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V-wings and a thing about venetors


darth_vadar_13

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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....)

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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.
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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"

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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...

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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?

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@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.

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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?

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