Does anyone know if the Empire cannot use any sabotage abilities? I was fooling around with the game (like I always do) and I thought about making saboteurs for the Rebellion and the Empire, much the same way the Zann Consortium has Defilers. So I made one for the Rebels first (since I happen to be playing as the Rebels at the time), and he worked great. I made it an "Elite Infiltrator" and it can do everything a defiler can do, well almost. He doesn't corrupt worlds, but it can remove it. I was so pleased it worked perfectly I decided to make one for the Empire, too. I had decided ahead of time that I wanted it to be a Dark Side Adept, and instead of using bombs, it uses an earthquake attack (like Vader and Palpatine, only it destroys a structure in 2 seconds). And that also works reasonably well (it doesn't count back down again). The real problem I'm having--and I have scoured factions.xml and gameconstants.xml looking for a solution--is the DSA will NOT sabotage. I noticed that a sabotage ability for Mara Jade was entered, but her special abilities don't include the named ability, or anything like it. Same deal with Kyle Katarn for the Rebellion. Is there a line of code I keep missing, or is it just not going to happen?
If you noticed, a Ability works like this:
The description of what kind of ability it is, the SFX for the 'click' and the recharge time. Here also is the GUI activated ability name, the blue line. The blue things are the same, see?
TACTICAL_BRIBE 50.0 [COLOR=Blue]Tyber_Tactical_Bribe[/COLOR] Unit_Bribe_Tyber_Zann True
The second one descripts the effect, range and the SFX of the bribe effect. User_Input 0.0 100.0 Bribed_Particle_Effect Bribed_Particle_Effect_Small 35.0 GUI_Bribe_SFX Unit_Bribe_Fail_Tyber_Zann
That's not my problem; I would have caught something that simple. Besides, the galactic sabotage ability DOES NOT WORK THAT WAY. It's added under the Abilities subobject list, and then the same name is added to the gameconstants.xml file, in the line , which I've done, not only for the unit in question, but also for the aforementioned rebel unit which WORKS PERFECTLY FINE (as I stated before). My question is if there is a line of code somewhere that prevents the Empire from using galactic sabotage.
Okay, I apologize for the double, but I think I figured out part of the problem. Sabotage ONLY works if the Consortium is still involved in play. During my rebel game, the Consortium was still active, and during my empire game, they were not. I went back to a previous save point in my rebel game and eliminated the ZC, and then my "perfect" rebel saboteur was no longer perfect. Now to find the line of code... THE SEARCH CONTINUES!!!!
:S Sorry, i read it wrong. Have you copied the Galactic ability from the Defiler?
Oh yeah, been there, done that... I'm guessing it's locked up in a .lua file somewhere, because I've figured out that the only planets that can be sabotaged are CORRUPTED planets, whether playing as the Empire, Rebeliion, or Underworld. I'm assuming that's so when Defilers are used, the first galactic slot that appears is corrupt, THEN sabotage comes up. I'll keep everybody posted. By the way, with rebellion and Imperial sabotage, it makes defeating the Underworld super-easy...I see now why they left it out. That, and the new T4-C tank I modded. It's based on the T4-B, but is faster, with better firing, and--my son's favorite--has "hypermatter armor" that creates a detonation blast around it, much like the Underworld bombardment blast. My son liked it so much because I forgot to add ABILITY_COUNTDOWN to the behavior line, so it could be clicked over and over again, obliterating everything without restraint. Oops...
If I remember correctly, z3r0x gave his Nova Troopers a sabotage ability, but it only worked on corrupted worlds (worlds corrupted *by* the ZC, which was sort of funny, because it made sabotage on any ZC world easy, but tricky against the Rebels, since you'd have to wait until the ZC corrupted it first).