SCommanderKoran Posted April 22, 2006 Share Posted April 22, 2006 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 Link to comment Share on other sites More sharing options...
SCommanderKoran Posted April 22, 2006 Author Share Posted April 22, 2006 I forgot 1 more it was I want to know how to make these new heroes thats all not for anyone to make them. Name: Darth Revan(Using Vader) Attach to Flagship Land: Vader with Lightning and Push Link to comment Share on other sites More sharing options...
wedge2211 Posted April 22, 2006 Share Posted April 22, 2006 Having two Imperial heroes that would include six AT-ATs each would be kind of silly. The Imperials would only need to land those two units to take over just about any planet. Link to comment Share on other sites More sharing options...
SCommanderKoran Posted April 23, 2006 Author Share Posted April 23, 2006 ok thanks and in the Galactic Discussion by accident i posted my problem with making the heroes. But i am not allowed to attach files for some reason Link to comment Share on other sites More sharing options...
usul Posted April 23, 2006 Share Posted April 23, 2006 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. Link to comment Share on other sites More sharing options...
SCommanderKoran Posted April 23, 2006 Author Share Posted April 23, 2006 Usul with the the Commander and Koran could you check the files on Forums.filefront.com the SW:EAW Modding section ok Link to comment Share on other sites More sharing options...
usul Posted April 25, 2006 Share Posted April 25, 2006 I looked in the section couldn't find anything, also I'm not entirely sure what that meant. Link to comment Share on other sites More sharing options...
SCommanderKoran Posted April 26, 2006 Author Share Posted April 26, 2006 Under "Problem!" ok usul posted by HackerGod99 ok on Forums.filefront.com under SW: EAW-->Modding, Mapping, and Editing-->Problem! ok Link to comment Share on other sites More sharing options...
usul Posted April 26, 2006 Share Posted April 26, 2006 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. Link to comment Share on other sites More sharing options...
PoiuyWired Posted April 26, 2006 Share Posted April 26, 2006 some suggestion... make more balanced heros. Sure, units of 20 ISD may be powerful, but not really balanced, and only fun for the first time or two. Same goes with that squad of 50 Y wings. Link to comment Share on other sites More sharing options...
SCommanderKoran Posted April 27, 2006 Author Share Posted April 27, 2006 thanks Usul, i put it in and i still get an exception error ok Link to comment Share on other sites More sharing options...
usul Posted April 28, 2006 Share Posted April 28, 2006 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 Link to comment Share on other sites More sharing options...
SCommanderKoran Posted April 28, 2006 Author Share Posted April 28, 2006 it was in Unique Units ok, but i don't know where exactly. Link to comment Share on other sites More sharing options...
SCommanderKoran Posted April 28, 2006 Author Share Posted April 28, 2006 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> Link to comment Share on other sites More sharing options...
jedi7000nathan Posted April 28, 2006 Share Posted April 28, 2006 so when will this be done Link to comment Share on other sites More sharing options...
SCommanderKoran Posted April 30, 2006 Author Share Posted April 30, 2006 huh? Link to comment Share on other sites More sharing options...
jedi7000nathan Posted April 30, 2006 Share Posted April 30, 2006 the mod Link to comment Share on other sites More sharing options...
SCommanderKoran Posted April 30, 2006 Author Share Posted April 30, 2006 two out of three are composed and this is just for my self because i wanted to make heroes and anything else? Link to comment Share on other sites More sharing options...
SCommanderKoran Posted May 2, 2006 Author Share Posted May 2, 2006 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. Link to comment Share on other sites More sharing options...
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