Grey Fox
27th Oct 03, 6:09 AM
ok, i made a mover into a harvester, and everything works, ect.
however, i want it to play a beam weapon effect instead of the dust, but it will not play. the only thing that does is the "resource full" animation, which is that dustcloud effect you see...also, if an effect doesnt play continously in its original use, it doesnt seem to loop no matter what you do.
i replaced the mover .events file with the vaygr resource collector one (renamed), and inserted the correct markers and the desired FX to play.
},
animation2 = {
name = "Repairing",
length = 5,
loop = 1,
parent = "",
minimum = 0,
maximum = 0,
markers = {
"",
},
},
animation4 = {
name = "Resourcing",
length = 1,
loop = 1,
parent = "",
minimum = 0,
maximum = 0,
markers = {
"",
},
},
animation5 = {
name = "ResourcingFull",
length = 1,
loop = 1,
parent = "",
minimum = 0,
maximum = 0,
markers = {
"",
},
},
},
events = {
{
"fx_scale",
"5",
},
},
event2 = {
{
"anim",
"Repairing",
},
{
"animtime",
"-1",
},
{
"marker",
"root",
},
{
"fx",
"ion beam effect, for example",
},
{
"sound",
"SP_ELEMENTS/HGN_RESOURCECOLLECTOR_REPAIRING",
},
{
"fx_scale",
"entity",
},
},
event7 = {
{
"anim",
"Resourcing",
},
{
"animtime",
"-1",
},
{
"marker",
"root",
},
{
"fx",
"ion beam effect, for example",
},
{
"sound",
"SP_ELEMENTS/HGN_RESOURCECOLLECTOR_RESOURCING",
},
{
"fx_scale",
"2",
},
{
"fx_nlips",
"on",
},
},
event8 = {
{
"anim",
"ResourcingFull",
},
{
"animtime",
"-1",
},
{
"marker",
"root",
},
{
"fx",
"ion beam effect, for example",
},
{
"fx_scale",
"2",
},
{
"fx_nlips",
"on",
},
}, },
},
} p.s., dont mind these brackets
so yeah.
also, can someone tell me why this Hgn_dreadnought does not build other ships?
NewShipType.MinimalFamilyToFindPathAround = "MotherShip"
NewShipType.BuildFamily = "SuperCap_Kpr"
NewShipType.AttackFamily = "BigCapitalShip"
NewShipType.DockFamily = "UltraCap"
NewShipType.AvoidanceFamily = "SuperCap"
NewShipType.DisplayFamily = "Capital"
NewShipType.AutoFormationFamily = "SuperCap"
NewShipType.CollisionFamily = "Big"
NewShipType.ArmourFamily = "HeavyArmour"
NewShipType.UnitCapsFamily = "Capital"
NewShipType.UnitCapsShipType = "Dreadnaught"
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 160
NewShipType.neutralValue = 60
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 10
NewShipType.antiFrigateValue = 120
NewShipType.totalValue = 95
NewShipType.buildCost = 1
NewShipType.buildTime = 3
NewShipType.buildPriorityOrder = 20
NewShipType.retaliationRange = 6500
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NewShipType.selectionPriority = 75
NewShipType.militaryUnit = 1
NewShipType.alternativeHyperspaceV = "hyperspace_gate_kpr"
NewShipType.alternativeHyperspaceA = "etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN"
NewShipType.alternativeHyperspaceTime = 12.5
NewShipType.SMHighlightDistMin = 20000
NewShipType.SMHighlightDistMax = 30000
addAbility(NewShipType,"MoveCommand",1,0)
addAbility(NewShipType,"CanDock",1,1)
NewShipType.dockTimeBetweenTwoFormations = 1
NewShipType.dockTimeBeforeStart = 2
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "delta"
NewShipType.queueFormation = "dockline"
NewShipType.dontDockWithOtherRaceShips = 0
NewShipType.ignoreRaceWhenDocking = 0
addAbility(NewShipType,"CanLaunch")
NewShipType.launchTimeBetweenTwoFormations = 1
NewShipType.launchTimeBeforeStart = 2
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "delta"
addAbility(NewShipType,"ShipHold",1,0,0,"rallypoint","",1)
NewShipType.dockQueueSelectionQueueMultiplier = 100000
NewShipType.dockQueueSelectionOccupiedMultiplier = 100000
addAbility(NewShipType,"ShipHold",1,40,0,"rallypoint","",25)
addAbility(NewShipType,"ParadeCommand",1)
addAbility(NewShipType,"WaypointMove")
addAbility(NewShipType,"HyperSpaceCommand",1,1,500,1000,0,3)
addAbility(NewShipType,"CanBuildShips",1,"Corvette_Kpr, SuperCap_Kpr","Corvette, Capital")
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"BigCapitalShip, SmallCapitalShip, Capturer, Frigate, SubSystem, Mothership, Corvette, Fighter, Utility","Frontal",{Fighter = "MoveToTargetAndShoot",},{Corvette = "MoveToTargetAndShoot",},{Frigate = "MoveToTargetAndShoot",},{Munition = "MoveToTargetAndShoot",},{SubSystem = "FrontalVsSubSystem",})
addAbility(NewShipType,"GuardCommand",74,3000,1400)
addAbility(NewShipType,"CanBeCaptured",160,0.5)
addAbility(NewShipType,"CanBeRepaired")
LoadModel(NewShipType,1)
however, i want it to play a beam weapon effect instead of the dust, but it will not play. the only thing that does is the "resource full" animation, which is that dustcloud effect you see...also, if an effect doesnt play continously in its original use, it doesnt seem to loop no matter what you do.
i replaced the mover .events file with the vaygr resource collector one (renamed), and inserted the correct markers and the desired FX to play.
},
animation2 = {
name = "Repairing",
length = 5,
loop = 1,
parent = "",
minimum = 0,
maximum = 0,
markers = {
"",
},
},
animation4 = {
name = "Resourcing",
length = 1,
loop = 1,
parent = "",
minimum = 0,
maximum = 0,
markers = {
"",
},
},
animation5 = {
name = "ResourcingFull",
length = 1,
loop = 1,
parent = "",
minimum = 0,
maximum = 0,
markers = {
"",
},
},
},
events = {
{
"fx_scale",
"5",
},
},
event2 = {
{
"anim",
"Repairing",
},
{
"animtime",
"-1",
},
{
"marker",
"root",
},
{
"fx",
"ion beam effect, for example",
},
{
"sound",
"SP_ELEMENTS/HGN_RESOURCECOLLECTOR_REPAIRING",
},
{
"fx_scale",
"entity",
},
},
event7 = {
{
"anim",
"Resourcing",
},
{
"animtime",
"-1",
},
{
"marker",
"root",
},
{
"fx",
"ion beam effect, for example",
},
{
"sound",
"SP_ELEMENTS/HGN_RESOURCECOLLECTOR_RESOURCING",
},
{
"fx_scale",
"2",
},
{
"fx_nlips",
"on",
},
},
event8 = {
{
"anim",
"ResourcingFull",
},
{
"animtime",
"-1",
},
{
"marker",
"root",
},
{
"fx",
"ion beam effect, for example",
},
{
"fx_scale",
"2",
},
{
"fx_nlips",
"on",
},
}, },
},
} p.s., dont mind these brackets
so yeah.
also, can someone tell me why this Hgn_dreadnought does not build other ships?
NewShipType.MinimalFamilyToFindPathAround = "MotherShip"
NewShipType.BuildFamily = "SuperCap_Kpr"
NewShipType.AttackFamily = "BigCapitalShip"
NewShipType.DockFamily = "UltraCap"
NewShipType.AvoidanceFamily = "SuperCap"
NewShipType.DisplayFamily = "Capital"
NewShipType.AutoFormationFamily = "SuperCap"
NewShipType.CollisionFamily = "Big"
NewShipType.ArmourFamily = "HeavyArmour"
NewShipType.UnitCapsFamily = "Capital"
NewShipType.UnitCapsShipType = "Dreadnaught"
NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 160
NewShipType.neutralValue = 60
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 10
NewShipType.antiFrigateValue = 120
NewShipType.totalValue = 95
NewShipType.buildCost = 1
NewShipType.buildTime = 3
NewShipType.buildPriorityOrder = 20
NewShipType.retaliationRange = 6500
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NewShipType.selectionPriority = 75
NewShipType.militaryUnit = 1
NewShipType.alternativeHyperspaceV = "hyperspace_gate_kpr"
NewShipType.alternativeHyperspaceA = "etg/special/SPECIAL_ABILITIES_HYPERSPACE_IN"
NewShipType.alternativeHyperspaceTime = 12.5
NewShipType.SMHighlightDistMin = 20000
NewShipType.SMHighlightDistMax = 30000
addAbility(NewShipType,"MoveCommand",1,0)
addAbility(NewShipType,"CanDock",1,1)
NewShipType.dockTimeBetweenTwoFormations = 1
NewShipType.dockTimeBeforeStart = 2
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockFormation = "delta"
NewShipType.queueFormation = "dockline"
NewShipType.dontDockWithOtherRaceShips = 0
NewShipType.ignoreRaceWhenDocking = 0
addAbility(NewShipType,"CanLaunch")
NewShipType.launchTimeBetweenTwoFormations = 1
NewShipType.launchTimeBeforeStart = 2
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchFormation = "delta"
addAbility(NewShipType,"ShipHold",1,0,0,"rallypoint","",1)
NewShipType.dockQueueSelectionQueueMultiplier = 100000
NewShipType.dockQueueSelectionOccupiedMultiplier = 100000
addAbility(NewShipType,"ShipHold",1,40,0,"rallypoint","",25)
addAbility(NewShipType,"ParadeCommand",1)
addAbility(NewShipType,"WaypointMove")
addAbility(NewShipType,"HyperSpaceCommand",1,1,500,1000,0,3)
addAbility(NewShipType,"CanBuildShips",1,"Corvette_Kpr, SuperCap_Kpr","Corvette, Capital")
addAbility(NewShipType,"CanAttack",1,1,0,0,0.35,1.2,"BigCapitalShip, SmallCapitalShip, Capturer, Frigate, SubSystem, Mothership, Corvette, Fighter, Utility","Frontal",{Fighter = "MoveToTargetAndShoot",},{Corvette = "MoveToTargetAndShoot",},{Frigate = "MoveToTargetAndShoot",},{Munition = "MoveToTargetAndShoot",},{SubSystem = "FrontalVsSubSystem",})
addAbility(NewShipType,"GuardCommand",74,3000,1400)
addAbility(NewShipType,"CanBeCaptured",160,0.5)
addAbility(NewShipType,"CanBeRepaired")
LoadModel(NewShipType,1)