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Need help with making new heroes...


SCommanderKoran

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I would like to make a few new heroes.But need help to make it, I don't know how to but here are some outlines of my idea

 

Here they are:

 

1. Name: Commander

Ship Name: "Prosecutor" Star Destroyer(Like Piett's)

Land Unit: A Field Commander, with 9 troopers.

2 Ranks above Palpatine

 

2. Name: High General Koran

Ship Name: "Devastator 3" Star Destroyer(Like Piett's)

Land Unit: "Dominator 1" AT-AT (Like Veers) escorted by 5 AT-AT's (Dominator Force like Blizzard Force, Named Dominator 2-6) if possible if for easier work just Dominator 1

1 Rank above Palpatine

 

3. Veers on Land His AT-AT named Blizzard 1 escorted by 5 AT-AT's named Blizzard 2-6 if possible

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for Revan, copy vaders code in both Herocompanies and Namedherounits, change as appropiate, like the company should have Revan as a member and not Vader. a simple

<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>

This will do the trick for the flagship. To change contents of the company, go to <Company_Units> in herocompanies, different items should be seperated by commas. Finally to have a space unit for a hero go into namedherounits and add <Unique_Space_Unit> to the code. For the unique units, just go to uniqueunits.xml and copy and edit Accuser and General_Veers_ATAT, you'll need a dat editor to change all of th enames, but it is not hard.

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alright just go into campaigns_singleplayer and create an entry for <Starting_Units> Empire, Coruscant, General_Koran_Team</Starting_Units> check my syntax, I jsust typed it in, I can't test it out myself at the moment because im coding heavily for a Ages a the moment. I've never gotten or heard of anyone making a hero unit that spawns without an starting unit in the campaign. You can't even get rid of heroes without deleting thier entry.

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the best way to deal with exceptions is to take files out one at a time, like get rid of campaigns_singleplayer, if theres no error there, you know somethings wrong in that file. take companies out before namedherounits though, since herocompanies references namedherounits, the best order will probably be campaigns_Singleplayer, herocompanies, namedherounits, uniqueunits

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here is the uniqueunits.xml: New Hero Units 1 and 2

 

<!-- The Prosecutor Star Destroyer is used by the Commander (Empire Major Hero) during space battles -->

<UniqueUnit Name="Prosecutor_Star_Destroyer">

<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>

<Encyclopedia_Good_Against>Corellian_Corvette Corellian_Gunboat Marauder_Missile_Cruiser</Encyclopedia_Good_Against>

<Encyclopedia_Vulnerable_To>Y-wing</Encyclopedia_Vulnerable_To>

<Icon_Name>i_button_captain_firmus_piett.tga</Icon_Name>

<Is_Named_Hero>Yes</Is_Named_Hero>

<Prevents_Story_Campaign_Autoresolve>yes</Prevents_Story_Campaign_Autoresolve>

<Text_ID>TEXT_UNIT_SD_PROSECUTOR</Text_ID>

<Encyclopedia_Text>TEXT_TOOLTIP_Commander_SD</Encyclopedia_Text>

<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>

<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>

<Ranking_In_Category>3</Ranking_In_Category>

<HardPoints>HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR, HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR, HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR, HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines, HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam</HardPoints>

<Tech_Level>99</Tech_Level>

<SFXEvent_Select>Unit_Select_Piett</SFXEvent_Select>

<SFXEvent_Move>Unit_Move_Piett</SFXEvent_Move>

<SFXEvent_Fleet_Move>Unit_Fleet_Move_Piett</SFXEvent_Fleet_Move>

<SFXEvent_Attack>Unit_Attack_Piett</SFXEvent_Attack>

<SFXEvent_Guard>Unit_Guard_Piett</SFXEvent_Guard>

<SFXEvent_Health_Low_Warning>Unit_Health_Low_Piett</SFXEvent_Health_Low_Warning>

<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Piett</SFXEvent_Health_Critical_Warning>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE,</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO,</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Piett</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_GRAVITY_WELL,</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Piett</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENABLE_SPECIAL_ABILITY,</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Engine_Idle_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>

<SFXEvent_Engine_Moving_Loop>Unit_Star_Destroyer_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>

<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Star_Destroyer_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

<AI_Combat_Power>6000</AI_Combat_Power>

<Score_Cost_Credits>50000</Score_Cost_Credits>

<Build_Cost_Credits>0</Build_Cost_Credits>

<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>

<Population_Value>0</Population_Value>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->

<Tactical_Build_Cost_Multiplayer>1</Tactical_Build_Cost_Multiplayer>

<Tactical_Build_Time_Seconds>1</Tactical_Build_Time_Seconds>

<Tactical_Build_Prerequisites/>

<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>-->

<!-- Hero abilities for Captain Piett added to ship; Hero "moveable" unit removed -->

<Unit_Abilities_Data SubObjectList="Yes">

<Unit_Ability>

<Type>ENERGY_WEAPON</Type>

<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>

<GUI_Activated_Ability_Name>Piet_Energy_Weapon_Attack_Ability</GUI_Activated_Ability_Name>

<!-- GUI Command Bar support -->

<Recharge_Seconds>.1</Recharge_Seconds>

<Expiration_Seconds>5</Expiration_Seconds>

<SFXEvent_Target_Ability>Unit_Energy_Blast_Piett</SFXEvent_Target_Ability>

<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Energy_Blast</SFXEvent_Special_Ability_Loop>

</Unit_Ability>

<Unit_Ability>

<Type>TRACTOR_BEAM</Type>

<Mod_Multiplier>SPEED_MULTIPLIER, 0.6f</Mod_Multiplier>

<GUI_Activated_Ability_Name>Piet_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>

<!-- GUI Command Bar support -->

<Recharge_Seconds>.1</Recharge_Seconds>

<SFXEvent_Target_Ability>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_Target_Ability>

<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>

</Unit_Ability>

</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">

<Combat_Bonus_Ability Name="Piet_Combat_Bonus_General">

<Activation_Style>Space_Automatic</Activation_Style>

<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter</Unit_Strength_Category>

<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter</Applicable_Unit_Categories>

<Applicable_Unit_Types/>

<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>

<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>

<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>

<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>

<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>

<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>

<Stacking_Category>0</Stacking_Category>

</Combat_Bonus_Ability>

<Combat_Bonus_Ability Name="Piet_Combat_Bonus_Star_Destroyer">

<Unit_Strength_Category/>

<Activation_Style>Space_Automatic</Activation_Style>

<Applicable_Unit_Categories/>

<Applicable_Unit_Types>Star_Destroyer</Applicable_Unit_Types>

<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>

<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>

<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>

<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>

<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>

<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>

<!-- note stacking category, this stacks with other hero combat bonuses -->

<Stacking_Category>1</Stacking_Category>

</Combat_Bonus_Ability>

<Energy_Weapon_Attack_Ability Name="Piet_Energy_Weapon_Attack_Ability">

<Activation_Style>User_Input</Activation_Style>

<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter | Bomber | Transport</Applicable_Unit_Categories>

<Applicable_Unit_Types/>

<Owner_Particle_Effect>Piet_Powerup_Particle_Effect</Owner_Particle_Effect>

<Owner_Particle_Bone_Name>HP_trac_bone</Owner_Particle_Bone_Name>

<Activation_Min_Range>0</Activation_Min_Range>

<Activation_Max_Range>1800</Activation_Max_Range>

<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->

<Damage_Per_Frame>50</Damage_Per_Frame>

</Energy_Weapon_Attack_Ability>

<Tractor_Beam_Attack_Ability Name="Piet_Tractor_Beam_Attack_Ability">

<Activation_Style>User_Input</Activation_Style>

<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>

<Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types>

<Activation_Min_Range>0</Activation_Min_Range>

<Activation_Max_Range>1800</Activation_Max_Range>

<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->

<Target_Speed_Decrease_Percent>0.45</Target_Speed_Decrease_Percent>

<Stacking_Category>2</Stacking_Category>

</Tractor_Beam_Attack_Ability>

</Abilities>

</UniqueUnit>

<UniqueUnit Name="Prosecutor_Star_Destroyer_Death_Clone">

<Text_ID>TEXT_UNIT_SD_PROSECUTOR</Text_ID>

<Space_Model_Name>EV_StarDestroyer_D.ALO</Space_Model_Name>

<xxxSpace_Model_Name>EV_StarDestroyer_Dead.ALO</xxxSpace_Model_Name>

<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>

<Scale_Factor>1</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>

<Affiliation>Empire</Affiliation>

<Ship_Class>capital_ship</Ship_Class>

<Remove_Upon_Death>true</Remove_Upon_Death>

</UniqueUnit>

<UniqueUnits>

<!-- The Devastator Star Destroyer is used by General Koran (Empire Major Hero) during space battles -->

<UniqueUnit Name="Devastator_Star_Destroyer">

<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>

<Encyclopedia_Good_Against>Corellian_Corvette Corellian_Gunboat Marauder_Missile_Cruiser</Encyclopedia_Good_Against>

<Encyclopedia_Vulnerable_To>Y-wing</Encyclopedia_Vulnerable_To>

<Icon_Name>i_button_captain_firmus_piett.tga</Icon_Name>

<Is_Named_Hero>Yes</Is_Named_Hero>

<Prevents_Story_Campaign_Autoresolve>yes</Prevents_Story_Campaign_Autoresolve>

<Text_ID>TEXT_UNIT_SD_DEVASTATOR</Text_ID>

<Encyclopedia_Text>TEXT_TOOLTIP_KORAN_SD</Encyclopedia_Text>

<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>

<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>

<Ranking_In_Category>3</Ranking_In_Category>

<HardPoints>HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR, HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR, HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR, HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines, HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam</HardPoints>

<Tech_Level>99</Tech_Level>

<SFXEvent_Select>Unit_Select_Piett</SFXEvent_Select>

<SFXEvent_Move>Unit_Move_Piett</SFXEvent_Move>

<SFXEvent_Fleet_Move>Unit_Fleet_Move_Piett</SFXEvent_Fleet_Move>

<SFXEvent_Attack>Unit_Attack_Piett</SFXEvent_Attack>

<SFXEvent_Guard>Unit_Guard_Piett</SFXEvent_Guard>

<SFXEvent_Health_Low_Warning>Unit_Health_Low_Piett</SFXEvent_Health_Low_Warning>

<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Piett</SFXEvent_Health_Critical_Warning>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE,</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO,</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Piett</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_GRAVITY_WELL,</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Piett</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENABLE_SPECIAL_ABILITY,</SFXEvent_Hardpoint_Destroyed>

<SFXEvent_Engine_Idle_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>

<SFXEvent_Engine_Moving_Loop>Unit_Star_Destroyer_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>

<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Star_Destroyer_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

<AI_Combat_Power>6000</AI_Combat_Power>

<Score_Cost_Credits>50000</Score_Cost_Credits>

<Build_Cost_Credits>0</Build_Cost_Credits>

<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>

<Population_Value>0</Population_Value>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->

<Tactical_Build_Cost_Multiplayer>1</Tactical_Build_Cost_Multiplayer>

<Tactical_Build_Time_Seconds>1</Tactical_Build_Time_Seconds>

<Tactical_Build_Prerequisites/>

<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>-->

<!-- Hero abilities for Captain Piett added to ship; Hero "moveable" unit removed -->

<Unit_Abilities_Data SubObjectList="Yes">

<Unit_Ability>

<Type>ENERGY_WEAPON</Type>

<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>

<GUI_Activated_Ability_Name>Piet_Energy_Weapon_Attack_Ability</GUI_Activated_Ability_Name>

<!-- GUI Command Bar support -->

<Recharge_Seconds>.1</Recharge_Seconds>

<Expiration_Seconds>5</Expiration_Seconds>

<SFXEvent_Target_Ability>Unit_Energy_Blast_Piett</SFXEvent_Target_Ability>

<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Energy_Blast</SFXEvent_Special_Ability_Loop>

</Unit_Ability>

<Unit_Ability>

<Type>TRACTOR_BEAM</Type>

<Mod_Multiplier>SPEED_MULTIPLIER, 0.6f</Mod_Multiplier>

<GUI_Activated_Ability_Name>Piet_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>

<!-- GUI Command Bar support -->

<Recharge_Seconds>.1</Recharge_Seconds>

<SFXEvent_Target_Ability>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_Target_Ability>

<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>

</Unit_Ability>

</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">

<Combat_Bonus_Ability Name="Piet_Combat_Bonus_General">

<Activation_Style>Space_Automatic</Activation_Style>

<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter</Unit_Strength_Category>

<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter</Applicable_Unit_Categories>

<Applicable_Unit_Types/>

<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>

<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>

<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>

<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>

<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>

<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>

<Stacking_Category>0</Stacking_Category>

</Combat_Bonus_Ability>

<Combat_Bonus_Ability Name="Piet_Combat_Bonus_Star_Destroyer">

<Unit_Strength_Category/>

<Activation_Style>Space_Automatic</Activation_Style>

<Applicable_Unit_Categories/>

<Applicable_Unit_Types>Star_Destroyer</Applicable_Unit_Types>

<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>

<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>

<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>

<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>

<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>

<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>

<!-- note stacking category, this stacks with other hero combat bonuses -->

<Stacking_Category>1</Stacking_Category>

</Combat_Bonus_Ability>

<Energy_Weapon_Attack_Ability Name="Piet_Energy_Weapon_Attack_Ability">

<Activation_Style>User_Input</Activation_Style>

<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter | Bomber | Transport</Applicable_Unit_Categories>

<Applicable_Unit_Types/>

<Owner_Particle_Effect>Piet_Powerup_Particle_Effect</Owner_Particle_Effect>

<Owner_Particle_Bone_Name>HP_trac_bone</Owner_Particle_Bone_Name>

<Activation_Min_Range>0</Activation_Min_Range>

<Activation_Max_Range>1800</Activation_Max_Range>

<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->

<Damage_Per_Frame>50</Damage_Per_Frame>

</Energy_Weapon_Attack_Ability>

<Tractor_Beam_Attack_Ability Name="Piet_Tractor_Beam_Attack_Ability">

<Activation_Style>User_Input</Activation_Style>

<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>

<Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types>

<Activation_Min_Range>0</Activation_Min_Range>

<Activation_Max_Range>1800</Activation_Max_Range>

<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->

<Target_Speed_Decrease_Percent>0.45</Target_Speed_Decrease_Percent>

<Stacking_Category>2</Stacking_Category>

</Tractor_Beam_Attack_Ability>

</Abilities>

</UniqueUnit>

<UniqueUnit Name="Devastator_Star_Destroyer_Death_Clone">

<Text_ID>TEXT_UNIT_SD_DEVASTATOR</Text_ID>

<Space_Model_Name>EV_StarDestroyer_D.ALO</Space_Model_Name>

<xxxSpace_Model_Name>EV_StarDestroyer_Dead.ALO</xxxSpace_Model_Name>

<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>

<Scale_Factor>1</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>

<Affiliation>Empire</Affiliation>

<Ship_Class>capital_ship</Ship_Class>

<Remove_Upon_Death>true</Remove_Upon_Death>

</UniqueUnit>

and part 2

<!-- This special AT-AT is used by General Koran (Empire Major Hero) during ground battles -->

<UniqueUnit Name="Koran_AT_AT_Walker">

<Text_ID>TEXT_HERO_GENERAL_KORAN</Text_ID>

<Is_Named_Hero>Yes</Is_Named_Hero>

<Encyclopedia_Good_Against>T4B_Tank T2B_Tank UC_Rebel_Buildable_Anti_Vehicle_Turret</Encyclopedia_Good_Against>

<Encyclopedia_Vulnerable_To>Snowspeeder Plex_Soldier</Encyclopedia_Vulnerable_To>

<Land_Model_Name>EV_AT-AT.ALO</Land_Model_Name>

<Behavior>SELECTABLE</Behavior>

<LandBehavior>ABILITY_COUNTDOWN, DEPLOY_TROOPERS, WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON,TURRET, POWERED, REVEAL, HIDE_WHEN_FOGGED, SQUASH, AFFECTED_BY_SHIELD,STUNNABLE</LandBehavior>

<Is_Supercrusher>Yes</Is_Supercrusher>

<Property_Flags>IsSupercrusher</Property_Flags>

<Property_Flags>GoodInfantryCrusher</Property_Flags>

<Has_Land_Evaluator>True</Has_Land_Evaluator>

<Ranking_In_Category>3</Ranking_In_Category>

<Autoresolve_Health>2000</Autoresolve_Health>

<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>

<Mass>1.0</Mass>

<Locomotor_Has_Animation_Priority>yes</Locomotor_Has_Animation_Priority>

<Attack_Animation_Is_Overlay>yes</Attack_Animation_Is_Overlay>

<Projectile_Appearance_Delay_Frames>2,1</Projectile_Appearance_Delay_Frames>

<Scale_Factor>1.8</Scale_Factor>

<!-- Temp scale change for scale test - change back once models resized -->

<Armor_Type>Armor_ATAT</Armor_Type>

<Movement_Animation_Speed>0.1366</Movement_Animation_Speed>

<Rotation_Animation_Speed>0.5</Rotation_Animation_Speed>

<Max_Speed>1.0</Max_Speed>

<Max_Rate_Of_Turn>1.5</Max_Rate_Of_Turn>

<Stopped_Rate_Of_Turn>10</Stopped_Rate_Of_Turn>

<Walk_Transition>Yes</Walk_Transition>

<Has_Pre_Turn_Anim>yes</Has_Pre_Turn_Anim>

<Min_Speed_Fraction_For_Turn>.1</Min_Speed_Fraction_For_Turn>

<Space_Layer>Land</Space_Layer>

<UnitCollisionClass>Giant Vehicle</UnitCollisionClass>

<Custom_Hard_XExtent>28.0</Custom_Hard_XExtent>

<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>

<FormationGrouping>Solo</FormationGrouping>

<MinimumPushReturnDistance>100</MinimumPushReturnDistance>

<Min_Speed>.1</Min_Speed>

<MovementPredictionInterval>5.0</MovementPredictionInterval>

<MovementBoxExpansionFactor>8.0</MovementBoxExpansionFactor>

<!--<Is_Sprite>No</Is_Sprite>-->

<Type>Walk</Type>

<Deploys>Yes</Deploys>

<Auto_Deploys>No</Auto_Deploys>

<Affiliation>Empire</Affiliation>

<Political_Control>0</Political_Control>

<Size_Value>150</Size_Value>

<Damage>70</Damage>

<Tactical_Health>200000</Tactical_Health>

<Energy_Capacity>9000</Energy_Capacity>

<Energy_Refresh_Rate>9999</Energy_Refresh_Rate>

<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range>

<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>

<Ranged_Target_Z_Adjust>70.0</Ranged_Target_Z_Adjust>

<Projectile_Types>Proj_Ground_Laser_Cannon_Red_ATAT</Projectile_Types>

<Projectile_Fire_Recharge_Seconds>.1</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>

<Death_Explosions>Medium_Explosion_Land</Death_Explosions>

<Death_SFXEvent_Start_Die>Unit_AT_AT_Death_SFX</Death_SFXEvent_Start_Die>

<SFXEvent_Select>Unit_Select_Veers</SFXEvent_Select>

<SFXEvent_Move>Unit_Move_Veers</SFXEvent_Move>

<SFXEvent_Fleet_Move>Unit_Fleet_Move_Veers</SFXEvent_Fleet_Move>

<SFXEvent_Attack>Unit_Attack_Veers</SFXEvent_Attack>

<SFXEvent_Guard>Unit_Guard_Veers</SFXEvent_Guard>

<SFXEvent_Health_Low_Warning>Unit_Health_Low_Veers</SFXEvent_Health_Low_Warning>

<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Veers</SFXEvent_Health_Critical_Warning>

<SFXEvent_Fire>Unit_AT_AT_Fire</SFXEvent_Fire>

<SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop>

<AI_Combat_Power>1000</AI_Combat_Power>

<Encyclopedia_Text>TEXT_TOOLTIP_KORAN_01</Encyclopedia_Text>

<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIELD_COMMANDER</Encyclopedia_Unit_Class>

<Score_Cost_Credits>18000</Score_Cost_Credits>

<Turret_Rotate_Extent_Degrees>55</Turret_Rotate_Extent_Degrees>

<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

<Turret_Bone_Name>B_Turret</Turret_Bone_Name>

<Turret_Rotate_Speed>2.0</Turret_Rotate_Speed>

<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>

<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

<!-- Ground vehicles priority 1, ground infantry priority 2, air vehicles priority 3 (N/A = 9999) -->

<Turret_Targets_Ground_Vehicles>1</Turret_Targets_Ground_Vehicles>

<Turret_Targets_Ground_Infantry>2</Turret_Targets_Ground_Infantry>

<Turret_Targets_Air_Vehicles>3</Turret_Targets_Air_Vehicles>

<Turret_Targets_Anything_Else>4</Turret_Targets_Anything_Else>

<Overall_Length>60.0</Overall_Length>

<!-- Hand tweaked for vehicle pitching up and down on terrain -->

<Overall_Width>0.0</Overall_Width>

<!-- 0.0 means don't roll left and right on terrain -->

<Target_Bones>MISSILE_TARGET00, MISSILE_TARGET01, MISSILE_TARGET02</Target_Bones>

<Select_Box_Scale>85</Select_Box_Scale>

<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

<GUI_Bracket_Size>2</GUI_Bracket_Size>

<CategoryMask>LandHero | Vehicle | AntiVehicle | AntiStructure</CategoryMask>

<Icon_Name>i_button_general_maximillian_veers.tga</Icon_Name>

<MovementClass>LargeWalker</MovementClass>

<OccupationStyle>1x1</OccupationStyle>

<Victory_Relevant>yes</Victory_Relevant>

<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>

<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>

<Blob_Shadow_Scale>75.0, 50.0</Blob_Shadow_Scale>

<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

<Weather_Category>LargeWalker</Weather_Category>

<Death_Clone>Damage_Cable_Attack, Koran_AT_AT_Walker_Cable_Attack_Death_Clone</Death_Clone>

<Death_Clone>Damage_Cable_Attack_Deployed, Koran_AT_AT_Walker_Deployed_Cable_Attack_Death_Clone</Death_Clone>

<Death_Clone>Damage_Normal, Koran_AT_AT_Walker_Death_Clone</Death_Clone>

<Death_Clone>Damage_Normal_Deployed, Koran_AT_AT_Walker_Deployed_Death_Clone</Death_Clone>

<Idle_Chase_Range>0.0</Idle_Chase_Range>

<Guard_Chase_Range>200.0</Guard_Chase_Range>

<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>

<Population_Value>0</Population_Value>

<Influences_Capture_Point>False</Influences_Capture_Point>

<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>

<!-- Non-Hero unit abilities description -->

<Unit_Abilities_Data SubObjectList="Yes">

<!-- Primary ability -->

<Unit_Ability>

<Type>MAXIMUM_FIREPOWER</Type>

<Expiration_Seconds>1</Expiration_Seconds>

<Recharge_Seconds>.1</Recharge_Seconds>

<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.0f</Mod_Multiplier>

<!-- no delay, fire continuously -->

<GUI_Activated_Ability_Name>AT_AT_Maximum_Firepower_Attack</GUI_Activated_Ability_Name>

<!-- GUI Command Bar support -->

<Projectile_Types_Override>Proj_Veers_AT_AT_Max_Power_Laser_Red</Projectile_Types_Override>

<Mod_Flag>ALLOW_TARGET_DIMINISHING_FIREPOWER, false</Mod_Flag>

<SFXEvent_GUI_Unit_Ability_Activated>Unit_Activate_Energy_Blast_Veers</SFXEvent_GUI_Unit_Ability_Activated>

<SFXEvent_Target_Ability>Unit_Target_Energy_Blast_Veers</SFXEvent_Target_Ability>

</Unit_Ability>

<!-- Secondary ability -->

<Unit_Ability>

<Type>DEPLOY_TROOPERS</Type>

<Recharge_Seconds>.1</Recharge_Seconds>

<Spawned_Object_Type>Veers_Deployed_Imperial_Stormtrooper_Squad</Spawned_Object_Type>

<Max_Num_Spawned_Objects>120</Max_Num_Spawned_Objects>

<Owner_Attachment_Bone>B_Trooper_00, B_Trooper_01, B_Trooper_02</Owner_Attachment_Bone>

<SFXEvent_GUI_Unit_Ability_Activated>Unit_Deploy_Veers</SFXEvent_GUI_Unit_Ability_Activated>

</Unit_Ability>

</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">

<Maximum_Firepower_Attack_Ability Name="AT_AT_Maximum_Firepower_Attack">

<Activation_Style>User_Input</Activation_Style>

<!-- We only consider the following unit types "valid targets": -->

<Applicable_Unit_Categories>All</Applicable_Unit_Categories>

<Applicable_Unit_Types/>

<Owner_Particle_Effect>Veers_Powerup_Particle_Effect</Owner_Particle_Effect>

<Owner_Particle_Bone_Name>powerup</Owner_Particle_Bone_Name>

<SFXEvent_Activate>Unit_AT_AT_PowerUp</SFXEvent_Activate>

</Maximum_Firepower_Attack_Ability>

</Abilities>

<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

</UniqueUnit>

<UniqueUnit Name="Koran_AT_AT_Walker_Cable_Attack_Death_Clone">

<Variant_Of_Existing_Type>Koran_AT_AT_Walker</Variant_Of_Existing_Type>

<Specific_Death_Anim_Type>CA_DIE</Specific_Death_Anim_Type>

<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>

<LandBehavior>HIDE_WHEN_FOGGED,LAND_OBSTACLE</LandBehavior>

<Obstacle_Width>40.0</Obstacle_Width>

<Obstacle_Height>40.0</Obstacle_Height>

<Obstacle_X_Offset>0.0</Obstacle_X_Offset>

<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>

<Death_Persistence_Duration>20</Death_Persistence_Duration>

<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>

<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>

<IsDeathClone>true</IsDeathClone>

</UniqueUnit>

<UniqueUnit Name="Koran_AT_AT_Walker_Deployed_Cable_Attack_Death_Clone">

<Variant_Of_Existing_Type>Koran_AT_AT_Walker</Variant_Of_Existing_Type>

<Specific_Death_Anim_Type>DEPLOYED_CA_DIE</Specific_Death_Anim_Type>

<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>

<LandBehavior>HIDE_WHEN_FOGGED,LAND_OBSTACLE</LandBehavior>

<Obstacle_Width>40.0</Obstacle_Width>

<Obstacle_Height>40.0</Obstacle_Height>

<Obstacle_X_Offset>0.0</Obstacle_X_Offset>

<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>

<Death_Persistence_Duration>20</Death_Persistence_Duration>

<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>

<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>

<IsDeathClone>true</IsDeathClone>

</UniqueUnit>

<UniqueUnit Name="Koran_AT_AT_Walker_Deployed_Death_Clone">

<Variant_Of_Existing_Type>Veers_AT_AT_Walker</Variant_Of_Existing_Type>

<Specific_Death_Anim_Type>DEPLOYED_DIE</Specific_Death_Anim_Type>

<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>

<LandBehavior>HIDE_WHEN_FOGGED,LAND_OBSTACLE</LandBehavior>

<Obstacle_Width>40.0</Obstacle_Width>

<Obstacle_Height>40.0</Obstacle_Height>

<Obstacle_X_Offset>0.0</Obstacle_X_Offset>

<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>

<Death_Persistence_Duration>20</Death_Persistence_Duration>

<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>

<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>

<IsDeathClone>true</IsDeathClone>

</UniqueUnit>

<UniqueUnit Name="Koran_AT_AT_Walker_Death_Clone">

<Variant_Of_Existing_Type>Veers_AT_AT_Walker</Variant_Of_Existing_Type>

<Specific_Death_Anim_Type/>

<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>

<LandBehavior>HIDE_WHEN_FOGGED,LAND_OBSTACLE</LandBehavior>

<Obstacle_Width>40.0</Obstacle_Width>

<Obstacle_Height>40.0</Obstacle_Height>

<Obstacle_X_Offset>0.0</Obstacle_X_Offset>

<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>

<Death_Persistence_Duration>20</Death_Persistence_Duration>

<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>

<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>

<IsDeathClone>true</IsDeathClone>

<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>

</UniqueUnit>

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Sorry if i am rude on my last post. Ok so if anyone can figure out my problem that would be appriaciated greatly if you figure the problem out and fix it/test it or figure the problem out and tell me what to fix within this week. and Sorry if i am impatient.

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