Anyone got an idea, the z-95 do not show up in space tab. Code from SpaceUnitsFighters.xml TEXT_UNIT_Z95_HEADHUNTER TEXT_ENCYCLOPEDIA_CLASS_FIGHTER TIE_Bomber TIE_Fighter Pirate_Fighter Tartan_Patrol_Cruiser TIE_Interceptor RV_Z-95.ALO 0.35 70 -1 50.0 0 0.2 0.995 3.5 2.0 2.5 1.0 5.0 40 300.0 no 20 40 4 Yes 1.5 0.1 Rebel 24 40 3 500 300 fighter Armor_Fighter Shield_Fighter 1 yes no 0 0 10 8 HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA Yes 4 Proj_Ship_Small_Laser_Cannon_Red 2 0.15 2.0 Fighter, 1.0 Bomber, 1.0 Transport, 1.0 Corvette, 30.0 Frigate, 30.0 Capital, 30.0 Super, 30.0 130.0 500.0 500.0 Small_Explosion_Space Unit_X_Wing_Death_SFX Small_Damage_Space Unit_X_Wing_Fire Unit_Select_X_Wing Unit_Move_X_Wing Unit_Fleet_Move_X_Wing Unit_Attack_X_Wing Unit_Guard_X_Wing Unit_Assist_Move_X_Wing Unit_Assist_Attack_X_Wing Unit_Asteroids_X_Wing Unit_Nebula_X_Wing HARD_POINT_WEAPON_LASER, Unit_HP_LASER_X_Wing HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_X_Wing HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_X_Wing HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_X_Wing HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_X_Wing HARD_POINT_ENGINE, Unit_HP_ENGINES_X_Wing HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_X_Wing Unit_Health_Low_X_Wing Unit_Health_Critical_X_Wing Unit_Enemy_Health_Low_X_Wing Unit_Enemy_Health_Critical_X_Wing Unit_X_Wing_Fly_By 5 10 Unit_X_Wing_Cinematic_Engine_Loop Fighter | AntiBomber SmallShip i_button_z95_headhunter.tga yes Yes 15.0 Space 2 -1.0 50.0 Yes 60 2.0 Fighter 5.0 TEXT_TOOLTIP_Z95_HEADHUNTER HUNT Yes 0.2 2.0f Small_Explosion_Space Unit_X_Wing_Spinning_By true and from Squadrons.xml TEXT_HEADHUNTER_SQUADRON TIE_Fighter TIE_Bomber Pirate_Fighter Tartan_Patrol_Cruiser TIE_Interceptor 1 Yes 1 Yes no 300 20 Rebel 0 250 10 Yes No Yes 300 0 3 1 DUMMY_SPACE_FIGHTER_SQUADRON Rebel_Z-95_Team Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel 10 150.0,0.0,0.0 50.0,0.0,0.0 100.0,-50.0,0.0 100.0,50.0,0.0 0.0,150.0,0.0 50.0,100.0,0.0 -50.0,100.0,0.0 0.0,-150.0,0.0 -50.0,-100.0,0.0 50.0,-100.0,0.0 i_button_z95_headhunter.tga RV_Z-95.ALO 95 0 0 0 45 RHD_Build_Vehicle RHD_Unit_Canceled Unit_Complete_X_Wing 2 25.0 1000.0 200.0 300.0 SmallShip 500.0 HUNT TEXT_TOOLTIP_Z95_HEADHUNTER TEXT_ENCYCLOPEDIA_CLASS_FIGHTER 200 8 Tactical_Units 1 500 The fighter is working fine, but it did not show when you're going to build it. I hope someone could help ! :)
um.... theres really only one way i can help u...................i tho would try to change the tech level to 1 and then trying it if that doesnt work keep the tech level at one and then change the No to Yes. its might work but i dont think it will altho i've acutally made a squadron using Darth Vaders tie advanced.
You could try changing this bit :
0 3 1
Thats because your script is looking for required time line '3' so no z 95's are buildable until time line 3 is reached in the game. for this to be buildable in GC mode you should have it set to either '0' or as I put in the above script by putting a '/>' at the end of it. which cancels it out its just the same as putting
it should work then I think.
ya that might work also but wat about in the Star Base.xml u probley should add the Z-95 as a buidible unit for Skirmish but anyway i agree with jedi cousulor
Did not work - I try to scratch build the z-95, but thanks for the help.
Did not work - but i figured it out by myself, the code shown was OK. :) In galactic conquest, the rebels get forced to use the x-wing instead of the z-95. To make the z-95 buildable you have to remove the following lines of code from your Story file. (I made Story_Sandbox_90_Rebel.xml for my own campaigns): STORY_TRIGGER BUILDABLE_UNIT Rebel_X-Wing_Squadron Z95_Headhunter_Rebel_Squadron Universal_Story_Start
Hmm Im not sure mine is set like though dont know why you have to remove that part just to make the unit buildable. You shouldn't have to change that. I'm going to take a look in my story sandbox files and have a see.
Here it is in my Universal Story Triggers its set to do x-Wings too
STORY_TRIGGER BUILDABLE_UNIT X-Wing_Squadron Z95_Headhunter_Rebel_Squadron Universal_Story_Start
But I can build z-95 fighters even though the story is set and locked to use X-Wings but I can still build z-95's without having to remove that code from the universal triggers. so you shouldn't have to remove this code at all ?
This bit is from my Z-95 Squadron code:
Yes No No 0 1
I still think your problems stem from this part of your own code the above code is how mine is set up.
Just dont think having to what you did was necessary.
Does not matter :) it worked. Thx for help.
hmm yes but wouldn't affect your game in some way ? you removed the whole script. its supposed to be there.
I don't think so. It seems that this script really just unlock the x-wing. I'll keep an eye on it, but I don't think it's neccessary in this case.