Help with adding ability -1 reply

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#1 10 years ago

Basically, I'm trying to add a variation of "sprint" ability from Dark Trooper Phase I to the Imperial Royal Guards. I've currently placed the ability code in both groundinfantry.xml and groundcompaniesempire.xml. While the button shows up fine in skirmish, it gives me an error buzz whenever I press it, and only the SFX plays, with no enhanced speed for the Royal Guard. Help would be appreciated.




Soveriegn

My EMPIRE!!

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14th October 2007

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#2 10 years ago

You have to put "ability countdown" in the Behavior part.




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#3 10 years ago

For some reason, that didn't work unless I put my units into a garrison and then take them out, which also made them considered as different units.




Nebulogan_B

Knowledgeable, but weird

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7th September 2007

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#4 10 years ago

Make sure the ability is in both the individual unit's and team's code, there are comments in several of the xmls that mention this.




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#5 10 years ago

Ok... Apparently, I didn't make a "Imperial Guard Team" under the Container.xml. It works now... except that it has a few bugs.

First of all, while the ability keeps the proper duration values, the "clock" that tells you when your ability is in effect and when its recharging doesn't show up in the ability "tab". Instead, it darkens out when its charging. I can technically live with this, but its obviously better if I can fix it.

Second of all, the squad appears buggy, possibly because I just made a copy of the stormtrooper team. For some reason, the "selection circle" with the HP Meter shows up away from the units themselves. I would like to find out how to fix that.

Finally, I would like to ask another question. I'm planning to give the "repair" ability from R2D2 to the Naval Troop Squad. I've added the ability to the groundinfantry.xml, groundcompaniesempire.xml, and container.xml, and the ability shows up fine in the ability-tab. However, when I tried using it on an AT-ST, it doesn't allow me to click on it. Is this due to the fact that its a Rebel ability (meaning it only works on Rebel vehicles) and that I have no way of using it for the empire, or is there some way to either edit the ability itself or get around the rebel vehicle requirement?




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#6 10 years ago

Didn't really want to double post, but since I don't see anything in the rules against it...

Basically, I still need help on fixing some of the problems in adding abilities. I figured out my problem with the "Imperial Royal Guard Squad" selection circle (turns out, I forgot to make a squad version of the unit). However, the problem with the ability's "clock" remains, and it seems to be taking place in all my newly added abilities.

Finally, for my Naval Troop Squad, I managed to get the repair to select a damaged vehicle, but the unit just follows the vehicle and doesn't do anything. Is that due to the completely different animation nature of R2D2 and a Navaltrooper (which happens to be an somewhat unfinished model, from what I can see)? Or can this be fixed?




Sidious Invader

Dark Lord Of The Sith

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9th January 2007

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#7 10 years ago

Make a copy of one of the "idle" animations for the naval trooper, then rename it "repairing". Example: Ei_navytrooper_idle_01.ala to Ei_navytrooper_repairing_00.ala Some abilities need the animation to fire. Also did you add the targeted repair ability in the naval trooper container, look at r2's container info. There is an applicable unit types, there you will have to list the empire units that the naval trooper can repair.




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#8 10 years ago

Oh yea, I finally found the thing earlier today, which is why I said I can target my own units now.

And as far as the animation for the repairing goes... do you know which particle/projectile and SFX the repair station (built from build pad) uses? I would prefer that over the "beam of repairing" from R2D2, since it makes little sense to have a trooper suddenly fire a beam out of nowhere.

And I still need help on the ability "countdown clock" thing, because its not showing up at all, even though the ability abides the time limit and recharge time that I set up.




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#9 10 years ago

Still doesn't seem to work. I got an extra "repairing" ala file, but the NavalTrooper just follow the ATST around in game when I select it.




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#10 10 years ago

Decided to bump my thread back to page 1 since I still need help and didn't want to make an entirely new thread.

So uh... I still can't seem to get the repair on Navaltroopers to work even after I made an extra animation file. Anyone want to help me here? :confused: