Iamme Posted January 31, 2006 Share Posted January 31, 2006 Well, I've got working v-wings now, but no x or y wings... Make sure you've got their reference names right Link to comment Share on other sites More sharing options...
Epytron_Omega Posted January 31, 2006 Share Posted January 31, 2006 for my squadrons of X-Wings, I simply used the REBEL_X_WING_SQUADRON line, to add them... and look at my code from my Rebel Venator... that is a working like for the Y-Wings. EO Link to comment Share on other sites More sharing options...
sherlockemery Posted January 31, 2006 Share Posted January 31, 2006 OK, This is what my line looks like: <!-- Set to spawn all units once and then not continue - no reserves --> <Starting_Spawned_Units_Tech_0>REBEL_X_WING_SQUADRON, 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>REBEL_X_WING_SQUADRON, 4</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0> And that give Y-wings but no X-wings. I have the hardpoint for the hangar bay, but again, no x-wings. I also can't get z-95 Headhunters. I'm getting so annoyed that I didn't pay more attention in my computer programming class in High School..... Stupid Idiot.... (that being me....) Link to comment Share on other sites More sharing options...
Hurby Posted January 31, 2006 Share Posted January 31, 2006 It should be Rebel_X-Wing_Squadron and not Rebel_X_Wing_Squadron Link to comment Share on other sites More sharing options...
Epytron_Omega Posted January 31, 2006 Share Posted January 31, 2006 Hurby is correct, I dont know why I thought it was what I posted... oh well, that should help you out. EO Link to comment Share on other sites More sharing options...
Andy819 Posted January 31, 2006 Share Posted January 31, 2006 It works and......my.......Ventor..........Is...........Spawning...........Tiny............................Imperial................................Star Destroyers aka Victory_Destroyer Link to comment Share on other sites More sharing options...
Iamme Posted February 1, 2006 Share Posted February 1, 2006 Well thanks guys, Imma go create a god ship from the a variant of the SSD, cheers! Link to comment Share on other sites More sharing options...
sherlockemery Posted February 1, 2006 Share Posted February 1, 2006 I've got Xwings now!!!!! I'm very happy, but I do have another question. How do I disable pirates from getting those ships with Xwings, as the space battles against them are hellacious now... Link to comment Share on other sites More sharing options...
Iamme Posted February 1, 2006 Share Posted February 1, 2006 I not going to guide you through it, but look through your unique units file and add the squads the the jedi_cruiser_R while removing them from the base version. Link to comment Share on other sites More sharing options...
Grey_Ghost Posted February 1, 2006 Share Posted February 1, 2006 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)Still there, just not buildable. I already planned adding a couple V-wings to all the Venetors if I ever release again, but I still wouldn't have them buildable. Link to comment Share on other sites More sharing options...
sherlockemery Posted February 1, 2006 Share Posted February 1, 2006 Ok, thanks Grey_Ghost. Link to comment Share on other sites More sharing options...
Hurby Posted February 1, 2006 Share Posted February 1, 2006 I've got Xwings now!!!!! I'm very happy, but I do have another question. How do I disable pirates from getting those ships with Xwings, as the space battles against them are hellacious now... Not so sure what u mean but if you don't want the pirates to have Venators at all, just open Campaingsingleplayer.xml (not sure it is the correct name but I'm not at home now), find "Pirate space forces" (again not sure it is 100% correct) and delete the lines with "Jedi_Cruiser" Link to comment Share on other sites More sharing options...
Ra2er Posted February 1, 2006 Share Posted February 1, 2006 I've got V-Wings working, a max of 4 at a time from a Venator. With a few venators the space battles are intense. Especially against pirates, but it's only fair that they get the same adaptations to the Venator. Remember to keep some balance in the game people! If you improve things remember to lower other aspects. Increasing the scale factor or mass should bring things like the speed or turning speed down. Firepower should lower shield strength. etc etc... Link to comment Share on other sites More sharing options...
Ali1392 Posted February 1, 2006 Share Posted February 1, 2006 how do u change the size wepons Link to comment Share on other sites More sharing options...
KhaosNite Posted February 1, 2006 Share Posted February 1, 2006 Is it possible to add a hanger/fight bay to any capital ship/frigate fighter? because in ROTJ, Home One had a few hangers and so do the Mon Calimari cruisers Link to comment Share on other sites More sharing options...
Ryebread Posted February 1, 2006 Share Posted February 1, 2006 Yes you can add hangars to any capital ships. Just add the appropriate hardpoints and decide how many will spawn at once and in total. Link to comment Share on other sites More sharing options...
darth_vadar_13 Posted February 3, 2006 Author Share Posted February 3, 2006 ok sry about this everyone again but i made my venetor massive, its has lds of squadrons nd all. but its only missing one thing. FIREPOWER! Link to comment Share on other sites More sharing options...
darth_vadar_13 Posted February 3, 2006 Author Share Posted February 3, 2006 ok sry about this everyone again but i made my venetor massive, its has lds of squadrons nd all. but its only missing one thing. FIREPOWER! i copied nd pasted all the hardpoints but nothing happens! can someone tell me how to jazz this ship up plz! thanks Link to comment Share on other sites More sharing options...
Ali1392 Posted February 3, 2006 Share Posted February 3, 2006 is it the higer the scale the bigger the unit like 1.0 is bigger than 0.5 or is it the other way round Link to comment Share on other sites More sharing options...
arkodeon Posted February 4, 2006 Share Posted February 4, 2006 1.0 is a larger scale than 0.5. Hope that helps. Link to comment Share on other sites More sharing options...
darth_vadar_13 Posted February 4, 2006 Author Share Posted February 4, 2006 i know tht. i want to improve its firepower does anyone know how to do this? Link to comment Share on other sites More sharing options...
sherlockemery Posted February 4, 2006 Share Posted February 4, 2006 You may need to add the hardpoint attack graphic that looks like this: <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser </SFXEvent_Attack_Hardpoint> just to show an example. You could look at a ship with a turbolaser, and add a few of those to the venator. I not going to guide you through it, but look through your unique units file and add the squads the the jedi_cruiser_R while removing them from the base version. There is no Jedi_Cruiser_R in the unique units file. Would it be in the factions or the Campaign file? Link to comment Share on other sites More sharing options...
Iamme Posted February 4, 2006 Share Posted February 4, 2006 @Better venator: Just increase the damage value! @Sherlock: Darnit. Give the original to the pirates/whoever and create a varient of existing unit entry called jedi_cruiser_r and add lines for the allegiance to be rebel, the hanger have whatever you tell it, and it SHOULD work. Look through the code in unique units for veers or admiral piett for how to set up a variant, if you don't know. Link to comment Share on other sites More sharing options...
Ali1392 Posted February 5, 2006 Share Posted February 5, 2006 i have got this spawning sds now so how do i stop the ai using them Link to comment Share on other sites More sharing options...
sherlockemery Posted February 6, 2006 Share Posted February 6, 2006 As Lamme stated, just create a new variant by copying the unit description out of the uniquie unit file, and changing it's name (like the Jedi_Cruiser_R Lamme mentions) and make it's affiliation only rebel, and copying it back into the unique unit file. Remember to remove the rebel affiliation on the generic venator. Also you can change what type of unit get's spawned, but you knew that... I've done the above, but now I get a (missing) header on the unit description. I corrected the unit description to match the rebel affiliation, but how do I get the unit name to pull up? Link to comment Share on other sites More sharing options...
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