hunt help -1 reply

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nason

thats me

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3rd September 2006

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#1 11 years ago

i'm trying to add the hunt ability to the tie bomber and its not working very well, the icon appears but when u click it, it doesn't activate it does... well nothing what needs to be done in order to make it work




skywalker421beta

Jonny Loves You Taylor

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28th December 2009

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#2 11 years ago

admins delete this message. look at the next 2 posts nason.




skywalker421beta

Jonny Loves You Taylor

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28th December 2009

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#3 11 years ago

here is all the code in the tie bomber unit in space fighters.xml they is more i will post so read the next post:

TEXT_UNIT_TIE_BOMBER TEXT_TOOLTIP_TIE_BOMBER TEXT_ENCYCLOPEDIA_CLASS_BOMBER Calamari_Cruiser Vengeance_Frigate Nebulon_B_Frigate Corellian_Corvette X-wing Starviper_Fighter EV_TIEBOMBER.ALO 0.7 70 -1

50.0

0 0.2 0.985 3.0 2.0 1.3 3 1.0 3.0 30 no 0 200.0 no 20 40 Empire 0 1 0 60 0 500 300 bomber Armor_Bomber 2 no yes TIE_Bomber_Bombing_Run 0 0 6 30 5 8 HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA Yes HP_BOMBER_00, HP_BOMBER_02 130.0 600.0 500.0 Small_Explosion_Space_Empire Unit_TIE_Fighter_Death_SFX Small_Damage_Space

Unit_TIE_Bomber_Fire Unit_Select_TIE_Bomber Unit_Move_TIE_Bomber Unit_Fleet_Move_TIE_Bomber Unit_Attack_TIE_Bomber Unit_Select_TIE_Bomber Unit_Guard_TIE_Bomber Unit_Asteroids_TIE_Bomber Unit_Nebula_TIE_Bomber

Unit_Health_Low_TIE_Bomber Unit_Health_Critical_TIE_Bomber

HARD_POINT_WEAPON_LASER, Unit_HP_LASER_TIE_Bomber HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_TIE_Bomber HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_TIE_Bomber HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_TIE_Bomber HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_TIE_Bomber HARD_POINT_ENGINE, Unit_HP_ENGINES_TIE_Bomber

Unit_TIE_Bomber_Fly_By 5 10 Unit_TIE_Bomber_Cinematic_Engine_Loop

Bomber | AntiCapital SmallShip i_button_tie_bomber.tga Yes Yes Yes

15.0 Space 2 -1.0 50.0

Yes 60 2.0 Bomber 5.0

75, 75, 75, 255 HUNT Yes 0.4 2.0f Small_Explosion_Space_Empire Unit_TIE_Fighter_Spinning_By true

125

500.0 5 0




skywalker421beta

Jonny Loves You Taylor

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28th December 2009

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#4 11 years ago

here is what you put in squadrons.xml

TEXT_TIE_BOMBER_SQUADRON Calamari_Cruiser Alliance_Assault_Frigate Nebulon_B_Frigate Corellian_Corvette X-wing A-Wing 1 Yes 2 No yes 150 20 Empire 0 150 50 20 No 0 2 DUMMY_SPACE_FIGHTER_SQUADRON TIE_Bomber, TIE_Bomber TIE_Bomber, TIE_Bomber 60.0,0.0,0.0 0.0,60.0,0.0 0.0,0.0,0.0 0.0,-60.0,0.0 i_button_tie_bomber.tga EV_TieBomber.ALO 120 0 0 0 45

EHD_Build_Vehicle EHD_Unit_Canceled Unit_Complete_Tie_Bomber

2 25.0 1000.0 200.0 300.0 300.0 Yes No SmallShip HUNT

TEXT_TOOLTIP_TIE_BOMBER TEXT_ENCYCLOPEDIA_CLASS_BOMBER 550 17 Tactical_Units 1 370




the_Farseer

RotM mod author

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13th August 2009

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#5 11 years ago

To actually explain this for you: You need to add HUNT to a unit's tag. Not all abilities are triggered just be copy-pasting the ability code over. Some require special Behaviors while other even require unique animations. Always check the source unit for those two things before copy-pasting. Hope that helps in the future.




skywalker421beta

Jonny Loves You Taylor

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28th December 2009

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#6 11 years ago

one other thing to point out is be sure to put an abilaty in the squadrons.xml file.




Sith of Steel

I exist

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19th September 2008

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#7 11 years ago
the_Farseer;5249519To actually explain this for you: You need to add HUNT to a unit's tag. Not all abilities are triggered just be copy-pasting the ability code over. Some require special Behaviors while other even require unique animations. Always check the source unit for those two things before copy-pasting. Hope that helps in the future.

Interesting, this is actually something I didn't know beforehand...any other abilities that require SpaceBehavior changes?




the_Farseer

RotM mod author

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13th August 2009

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#8 11 years ago

Well, all units with abilities require the Ability Countdown behavior but for specific abilities there are these (the I know of): Active abilities: HUNT = needed for ability type LURE = needed for ability type TELEKINESIS_TARGET = applied to all units who can be attacked by the Force Crush ability STUNNABLE = same as above but for Stun or Force Confuse SPAWN_SQUADRON = for the Executor's deploy squadron ability but also for any ship with a hangar harpoint Passive Abilities: IMPOSING_PRESENCE = makes enemy infantry run away for a small distance SQUASH = for rolling over infantry GARRISON_VEHICLE = allows unit to hold other units (different for buildings) CAPTURE_POINT = Allows infantry/fighters to capture (buildpads, etc.) GARRISON_STRUCTURE(?not sure?) = used for bunkers There are many others, of course but this is just an example of a few.




Kalo Shin

AoSW Joint Leader

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24th August 2006

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#9 11 years ago
the_Farseer;5250933Well, all units with abilities require the Ability Countdown behavior but for specific abilities there are these (the I know of): Passive Abilities: IMPOSING_PRESENCE = makes enemy infantry run away for a small distance SQUASH = for rolling over infantry GARRISON_VEHICLE = allows unit to hold other units (different for buildings) CAPTURE_POINT = Allows infantry/fighters to capture (buildpads, etc.) GARRISON_STRUCTURE(?not sure?) = used for bunkers There are many others, of course but this is just an example of a few.

Oh? Imposing presence may have just fixed something for me. Thank you Farseer.




the_Farseer

RotM mod author

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13th August 2009

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#10 11 years ago

;) You're welcome. Hopefully it works!




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