Abilities -1 reply

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JC9542

I want to be like the Admins

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27th February 2009

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#11 9 years ago

Dude no offense but hardcoded means it's coded as part of the engine / exe files. We can alter the configuration files and XMLs. But unless you can read machine code with a hex editor like a cyborg there's not a lot you can do with the engine. Petro made changes between EAW & FOC because they had access to the source code and could recompile the engine so unless you can convince the current owners of the engine to give out the source code and let us redistribute it... we can't change the engine.

Granted there's definately things we can tweak with the existing abilities but there's limits.

I tried coding in a medpac by altering the stimpac to do negative damage and give a negative speed modifier. The engine didn't like that and nothing happened when I activate that particular ability.




Sidious Invader

Dark Lord Of The Sith

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9th January 2007

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#12 9 years ago

The Med pack thing works, not sure about your code, but just using Obi-wans self healing ability, you could heal others as notated in the healing targets line.

There are plenty of alternatives for changing the 30-35 abilities the game engine has currently into new abilities.

I am close to releasing a mod that features new abilities for Heros. Example: Reinforcements on my mark, Targeted Orbital Bombardment, and an ability that the Hero calls his flagship in orbit to send his personal fighter down for land combat. It will drop it off, and will only work after the hero garrisons in it, and it's coded only for him to fly.




JC9542

I want to be like the Admins

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27th February 2009

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#13 9 years ago

Sidious Invader;4938825The Med pack thing works, not sure about your code, but just using Obi-wans self healing ability, you could heal others as notated in the healing targets line.

There are plenty of alternatives for changing the 30-35 abilities the game engine has currently into new abilities.

Oh I agree there's stuff we can do, but it just hasn't seemed possible to make up something completely new and different. With the medpac thing I was trying for a self-healing only ability that I didn't have to target and wasn't running constantly like force heal. Yeah unfortunately the dev team apparently put in some error checking code on the stimpak that prevents health increase and speed decrease. LoL I guess that is the exact opposite of what they intended it for though.




Spacelazerzzz9000

Slightly cooler than a n00b

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20th January 2009

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#14 9 years ago

Sidious Invader;4938825The Med pack thing works, not sure about your code, but just using Obi-wans self healing ability, you could heal others as notated in the healing targets line.

There are plenty of alternatives for changing the 30-35 abilities the game engine has currently into new abilities.

I am close to releasing a mod that features new abilities for Heros. Example: Reinforcements on my mark, Targeted Orbital Bombardment, and an ability that the Hero calls his flagship in orbit to send his personal fighter down for land combat. It will drop it off, and will only work after the hero garrisons in it, and it's coded only for him to fly.

....awesome




Sidious Invader

Dark Lord Of The Sith

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9th January 2007

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#15 9 years ago
With the medpac thing I was trying for a self-healing only ability that I didn't have to target and wasn't running constantly like force heal.

Isn't that exactly what Obi-wan's ability from EAW does? They changed his abilites for FOC, but the ability from EAW should still work if it's coded back in. Just change the target from "infantry" to "Obi_Wan_Kenobi."




CloneWarsFreak

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29th August 2008

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#16 9 years ago
Sidious Invader;4938825The Med pack thing works, not sure about your code, but just using Obi-wans self healing ability, you could heal others as notated in the healing targets line. There are plenty of alternatives for changing the 30-35 abilities the game engine has currently into new abilities.[/QUOTE] Thats wright but there are not many mods featuring new ones. But I want for my mods so complicated abilities that I dont think I will be able to code them in xml. For exsample. In Space and bominb run that bombers fly over a capital ship(like the land bombing run) and drop a bunch of bombs. Or in land combat I wanna remove the bombing run and add gunship support for a certain time. (I dont know if its gonna be selctable or if its gonna fly a random path I will decide that later. [QUOTE=Sidious Invader;4938825] I am close to releasing a mod that features new abilities for Heros. Example: Reinforcements on my mark, Targeted Orbital Bombardment, and an ability that the Hero calls his flagship in orbit to send his personal fighter down for land combat. It will drop it off, and will only work after the hero garrisons in it, and it's coded only for him to fly.

Im looking forward to learn from your coding=p




JC9542

I want to be like the Admins

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27th February 2009

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#17 9 years ago

Sidious Invader;4938917Isn't that exactly what Obi-wan's ability from EAW does? They changed his abilites for FOC, but the ability from EAW should still work if it's coded back in. Just change the target from "infantry" to "Obi_Wan_Kenobi."[/QUOTE]

No he still runs force_healing. Yeah I know you can change the target, but it's always on. I wanted something you could activate manually once in awhile then have to wait for it recharge. I even tried using force_healing and changing the activation style to user input and only a 1 second duration, but it always stayed on. I could probably do it with a variant of his old healing projectile and make it effective only on the owner, but that wasn't really the effect I was shooting for either. There's probably 3 or so ways to make a healing ability, just couldn't quite get it to work with this style.

[QUOTE=CloneWarsFreak;4938938]Thats wright but there are not many mods featuring new ones. But I want for my mods so complicated abilities that I dont think I will be able to code them in xml. For exsample. In Space and bominb run that bombers fly over a capital ship(like the land bombing run) and drop a bunch of bombs. Or in land combat I wanna remove the bombing run and add gunship support for a certain time. (I dont know if its gonna be selctable or if its gonna fly a random path I will decide that later. Im looking forward to learn from your coding=p

Eh the bombing run you could probably fake by using the rocket mode toggle and creating a short range bomb projectile only effective on capital ships and frigates. It wouldn't look quite the same, hmm but at least you could the SFX preset from the bombing run as the ability activation sfx.

I've actually thought about the air support thing as well. One of the things one on my to do list is to see if I can add hardpoints to bombing run units. I also thought about having the field command use silri's summon unit ability to spawn a Sentinel Gunship, but then it would be permanently on the map well at least until it go shotdown.




CloneWarsFreak

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29th August 2008

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#18 9 years ago
Eh the bombing run you could probably fake by using the rocket mode toggle and creating a short range bomb projectile only effective on capital ships and frigates. It wouldn't look quite the same, hmm but at least you could the SFX preset from the bombing run as the ability activation sfx.

I was thinking about changing the concentrate fire ability of the missile cruisers. I want to get it to work that you select an area on an capital ship and then the bomber flys through that area and drops bombs.

I've actually thought about the air support thing as well. One of the things one on my to do list is to see if I can add hardpoints to bombing run units. I also thought about having the field command use silri's summon unit ability to spawn a Sentinel Gunship, but then it would be permanently on the map well at least until it go shotdown.

If you want it as an ability u use silris ability and add this line from the buzz droid ability 3 Important is that u dont add it to the unitability code but to the ability code




CloneWarsFreak

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29th August 2008

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#19 9 years ago

Sry for the double post but I have a little problem. I tried changing the barrage ability from the missile cruisers into a orbital bombing run. It works fine for only one fighter (without a squadron) but when I try to transfer it to a squadron it wont work. He is the ability code: BARRAGE, ABILITY_COUNTDOWNBARRAGEProj_Ship_Proton_Bomb1060FIRE_RATE_MULTIPLIER, 3.0f Unit_Barrage_Interdictor 100.0 1000




ssdcommander

admiral, you are needed

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16th December 2008

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#20 9 years ago

you have to put the code in the container as well