I'm still having issues with my Space Hero Unit: I can't get Galactic Conquest to start up with my hero unit as one of the starting heroes. I end up having to build it, and then it causes multiples to be able to be built. Also, I want to add Torpedoes to it (to make it more effective against capital ships) but I can't figure out how. If anyone can help me with these issues, I'd be really glad.
IceBite;5602736 I end up having to build it, and then it causes multiples to be able to be built.
In the XML code for your unit, change: Yes to No As for the not spawning in the first place, you need to add this to the 'Sandbox' file your GC uses: STORY_TRIGGER UNIQUE_UNIT Name Of Unit Name of planet you want Empire_Enters_Tech_05 The Prereq can be different tech levels or different factions obviously. Hope this helps. As for the Torpedoes problem, If your unit is a fighter you will probably have to code hardpoints for it. (If it's a frigate or something bigger just edit the existing hardpoints). Here is the code that allowed X-wings to fire torpedoes in my starfighter mod. (Doug's Starfighter Mod) HARD_POINT_WEAPON_TORPEDO No No MuzzleA_00 MuzzleA_00 30.0 30.0 Proj_Ship_Proton_Torpedo_Light 4 5.0 1000.0 450.0 Unit_Torpedo_Fire Fighter, Bomber, Transport, Corvette True False HARD_POINT_WEAPON_LASER No No MuzzleA_01 MuzzleA_01 20.0 20.0 Proj_Ship_Small_Laser_Cannon_Red 0.5 0.5 4 0.1 500.0 Unit_Rebel_Ship_Laser_Fire Fighter, 3.0 Bomber, 5.0 Transport, 5.0 Corvette, 70.0 Frigate, 30.0 Capital, 30.0 Super, 30.0 That should work for most of the fighters in-game. (I think) You will then need to add that to your 'hardpoints' file, and then add this to your units XML file. HP_XWING_TORP_00 HP_XWING__LASER_00 If you need any of this explained further let me know.
It's a modified Crusader Gunship.
The hardpoints for the crusader are in the file 'Hardpoints_Underworld.' All that you need to do is replace the current projectile, with a torpedo. (See the above code for the X-Wing torpedo) Did the other information about the GC spawning make sense? Normally I ask for help, not provide it.
The GC Spawning stuff was of help. Also, will the hardpoint tips allow having both Lasers and Torps, and will that only effect the Mistsworn Charge or all Crusaders? I only want to change this for the Mistsworn Charge and keep other Crusaders normal, plus having both Lasers and Torps for both ships and fighters.
Ok, Firstly to have your hero use different Hardpoints, you need to create them. The easiest way to do this is to copy existing ones, and modify them as necessary. In the 'Hardpoints_Underworld' file, find the section with the Crusader-Gunship hardpoints. The first hardpoint there looks like this: HARD_POINT_WEAPON_LASER No No MuzzleA_00 MuzzleA_00 180.0 90.0 Proj_Ship_Medium_Laser_Cannon_Red 2.0 3.0 5 0.2 800.0 Unit_Underworld_Ship_Laser_Fire Fighter, 5.0 Bomber, 4.5 Transport, 15.0 Corvette, 14.0 Frigate, 60.0 Capital, 30.0 Super, 30.0 False Now, this code does not tell us where on the ship this hardpoint is, unless you use the .alo viewer to find the 'Fire Bones'. But it is logical to assume that this is the front left hardpoint. The order of hardpoints then NORMALLY (Not always) proceeds something like this: Front Right, Middle Left, Middle Right, Back Left, Back Right. Unless you experiment or use the .alo viewer however, there is no way to be certain. Now to modify the above hardpoint so that it shoots torpedoes for your Hero unit: Copy the following code anywhere else in the hardpoint file, as long as it is between the lines: (At the top of the file), and (At the bottom of the file) otherwise the game won't see it. (The Red text is an explanation of what is different to the original) [COLOR=red][/COLOR] HARD_POINT_WEAPON_TORPEDO [COLOR=red][/COLOR] No No MuzzleA_00 MuzzleA_00 180.0 90.0 Proj_Ship_Proton_Torpedo 2.0 3.0 5 1.0 800.0 Unit_Torpedo_Fire Fighter, 5.0 Bomber, 4.5 Transport, 15.0 Corvette, 14.0 Frigate, 60.0 Capital, 30.0 Super, 30.0 Fighter, Bomber, Transport False That is the Hardpoint now coded. Now you have to make your Hero unit use it. Find this in your Units XML file: HP_Crusader_Gunship_00 HP_Crusader_Gunship_01, HP_Crusader_Gunship_02, HP_Crusader_Gunship_03, HP_Crusader_Gunship_04, HP_Crusader_Gunship_05, HP_Crusader_Gunship_06, HP_Crusader_Gunship_07, HP_Crusader_Gunship_08, HP_Crusader_Gunship_09, HP_Crusader_Gunship_10, HP_Crusader_Gunship_11 This is the list of hardpoints the default crusader uses. You need to make it look like the code below HP_Mistworm_00, HP_Crusader_Gunship_01, HP_Crusader_Gunship_02, HP_Crusader_Gunship_03, HP_Crusader_Gunship_04, HP_Crusader_Gunship_05, HP_Crusader_Gunship_06, HP_Crusader_Gunship_07, HP_Crusader_Gunship_08, HP_Crusader_Gunship_09, HP_Crusader_Gunship_10, HP_Crusader_Gunship_11 Your unit will now use the hardpoint we coded. (Hooray!) Now, I don't know if you can have one hardpoint fire two weapons. I have not found occasion to try yet. However, if you need it too I think it is possible. You would need to create a hardpoint which uses the same firing bone as another hardpoint, and then put the name of your new hardpoint in the list of hardpoints. However make sure you are always making copies of your edited files once they are working in case you break something later on. If I understand your last post correctly, you want fighters to fire Torps and Lasers? You need to have the code for starfighter lasers and torps (Like the one I provided for my x-wings) in your hardpoints file. Then you have to put this in the XML code for all the starfighter you want to fire torps as well. HP_XWING_TORP_00 HP_XWING__LASER_00 Some fighters (Such as the B-wing and TIE Defender) already have their own list of Hardpoints. I hope this helps. :) As always, If you need anything explained further, don't hesitate to ask. (Sorry for the slow reply; I didn't have access to my computer and did not want to type this all out on my phone)
It didn't work, I tried it ingame, but the Mistsworn Charge didn't fire torpedoes. Tried first against Consortium Crusader Gunships, then against Vengence Frigates (it's an Alliance Hero), but all it shot was lasers.
Sorry, I forgot something important that I worked out when building my starfighter mod. The 'Fire_Pulse_Delay_Seconds' line, also determines the amount of time it takes the hardpoint to initially fire. Try making these changes to the Hardpoint: 5.0 5.0 3 0.15 [COLOR=red][/COLOR] [COLOR=white]And underneath the line False[/COLOR] Add the following line: False This should now work properly, if not, please attach (or pm me) your edited hardpoints file and the XML code for your Hero unit.
Still won't work. Here's the Hardpoint: HARD_POINT_WEAPON_TORPEDO No No MuzzleA_00 MuzzleA_00 180.0 90.0 Proj_Ship_Proton_Torpedo 5.0 5.0 3 0.15 800.0 Unit_Torpedo_Fire Fighter, 5.0 Bomber, 4.5 Transport, 15.0 Corvette, 14.0 Frigate, 60.0 Capital, 30.0 Super, 30.0 Fighter, Bomber, Transport False False And here's the Information on the Mistsworn Charge from the Unit XML: TEXT_HERO_MISTSWORN_CHARGE Tartan_Patrol_Cruiser TIE_Fighter Skipray_Blastboat Kedalbe_Battleship TEXT_TOOLTIP_VAAN_AND_PENELO TEXT_ENCYCLOPEDIA_CLASS_SKY_PIRATE_VESSEL i_button_Vaan_and_Penelo_Icon.tga 1 UV_CrusaderClassCorvette.alo 260 -30 0.9995 0.56 255, 255, 255, 255 0.2 7 0 4.5 2.0 Space Corvette -20.0 0.8 15 .065 .065 0.8 Yes 2.0 0.05 Armor_Hero_Transport Shield_Corvette Yes 1200 2000 20 2000 25 999999 300 3 Yes no 0 0 1 120 Rebel 0 0 2 2000 1250 8 No 9999999999 9999999999 9999999999 ABILITY_COUNTDOWN, DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED SIMPLE_SPACE_LOCOMOTOR, TARGETING, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA Yes Large_Explosion_Space_Empire Damage_Normal, Crusader_Gunship_Death_Clone 1200.0 1200.0 800.0 HP_Mistworm_00, HP_Crusader_Gunship_01, HP_Crusader_Gunship_02, HP_Crusader_Gunship_03, HP_Crusader_Gunship_04, HP_Crusader_Gunship_05, HP_Crusader_Gunship_06, HP_Crusader_Gunship_07, HP_Crusader_Gunship_08, HP_Crusader_Gunship_09, HP_Crusader_Gunship_10, HP_Crusader_Gunship_11 UHD_Build_Vehicle UHD_Unit_Canceled Unit_Complete_Crusader Unit_Carrack_Moving_Engine_Loop Penelo_Attack Penelo_Attack Penelo_Attack Vaan_Attack Penelo_Special Penelo_Attack Vaan_Special Unit_Nebula_Crusader HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Crusader HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Crusader HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Crusader HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Crusader HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Crusader HARD_POINT_ENGINE, Unit_HP_ENGINES_Crusader HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Crusader Unit_Tartan_Idle_Engine_Loop Unit_Tartan_Moving_Engine_Loop Unit_Tartan_Cinematic_Engine_Loop Unit_Corvette_Death_SFX Yes Space 1000.0 400.0 400.0 5.0 Corvette 300.0 Corvette | AntiFighter | AntiBomber yes True 1250 2 ObjectScript_PointDefense LASER_DEFENSE 60.0 Crusader_Laser_Defense 500.0 Unit_Laser_Defense_On_Crusader Unit_Laser_Defense_Off_Crusader Yes False User_Input 35.0 34, 34, 235, 255 muzzleB_00 MISSILE, ROCKET, MPTL_ROCKET 500.0 2 4 100 Force_Lightning tractor_beam00.tga .50 Yes Unit_Point_Laser_Fire No Take_Damage 0.0 0.30 360.0 30.0 No Fighter | Bomber | Corvette | Frigate | Capital | Structure Unit_Lightsaber_Projectile_Block No Take_Damage 0.0 0.30 360.0 30.0 No Fighter | Bomber | Corvette | Frigate | Capital | Structure Unit_Lightsaber_Projectile_Block 2500 25 Tactical_Units 1 -1
Hopefully I'll have the chance to test in a few hours. Until then, try replacing: HARD_POINT_WEAPON_ TORPEDO with HARD_POINT_WEAPON_LASER in the hardpoint code.