Capstani Posted February 1, 2006 Posted February 1, 2006 I'm trying to create a couple of new unit abilities and I've run into a bit of an impasse... does anyone know where the abilties themselves are defined? I know how to add the existing abilities to other units, that's easy enough. To start, I'm trying to create a special rocket attack for TIE bombers, something like Piett's ability, but instead of firing a single beam firing a pair or rockets from each bomber. Veers' ability works around the same way I wanted, so I tried <TYPE>MAXIMUM_FIREPOWER</TYPE> and used the associated code. Causes the game to crash. I checked the projectiles I was using by deleting the ability section and it worked fine. The other thing I can think of the Y-Wing ion cannon attack, which has nothing modifiable in the ability list. So they must be defined somewhere else and just referenced... so does anyone know where?
Capstani Posted February 5, 2006 Author Posted February 5, 2006 I figured it out... simpler than it seemed. So here's a screenshot. Yellow things are the rockets, blue things are my proton torpedo sprites (you might recognize the style as XvT). I've done a bunch more graphics modifications that I can post up if people want. Next question: where are the tooltips, names and stuff stored? ie. the stuff the game looks for when it sees TEXT_ID_TIE_BOMBER in the xml file. Need to rename the ability now, Ion Torpedo isn't quite right.
Capstani Posted February 5, 2006 Author Posted February 5, 2006 Nobody knows? Or interested at all? Anyways, did some more experiments with new projectile types and graphics. This is the Imperial Modified corvette, which sacrifices speed and anti-fighter capacity for a slightly heavier armament and shield grid. Has 2 dual laser turrets (more powerful but less accurate against fighters) and a pair of light concussion missile launchers, as well as an "overcharge" ability which drops the corvette's shields, increases laser damage and doubles engine speed. Really needs a new model, but the blue striped version of the corvette works ok.
Capstani Posted February 7, 2006 Author Posted February 7, 2006 Yet again, I figured it out myself... I might as well make this my showoff thread, see if anyone become more interested.... FX editing continues... Fighter explosion FX Light laser cannon FX Proton Torpedoes Exploding Marauder corvette ISD gun batteries (I think the ion cannons need to be more defined - they're the faint blue ones) ISD exploding (as soon as I figure out how to get rid of the blue....) ..something blowing up Something on the Acclamator blowing up
TerialPayne Posted February 7, 2006 Posted February 7, 2006 Im not a modder myself (too lazy), but this is very interesting. I like how easily people seem to be adding thier personal touches. Awesome ideas BTW. I always thought the TIE Bomber needed some sort of special.
Nakatomi2010 Posted February 7, 2006 Posted February 7, 2006 They're free, I think that's special enough..... Personally I think the Imperial Star Destroyers need a compliment of Interceptors and bombers... I want to see TIE Interceptors
Iamme Posted February 8, 2006 Posted February 8, 2006 Nakatomi2010 said: They're free, I think that's special enough..... Personally I think the Imperial Star Destroyers need a compliment of Interceptors and bombers... I want to see TIE Interceptors We need the model. After we have that it should take ~2 minutes to mod in
wolfshadow Posted February 8, 2006 Posted February 8, 2006 Personally, the 3 units I want to see the mosy myself is the TIE Defender, TIE Advances and a SSD of some sort. The Executor class that is floating around in the full game mod forum is pretty.
lonepadawan Posted February 8, 2006 Posted February 8, 2006 Quote Really needs a new model, but the blue striped version of the corvette works ok. Well Nertea you already know it's one of the things I want to try Awsome stuff by the way.. haven't seen some of it.. now give the X-wing proton torpedoes like I've been pestering you to
Admiral Sith Posted February 8, 2006 Posted February 8, 2006 The Text IDs and descriptions are located in the MasterTextFile, and did you find away to work around the two abilties max thing?
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