I built a a custom ship, actually managed to model it, and texture it, and convert it to XSI and all the weapon points and everything! Even got it into the game flew it around blew some stuff up.
Who would have thought adding it to the frigate factory would be my stumping point.
I've edited to the the PlayerTech.entity file added: the following
frigateInfo
Page:0
count 7
entityDefName "FrigateTechScout"
entityDefName "FrigateTechLight"
entityDefName "FrigateTechLongRange"
entityDefName "FrigateTechSiege"
entityDefName "FrigateTechAntiFighter"
entityDefName "FrigateTechColony"
entityDefName "FrigateTechAlpha"
and then went into the entity.manifest file and added
entityName "FrigateTechAlpha.entity"
That entity contains
TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 1
frigateRoleType "Light"
statCountType "FrigateLight"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHLIGHT"
picture "PICTURE_FRIGATE_TECHLIGHT"
NameStringID "IDS_FRIGATE_TECHLIGHT_NAME"
DescriptionStringID "IDS_FRIGATE_TECHLIGHT_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_ALPHA"
basePrice
credits 50.000000
metal 15.000000
crystal 5.000000
slotCount 1.000000
BuildTime 1.500000
hasLevels FALSE
ExperiencePointsForDestroying 10.000000
MaxHullPoints 400.000000
MaxShieldPoints 0.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 0.000000
BaseArmorPoints 2.000000
maxMitigation 0.600000
Prerequisites
NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 5
numSpecificDebris 0
armorType "Medium"
hudIcon "HUDICON_FRIGATE_TECHLIGHT"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHLIGHT"
infoCardIcon "INFOCARDICON_FRIGATE_TECHLIGHT"
minZoomDistanceMult 1.500000
NumWeapons 2
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTIHEAVY"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERTECH"
DamagePerBank:FRONT 22.250000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 3500.000000
PreBuffCooldownTime 2.500000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.300000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 3
burstDelay 0.100000
muzzleEffectName "Weapon_TechCapitalLaserLight_Muzzle"
muzzleSoundMinRespawnTime 0.400000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE"
sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalLaserLight_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalLaserLight_Travel"
Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 10.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 9800.000000
PreBuffCooldownTime 2.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.150000
TravelSpeed 2500.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 2
burstDelay 0.250000
muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 100.000000
ShieldMeshName "Shield_FrigateTechLight"
maxAccelerationLinear 250.000000
maxAccelerationStrafe 100.000000
maxDecelerationLinear 1000.000000
maxAccelerationAngular 49.999992
maxDecelerationAngular 99.999985
maxSpeedLinear 2000.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHLIGHT_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_0"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_1"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHLIGHT_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
meshName "fighter_alpha"
criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "ExhaustSmall"
ExplosionName "Fighter0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
exhaustTrailTextureName "ExhaustTrail"
exhaustTrailWidth 9.000000
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySabotageAntiMatter"
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 200.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000
I have added the appropriate strings into the English.str file.
I fire up the game and pop crash boom mini dump
If I rename the FrigateTechAlpha.entity to FrigateTechLight.entity and remove the
entityDefName "FrigateTechAlpha"
from the PlayerTech.entity file then the game fires up fine and my little ship takes the place of the cobalt.
I am completely stumped. Anyone know any other steps I have overlooked?