PDA

View Full Version : More .event & .ship help needed



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)

nickersonm
27th Oct 03, 5:02 PM
I don't have much experience with this, so I can't help you atm. However, formatting tip: use
tags to preserve formatting, and for long files provide a link, instead of pasting it all in here. It makes it much easier to read.

- nickersonm

Grey Fox
27th Oct 03, 5:16 PM
ahh...sorry

Grey Fox
28th Oct 03, 10:58 PM
ph34r-ful bumpage

pipakin
28th Oct 03, 11:05 PM
As for the beam-effect thing...can't help you there.

but I do know that a ship can only build in game if the prefix matches your race:

hgn_ for hiigaran, vgr_ for vaygr...etc.

starfleet
29th Oct 03, 4:02 AM
addAbility(NewShipType,"CanBuildShips",1,"Corvette_Kpr, SuperCap_Kpr","Corvette, Capital")
^ -- Could be because you don't have the pre-req's all there you need more then the addability canbuild.. see this..

because i believe if i'm not wrong you need

addAbility(NewShipType,"ShipHold",1,0,6,"rallypoint","Fighter,Utility",25,{
Fighter = "6",
})
something like that... else it can't build......... might be wrong thou.

on the .event one try this as the fx

ion_dmg_ring_spray

Grey Fox
29th Oct 03, 9:57 AM
addAbility(NewShipType,"ShipHold",1,0,6,"rallypoint","Fighter,Utility",25,{
Fighter = "6",
})


^^ thats only if you are setting the produced ships to launch along a docking path...
removing the shiphold stuff just hyperspaces the ships in

the build code i posted made both sajuuk and the keepers build capable...so it works from that standpoint...

incidentally, has anyone figured out how to modify the hyperspace animation, e.g. have ships arrive in a an explosion or a sphere instead of a square?

FrankDark
29th Oct 03, 11:55 AM
How did you get a mover to collect.

im still trying it and it dont work.

please can you post the ship file

Demon_Eyes
29th Oct 03, 12:51 PM
The build issue should be in the actual ships files, the sub capital ships dont have the proper hyperspace ability, I believe if you copy the hyperspace ability from the movers to the other sub capital ships and change the race to hgn it will work.

Far as I can tell the anim and FX are somewhat tied together, you can add the ion beam effect (i tried the pulsar effect last night) but it doesnt properly call on the fx in the way needed.. I would say either the anim file needs to be edited to use a beam or weapon type effect, just a guess though.

Grey Fox
30th Oct 03, 2:55 PM
New question

without bothering you guys with incorrect code,
how would i give a ship an innate hyperspace module?
all im interested in is that friendly ships inside its effect radius would be able to hyperspace.

how2?

BentusiTrader
30th Oct 03, 4:32 PM
I think this question has been answered in another thread...try looking for it. I think in order to make a subsystem innate you had to modify one of the numerous 0's in the (blah, blah, blah, 0, 0, 0, 0, etc.) of whatever function generates the subsystem to make it innate.

Sorry for the obtuse answer :(

Ranger
30th Oct 03, 4:46 PM
Read this:

http://forums.relicnews.com/showthread.php?s=&threadid=20011

The answer to Question 8 answers your question. The question is worded incorrectly (as a later post points out), but for your purposes, the answer is correct.