_Vulnerable_To> <Space_Model_Name>NV_JEDICRUISER.ALO</Space_Model_Name> <Mass>0.999</Mass> <Scale_Factor>1.5</Scale_Factor> <Damage>350</Damage> <Autoresolve_Health>3200</Autoresolve_Health> <Shield_Points>3000</Shield_Points> <Tactical_Health>4500</Tactical_Health> <Shield_Refresh_Rate>40</Shield_Refresh_Rate> <Energy_Capacity>3000</Energy_Capacity> <Energy_Refresh_Rate>500</Energy_Refresh_Rate> <MovementClass> Space </MovementClass> <Space_Layer> Capital </Space_Layer> <Max_Speed>5.8</Max_Speed> <Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll> <Bank_Turn_Angle>5</Bank_Turn_Angle> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>2.0</Hyperspace_Speed> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .1 </OverrideDeceleration> <Layer_Z_Adjust> -90 </Layer_Z_Adjust> <Armor_Type> Armor_Star_Destroyer </Armor_Type> <Max_Thrust>1.6</Max_Thrust> <Select_Box_Scale>400</Select_Box_Scale> <Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust> <Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust> <Hyperspace_Speed>1.5</Hyperspace_Speed> <Affiliation>Empire</Affiliation> <Build_Initially_Locked>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Build_Cost_Credits> 10 </Build_Cost_Credits> <Build_Time_Seconds> 01 </Build_Time_Seconds> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>1</Required_Star_Base_Level> <Required_Special_Structures /> <Tech_Level> 1 </Tech_Level> <Population_Value> 1 </Population_Value> <GUI_Row>1</GUI_Row> <Ship_Class>Capital</Ship_Class> <Formation_Priority>3</Formation_Priority> <Is_Escort>yes</Is_Escort> <Is_Bomber>no</Is_Bomber> <Political_Control>10</Political_Control> <Squadron_Capacity>80</Squadron_Capacity> <Transport_Capacity>8</Transport_Capacity> <Number_per_Squadron>20</Number_per_Squadron> <AI_Combat_Power>1800</AI_Combat_Power> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Size_Value>12</Size_Value> <Behavior> DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED </Behavior> <SpaceBehavior> ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA</SpaceBehavior> <Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space</Death_Explosions> <Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone /> <!-- Set to spawn all units once and then not continue - no reserves --> <Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds> <Reserve_Spawned_Units_Tech_0>VWing_Fighter_Squadron_L, 4</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 8</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0> <HardPoints> HP_Star_Destroyer_Fighter_Bay, HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR </HardPoints> <CategoryMask> Capital | AntiCorvette </CategoryMask> <Icon_Name>i_button_jedi_cruiser.tga</Icon_Name> <Victory_Relevant>yes</Victory_Relevant> <Has_Space_Evaluator>True</Has_Space_Evaluator> <SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop> <SFXEvent_Select>Unit_Select_Jedi_Cruiser</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Jedi_Cruiser</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Jedi_Cruiser</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Jedi_Cruiser</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Jedi_Cruiser</SFXEvent_Guard> <SFXEvent_Stop>Unit_Stop_Jedi_Cruiser</SFXEvent_Stop> <SFXEvent_Barrage>Unit_Barrage_Jedi_Cruiser</SFXEvent_Barrage> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Jedi_Cruiser </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Jedi_Cruiser </SFXEvent_Move_Into_Nebula> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> <SFXEvent_Engine_Idle_Loop> Unit_Acclamator_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Acclamator_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Acclamator_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die> <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> <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>Frigate</Targeting_Priority_Set> <Death_Clone>Damage_Normal, Jedi_Cruiser_Death_Clone</Death_Clone> <Defend_Mode_Weapon_Delay_Multiplier>3.0</Defend_Mode_Weapon_Delay_Multiplier> <Defend_Mode_Shield_Regen_Multiplier>5.0</Defend_Mode_Shield_Regen_Multiplier> <Defend_Mode_Energy_Regen_Multiplier>5.0</Defend_Mode_Energy_Regen_Multiplier> <Defend_Mode_Speed_Multiplier>0.5</Defend_Mode_Speed_Multiplier> <Encyclopedia_Text> TEXT_TOOLTIP_VENETOR </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FRIGATE </Encyclopedia_Unit_Class> <Score_Cost_Credits> 12000 </Score_Cost_Credits> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>DEFEND</Type> <Expiration_Seconds>25</Expiration_Seconds> <Recharge_Seconds>60</Recharge_Seconds> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 1.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier> <!-- make it faster to recharge --> <Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier> <!-- make it faster to recharge --> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Assault_Frigate</SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <Population_Value>3</Population_Value> <!--<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>--> </UniqueUnit> <UniqueUnit Name="Jedi_Cruiser_Death_Clone"> <Text_ID>TEXT_UNIT_JEDI_CRUISER</Text_ID> <Space_Model_Name>NV_JediCruiser_D.alo</Space_Model_Name> <Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die> <Scale_Factor>1.2</Scale_Factor> <Layer_Z_Adjust>-330.0</Layer_Z_Adjust> <Max_Speed>0.25</Max_Speed> <Max_Rate_Of_Turn>0.02</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> <Remove_Upon_Death>true</Remove_Upon_Death> </UniqueUnit> <!-- <UniqueUnit Name="Jedi_Cruiser_E"> <Variant_Of_Existing_Type>Jedi_Cruiser</Variant_Of_Existing_Type> <Affiliation>Empire</Affiliation> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete> </UniqueUnit> <UniqueUnit Name="Jedi_Cruiser_R"> <Variant_Of_Existing_Type>Jedi_Cruiser</Variant_Of_Existing_Type> <Affiliation>Rebel</Affiliation> <SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete> </UniqueUnit> <UniqueUnit Name="Jedi_Cruiser_P"> <Variant_Of_Existing_Type>Jedi_Cruiser</Variant_Of_Existing_Type> <Affiliation>Pirates</Affiliation> <SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete> </UniqueUnit> -->
Ali1392 Posted January 30, 2006 Posted January 30, 2006 heres what my file looks like at the momment <Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone /> <!--Set to spawn all units once and then not continue - no reserves --> <Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds> <!--Currently no reserves --> <Reserve_Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0> <HardPoints> <Starting_Spawned_Units_Tech_0>VWing_Squadron_R, 2</Starting_Spawned_Units_Tech_0> <Spawned_Units_Tech_0>VWing_Squadron_R, 3</Reserve_Spawned_Units_Tech_0> HP_Jedi_Cruiser_Shield_Gen, HP_Jedi_Cruiser_Engines,HP_Acclamator_Fighter_Bay, HP_Jedi_Cruiser_FL, HP_Jedi_Cruiser_FR, HP_Jedi_Cruiser_ML, HP_Jedi_Cruiser_MR, HP_Jedi_Cruiser_BL, HP_Jedi_Cruiser_BR </HardPoints>
Iamme Posted January 30, 2006 Posted January 30, 2006 Andy: Maybe it's because you've upped EVERY value that you found interesting? Ali: So still no hardpoints... Does it spawn fighters? And that's only a PART of the entry, right? There's something similar to what Andy posted? EDIT: Andy, add this to your hardpoints, HP_Acclamator_Fighter_Bay
sherlockemery Posted January 30, 2006 Posted January 30, 2006 Sooo, If I wanted to spawn z-95's instead of v-wings (since the newer versions of Bryant's & Grey_Ghost's Mod don't seem to have them in it), I would add the same lines. The only thing I'd do differently is substitute z-95 for v-wing, right?
sherlockemery Posted January 31, 2006 Posted January 31, 2006 I'm working on what to do with X-wings. I'll let you know if I figure it out, or if someone tells me how to do it...
Epytron_Omega Posted January 31, 2006 Posted January 31, 2006 this line here: <SpaceBehavior> ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA</SpaceBehavior> should look like this: <SpaceBehavior> ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior> I forgot to mention that little addition before when I posted the rest of the code used. EO
sherlockemery Posted January 31, 2006 Posted January 31, 2006 Well, I've got working v-wings now, but no x or y wings...
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