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T3h Piti

Where is this.

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9th March 2007

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#1 8 years ago

So. Its been a while, but I've started tweaking a custom mod I made a long while ago. I've been messing with the idea of the same unit appearing on different levels. Thanks to Sidious Invader I had a code that I figured would of worked. It should of worked like so: You buy the unit[frigate level] it is then replaced with a unit[fighter level] and so on for each level and then the last level would loop back to the first unit. That code looks like so: STORY_CONSTRUCT Acclamator_Assault_Ship 1 BUILDABLE_UNIT Acclamator_Assault_Ship_2 Acclamator_Assault_Ship True Universal_Story_Start STORY_CONSTRUCT Acclamator_Assault_Ship_2 1 BUILDABLE_UNIT Acclamator_Assault_Ship_3 Acclamator_Assault_Ship_2 True Universal_Story_Start STORY_CONSTRUCT Acclamator_Assault_Ship_3 1 BUILDABLE_UNIT Acclamator_Assault_Ship_4 Acclamator_Assault_Ship_3 True Universal_Story_Start STORY_CONSTRUCT Acclamator_Assault_Ship_4 1 BUILDABLE_UNIT Acclamator_Assault_Ship Acclamator_Assault_Ship_4 True Universal_Story_Start This didn't work. And all units were available for purchase at the same time. As well as them not being on different levels.

The Acclamator code looks like so: TEXT_UNIT_ACCLAMATOR Corellian_Corvette Marauder_Missile_Cruiser Crusader_Gunship Calamari_Cruiser Skipray_Blastboat Y-wing 1 EV_ACCLAMATOR.ALO 350 -30 0.9995 1.7 4 6 0.2 2.2 0.5 Space Frigate -45.0 0.2 30 .04 .04 1.5 Yes 1.5 0.1 Armor_Acclamator Shield_Frigate 30 2400 600 2000 62 3000 400 Empire 0 0 0 2 frigate 3 yes no 0 10 8 1 2500 50 2500 1 Yes 8 DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA Yes Large_Explosion_Space_Empire Damage_Normal, Acclamator_Death_Clone 1200.0 Large_Damage_Space 1400.0 TIE_Fighter_Squadron, 1 TIE_Bomber_Squadron, 1 5 TIE_Fighter_Squadron, 2 HP_Acclamator_Weapon_FL, HP_Acclamator_Weapon_FR, HP_Acclamator_Weapon_FC, HP_Acclamator_Weapon_BL, HP_Acclamator_Weapon_BR, HP_Acclamator_Weapon_BC, HP_Acclamator_Engines, HP_Acclamator_Fighter_Bay Frigate | AntiCorvette i_button_acclimator_cruiser.tga EV_Acclamator.ALO 1100 0 0 0 45 yes True EHD_Build_Vehicle EHD_Unit_Canceled Unit_Complete_Acclamator Unit_Acclamator_Moving_Engine_Loop Unit_Select_Acclamator Unit_Move_Acclamator Unit_Fleet_Move_Acclamator Unit_Attack_Acclamator Unit_Guard_Acclamator Unit_Stop_Acclamator Unit_Barrage_Acclamator Unit_Asteroids_Acclamator Unit_Nebula_Acclamator SFX_Asteroid_Detonation EHD_Bombard_Select_Target EHD_Bombard_Incoming HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Acclamator HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missile_Acclamator HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Torpedo_Acclamator HARD_POINT_WEAPON_ION_CANNON, HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator HARD_POINT_GRAVITY_WELL, HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Acclamator HARD_POINT_TRACTOR_BEAM, HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Acclamator_Idle_Engine_Loop Unit_Acclamator_Moving_Engine_Loop Unit_Acclamator_Cinematic_Engine_Loop Unit_Cruiser_Death_SFX Yes Yes 1.0 1.0 1000.0 0.0 400.0 5.0 Frigate 1500 power_to_weapons 20 WEAPON_DELAY_MULTIPLIER, 0.5f SHIELD_REGEN_MULTIPLIER, -3f ENERGY_REGEN_MULTIPLIER, 1.0f SPEED_MULTIPLIER, 0.5f 60 Unit_Barrage_Acclamator TEXT_TOOLTIP_ACCLAMATOR TEXT_ENCYCLOPEDIA_CLASS_FRIGATE 1800 2350 1 Tactical_Units 3

And variants: Acclamator_Assault_Ship Fighter 3 2800 Acclamator_Assault_Ship Capital 3 2800 Acclamator_Assault_Ship Corvette 3 2800 Acclamator_Assault_Ship SuperCapital 3 2800

Any reason why this wouldn't work? I'm thinking perhaps because the "Existing Type" is already on the Frigate level that they all just stay there. But the reason they aren't replaced in Galactic Conquest, is beyond me.

Any help would be nice.

And hello. Again.




Guest

I didn't make it!

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#2 8 years ago

1. All Acclamators are buildable, because you never disabled the build option for the variants. Put Yes into the code of the variants that aren't supposed to be buildable at the start.

2. The tag doesn't control the layer on which the ships move. It is controlled by




T3h Piti

Where is this.

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#3 8 years ago

SmallPox;55703891. All Acclamators are buildable, because you never disabled the build option for the variants. Put Yes into the code of the variants that aren't supposed to be buildable at the start.

2. The tag doesn't control the layer on which the ships move. It is controlled by

Well that solves my issues. Thanks SmallPox, greatly appreciated.

Actually, how do I get the ships to unlock?




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#4 8 years ago

That's done by the story events. The ship specified in the tag is the one that gets unlocked.




T3h Piti

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#5 8 years ago

Huh, weird. Perhaps I messed it up somehow. It didn't unlock when tested.

You didn't see anything wrong with the event code, correct?




Geroenimo

Dread thinks I'm a special person

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#6 8 years ago

T3h Piti;5570672Huh, weird. Perhaps I messed it up somehow. It didn't unlock when tested.

You didn't see anything wrong with the event code, correct?

This is the code I use for Old Republic at War. It works in GC. Ofc the first Hammerhead has all the coding from it.

Hammerhead_Frigate 30.0 Yes

Hammerhead_Frigate_2 130.0 Yes

Hammerhead_Frigate 230.0 Yes

Hammerhead_Frigate_2 80.0 Yes

STORY_CONSTRUCT Hammerhead_Frigate 1 BUILDABLE_UNIT Hammerhead_Frigate_2 Hammerhead_Frigate True UNIVERSAL_STORY_START

STORY_CONSTRUCT Hammerhead_Frigate_2 1 BUILDABLE_UNIT Hammerhead_Frigate_3 Hammerhead_Frigate_2 True UNIVERSAL_STORY_START

STORY_CONSTRUCT Hammerhead_Frigate_3 1 BUILDABLE_UNIT Hammerhead_Frigate_4 Hammerhead_Frigate_3 True UNIVERSAL_STORY_START

STORY_CONSTRUCT Hammerhead_Frigate_4 1 BUILDABLE_UNIT Hammerhead_Frigate Hammerhead_Frigate_4 True UNIVERSAL_STORY_START




T3h Piti

Where is this.

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#7 8 years ago

The man I was partially looking for. I remember I made a comment on a picture you posted of multiple level ships Geroenimo.

I appreciate the code, I'll compare it to mine and see where things went south. (:

EDIT:After looking at the code, mine are identical to yours and nothing needed changing. Although, the name for the event was just Build_Variant_x. I had 2 more units that i did this with and they had the same event name. I changed that so I'm hoping that was the issue.




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#8 8 years ago

Hm I can't find any mistakes.

Just in case I missed one, try this code:

STORY_CONSTRUCT Acclamator_Assault_Ship 1 FILTER_FRIENDLY_ONLY BUILDABLE_UNIT Acclamator_Assault_Ship_2 Acclamator_Assault_Ship true

STORY_CONSTRUCT Acclamator_Assault_Ship_2 1 FILTER_FRIENDLY_ONLY BUILDABLE_UNIT Acclamator_Assault_Ship_3 Acclamator_Assault_Ship_2 true

STORY_CONSTRUCT Acclamator_Assault_Ship_3 1 FILTER_FRIENDLY_ONLY BUILDABLE_UNIT Acclamator_Assault_Ship_4 Acclamator_Assault_Ship_3 true

STORY_CONSTRUCT Acclamator_Assault_Ship_4 1 FILTER_FRIENDLY_ONLY BUILDABLE_UNIT Acclamator_Assault_Ship Acclamator_Assault_Ship_4 true

This one has been generated with the event tool I'm working on at the moment, so it should work.

EDIT: Oops, I guess the problem's been resolved while I was posting




T3h Piti

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#9 8 years ago

I will try the code as only the first acclamator is building instead of them switching out.

I appreciate the help!

EDIT: May I ask where you put your events? As in is there a certain event file for will any do?




Geroenimo

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#10 8 years ago

To Smallpox: Event tool? That sounds interesting, when are would we be able to see such a thing? Would help out a lot, atleast for me it would, and I'm sure for others too.

And to T3h piti: You put them into a storyblablabla.xml The "Stories" link to a Galactic Conquest map, on which it will then happen. I have the code in "Story_sandbox_56_empire.xml" But that might be different on what you have. REMEMBER, the unit codes, the hammerhead (or Acclamator) code should be just below the code of the original acclamator, so it's Acclamator_I, with all the code and then below that the variants. This'll make sure the story connects to actuall units rather than uncontained code (which then wont show up)

Other than this I think smallpox will know more about it, I just added and edited it all from Sidious Invader untill it worked so...CAN'T say I understand it from A to Z but I CAN say I got it to work ;)




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