This is my first mod I've submitted to this site. It's a fairly simple mod, which adds six new missile types to the game. These missiles have some very cool effects you may recognise. The readme will explain it all in detail.
README- It aren't that hard Super Missiles Mod Alright... My very first mod for FOC... I've never been good at making mods much more complex than this, so don't expect any more from me... I might make a few more simple mods, but I dunno if I will. Well, credit goes to Z3r0x's 3.5 mod, since I'm using XMLs from his mod. So consider this a small extention onto his mod. (Yes, I did the mod with the 3.5 patch also installed, so don't worry.) And also Soulcealer, for the Harmonic Missile mod, which I used as the basis code for the Super Missiles. Also, to T3h_R0xx0rz, for helping me figure out how to make the mod work, on the EverythingEAW forums. Okay, now onto the info... It's pretty simple what you do. You just go to your mod folder, and find the z3r0x mod. I doubt this will work without the 3.5 mod previously installed. Just go to data in the z3r0x folder, and then xml. Just drop in these four XMLs, (save the old ones first!) overwriting the old ones, and you good to go. This will modify the Standard Calamari Cruiser a bit... It will amke the cruiser pretty much uber, just so that you can play around with it and test out the new missile types. If you want to go further, you'll have to edit the missiles/hardpoint files yourself if you want to change how powerful the missiles are, and what ship's hardpoints they're on. Don't try to fight the rebels once this mod is installed. They will pwn you with a neverending fleet of calamari cruisers. Just have fun with it, and don't flame/tell me my mod is horrible because of the 'uber' factor. I made the calamri cruiser uber, and 1 sec & one credit, with all it's hardpoints armed with a different type of missile, so that you can test out the missiles for yourself, not particularly intended to be an 'uber' mod. have fun, and I hope you enjoy the awesome special missiles effects. The pics from the map editor simply demonstrate the six different effects. I have tested them all in skirmish mode. If you have a slow computer, just a warning, it might lag a little bit. By the way, just so you know, if you build an armada of calamari cruisers, and take them all against an armada of say, star destroyers, you're going to win really quickly. Also, since the Calamari cruisers are reduced in size, and now occupy the fighter layer, and are classified as fighters, they will 'act' like fighters. That means, if you select all of them at the same time, and send them to one spot, they will all overlap each other. Now onto the technical stuff, if you want to go further with this but don't know how. I suggest you have the FOC map editor to test all the different weapons available. In XML editing, suggest Notepad++, it's very simple and easy to use once you get the hang of it. The missiles are: Harmonic_Bomb_Explosion_Slave_I (The big blue explosion) - referred to as Quantum_Harmonic_Hyper_Missile. p_kraytdestroyer_detonate (The big red explosion) - referred to as Quantum_Hyper_Racentis_Missile Friggin_Huge_Explosion_Space_Empire (The big cyan-blue explosion) - referred to as Quantum_Hyper_Nivonic_Missile Corrupt_Systems_Flare_Effect (The big green energy flux) - referred to as Quantum_Hyper_Kasvarian_Missile Self_Destruct_Effect (The small red-colored shockwave) - referred to as Quantum_Hyper_Vielion_Missile Sensor_Jamming_Effect (The continuous 'shockwave' effect from the sensor jamming ability) - referred to as Quantum_Hyper_Flux_Missile Alright, the important stuff: To edit an effect, you have to go to the particles.xml. These two lines are important: <Is_Decoration></Decoration> <Particle_Lifetime_Frames></Particle_Lifetime Frames> Make sure that it says this, and if not change it to have 'Yes': <Is_Decoration>Yes</Is_Decoration> And to change how long it lasts, use the second code line I mentioned. I suggest it at least be <Particle_Lifetime_Frames>30</Particle_Lifetime Frames> but you can change it to as high as you want. The more frames it has, the longer it will last. If you want more help, google 'EverythingEAW', you will find a nice community of modders, including z3r0x himself. (Pay attention to the rules there though) Alright... Well, if nothing else, just enjoy messing around with the new missiles. You can use this mod in your mods if you want, but all probably have to be compatible with the z3r0x 3.5 mod.
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