ned help with change capital ship into cruiser

hi guys i want to put a capital ship (romulan dderix from soa2 mod) into a cruiser or frigate version.
how can i do it? i tried it already but get all the time mini dumps... can someone pls help me how it work?
or did someone perhaps did it already? sry for bad english

4,542 views 4 replies
Reply #1 Top

all you cna do is change the a frigate (or add one) .entity so that it uses the mesh from the romulan derix. you can NOT mix frigate and capital /entities.

 

the line you are looking for is something like this

 

MeshName "VasariTitan"  which is near the bottom for the capship .entities and somewhere in the frigate (i forget where since its been a while since i tuched frigate/cruisers {which use the same .entity's})

Reply #2 Top

AH OK the important thing is the mesh line, thats the grafik, yes? and weapons ect. can i do. i will try thx 4 help

Reply #3 Top

well the weapons and that all depends on the wepon section of the file, thats just a simple copy and paste job from the cap ship .entity to the frigate .entity. (make sure you keep the right number of weps )max is 3). and the Mesh file references the textures and model of the ship, and what i forgot to mention was you also need to copy the shieldmesh over. herse the bottom of a cap ship file showing where shield and normal mesh are. as well as some other points of interest if you want it to look exactly the same. ill copy boath files color coding what goes where.

 

TXT
entityType "CapitalShip"
ability:0 "AbilityPowerSurge"
ability:1 "AbilityDisruptiveStrikes"
ability:2 "AbilitySpawnSquad"
ability:3 ""

defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb TRUE
hasBombingLevels FALSE
baseDamage 250.000000
basePopulationKilled 60.750000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 4.000000
bombEffectCount 2
bombEffectAngleVariance 2.500000
bombEffectsDef
    weaponType "Beam"
    burstCount 1
    burstDelay 0.000000
    muzzleEffectName "Weapon_PhaseCapitalPlanetBombing_Muzzle"
    muzzleSoundMinRespawnTime 0.100000
    muzzleSounds
        soundCount 1
        sound ""
    hitEffectName "Weapon_PhaseCapitalPlanetBombing_Hit"
    hitHullEffectSounds
        soundCount 1
        sound ""
    hitShieldsEffectSounds
        soundCount 1
        sound ""
    beamEffectSounds
        soundCount 1
        sound "WEAPON_PHASEPLANETBOMB_LOOP"
    beamGlowTextureName "PhaseCapitalBombingBeam_Glow"
    beamCoreTextureName "PhaseCapitalBombingBeam_Core"
    beamWidth 30.000000
    beamGlowColor ffffffff
    beamCoreColor ffffffff
    beamTilingRate 3.000000
mainViewIcon "MAINVIEWICON_CAPITALSHIP_PHASESIEGE"
basePrice
    credits 14000.000000
    metal 1400.000000
    crystal 1400.000000
slotCount 150.000000
BuildTime 200.000000
MaxHullPoints
    StartValue 13500.000000
    ValueIncreasePerLevel 150.000000
MaxShieldPoints
    StartValue 3000.000000
    ValueIncreasePerLevel 165.000000
HullPointRestoreRate
    StartValue 50.000000
    ValueIncreasePerLevel 0.5000000
ShieldPointRestoreRate
    StartValue 20.000000
    ValueIncreasePerLevel 0.200000
ArmorPointsFromExperience
    StartValue 11.000000
    ValueIncreasePerLevel 0.400000
maxMitigation
    StartValue 0.55
    ValueIncreasePerLevel 0.01111
MaxAntiMatter
    StartValue 400.000000
    ValueIncreasePerLevel 20.000000
AntiMatterRestoreRate
    StartValue 4.750000
    ValueIncreasePerLevel 0.080000
CultureProtectRate
    StartValue 0.300000
    ValueIncreasePerLevel 0.050000
NameStringID "IDS_CAPSHIP_PHASETITAN_NAME"  <--- this is important. it references the string file which you will have to edit after for the description.

picture "CAPITALSHIPPICTURE_PHASEBATTLESHIP"
DescriptionStringID "IDS_CAPSHIP_PHASETITAN_DESCRIPTION"


Prerequisites
    NumResearchPrerequisites 0
roleType "Invalid"
statCountType "CapitalShipBattleship"
numRandomDebrisLarge 15
numRandomDebrisSmall 40
numSpecificDebris 1
specificDebrisMeshName "DebrisPhaseCapitalShipBattleship"
armorType "CapitalShip"
hudIcon "HUDICON_CAPITALSHIP_PHASEBATTLESHIP"
smallHudIcon "HUDICONSMALL_CAPITALSHIP_PHASEBATTLESHIP"
infoCardIcon "INFOCARDICON_CAPITALSHIP_PHASEBATTLESHIP"

minZoomDistanceMult 1.500000
NumWeapons 3
Weapon
    WeaponType "Beam"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "OVERTIME"
        DamageType "ENERGY"
        WeaponClassType "FLASHBEAM"
    DamagePerBank:FRONT 700.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 30000.000000
    PreBuffCooldownTime 12.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.500000
    TravelSpeed 0.000000
    Duration 2.500000
    WeaponEffects
        weaponType "Beam"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Weapon_PhaseCapitalPlanetBombing_Muzzle"
    muzzleSoundMinRespawnTime 0.100000
    muzzleSounds
        soundCount 1
        sound ""
    hitEffectName "Weapon_PhaseCapitalPlanetBombing_Hit"
    hitHullEffectSounds
        soundCount 1
        sound ""
    hitShieldsEffectSounds
        soundCount 1
        sound ""
    beamEffectSounds
        soundCount 1
        sound "WEAPON_PHASEPLANETBOMB_LOOP"
    beamGlowTextureName "PhaseCapitalBombingBeam_Glow"
    beamCoreTextureName "PhaseCapitalBombingBeam_Core"
    beamWidth 200.000000
    beamGlowColor ffffffff
    beamCoreColor ffffffff
    beamTilingRate 3.000000
Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "PHASEMISSILE"
    DamagePerBank:FRONT 500.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 30000.000000
    PreBuffCooldownTime 7.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.080000
    TravelSpeed 3000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Missile"
        burstCount 2
        burstDelay 0.600000
        muzzleEffectName "Weapon_PhaseCapitalMissileHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE"
            sound "WEAPON_PHASECAPITALMISSILEHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_PhaseCapitalMissileHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Weapon_PhaseCapitalMissileHeavy_Travel"
        missileStartTurningDistance 250.000000
        missileSlowTurnRate 0.708997
        missileMaxSlowTurnTime 6.000000
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "WAVE"
    DamagePerBank:FRONT 350.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 28000.000000
    PreBuffCooldownTime 4.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.000000
    TravelSpeed 4000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Projectile"
        burstCount 2
        burstDelay 0.050000
        muzzleEffectName "Weapon_PhaseCapitalWaveHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_PHASECAPITALWAVEHEAVY_MUZZLE"
            sound "WEAPON_PHASECAPITALWAVEHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_PhaseCapitalWaveHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "Weapon_PhaseCapitalWaveHeavy_Travel"

m_weaponIndexForRange 0
mass 10000.000000
ShieldMeshName "VasariTitanShield"
maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 200.000000
squadTypeEntityDef:0 "SquadPhaseCombat"
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 "SquadPhaseBomber"
squadAntiMatterCost:1 0.000000
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_2"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSELECTED_0"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSELECTED_1"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSTARTPHASEJUMP_0"
MeshName "VasariTitan"
ExhaustParticleSystemName "Exhaust_PhaseBattleship"
ExplosionName "CapitalShip0"
CommandPoints
    StartValue 4.600000
    ValueIncreasePerLevel 0.200000
weaponCooldownDecreasePerc
    StartValue 0.000000
    ValueIncreasePerLevel 0.030000
weaponDamageIncreasePerc
    StartValue 0.000000
    ValueIncreasePerLevel 0.050000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PHASECAPITALSHIP"
formationRank 0
minShadow 0.000000
maxShadow 0.800000

 

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
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_LIGHT"
basePrice
    credits 300.000000
    metal 55.000000
    crystal 0.000000
slotCount 5.000000
BuildTime 24.000000
hasLevels FALSE
ExperiencePointsForDestroying 30.000000
MaxHullPoints 600.000000
MaxShieldPoints 350.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 1.000000
BaseArmorPoints 2.000000
maxMitigation 0.6
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 1
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "ANTIHEAVY"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 52.250000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 3500.000000
    PreBuffCooldownTime 5.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.300000
    TravelSpeed 4000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Projectile"
        burstCount 4
        burstDelay 0.250000
        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"

m_weaponIndexForRange 0
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigateTechLight"
maxAccelerationLinear 200.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.300000
maxDecelerationAngular 9.999996
maxSpeedLinear 800.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 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"
MeshName "Frigate_TechLight"
ExhaustParticleSystemName "Exhaust_FrigateTechLight"
ExplosionName "Frigate1"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySabotageAntiMatter"
ability:1 ""
ability:2 ""
ability:3 ""

MaxAntiMatter 200.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000

this should give you a general idea of what your doing, i didnt list or explain every part, for that its mostly trial and error to see what happens. keep in mind that abilities for a frigate can only have 1 level and generaly speaking, have to be researched.

Reply #4 Top

i have a problem

i wanted to change a captal ship into a cruiser and its all fine BUT the ship doesnt move when its build

thats the midified ship for soa 2:

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire FALSE
autoJoinFleetDefault TRUE
canBomb FALSE
frigateRoleType "Support"
statCountType "FrigateUtility0"
mainViewIcon "MAINVIEWICON_ELITE_DomDevastator"
picture "CAPITALSHIPPICTURE_ELITE_DomDevastator"
NameStringID "IDS_Cruiser_DomVirulent_NAME"
DescriptionStringID "IDS_Cruiser_DomVirulent_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_NONCOMBAT"
basePrice
 credits 3900.000000
 metal 598.000000
 crystal 566.000000
slotCount 35.000000
BuildTime 118.000000
hasLevels FALSE
ExperiencePointsForDestroying 41.000000
MaxHullPoints 2800.000000
MaxShieldPoints 6000.000000
HullPointRestoreRate 2.640000
ShieldPointRestoreRate 4.280000
BaseArmorPoints 55.000000
maxMitigation 0.620000
Prerequisites
 NumResearchPrerequisites 0
numRandomDebrisLarge 1
numRandomDebrisSmall 5
numSpecificDebris 0
armorType "VeryHeavy"
hudIcon "HUDICON_ELITE_DomDevastator"
smallHudIcon "HUDICONSMALL_ELITE_DomDevastator"
infoCardIcon "INFOCARDICON_ELITE_DomDevastator"
minZoomDistanceMult 2.000000
NumWeapons 3
Weapon
 WeaponType "Beam"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "OVERTIME"
  DamageType "ENERGY"
  WeaponClassType "BEAM"
 DamagePerBank:FRONT 1058.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 1058.000000
 DamagePerBank:RIGHT 1058.000000
 Range 7250.000000
 PreBuffCooldownTime 9.000000
 CanFireAtFighter TRUE
 SynchronizedTargeting FALSE
 PointStaggerDelay 1.220000
 TravelSpeed 0.000000
 Duration 1.250000
 WeaponEffects
  weaponType "Beam"
  burstCount 1
  burstDelay 0.000000
  muzzleEffectName "Weapon_Dom_PolaronBeam_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 1
   sound ""
  hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound ""
  hitShieldsEffectSounds
   soundCount 1
   sound ""
  beamEffectSounds
   soundCount 1
   sound "Weapon_PolaronBeam_Travel"
  beamGlowTextureName "DomCapitalBeam_Glow"
  beamCoreTextureName "DomCapitalBeam_Core"
  beamWidth 30.000000
  beamGlowColor ffffffff
  beamCoreColor ffffffff
  beamTilingRate 3.000000
Weapon
 WeaponType "Projectile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "ENERGY"
  WeaponClassType "PLASMA"
 DamagePerBank:FRONT 653.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 0.000000
 DamagePerBank:RIGHT 0.000000
 Range 7250.000000
 PreBuffCooldownTime 3.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 0.130000
 TravelSpeed 2000.000000
 Duration 0.000000
 WeaponEffects
  weaponType "Projectile"
  burstCount 4
  burstDelay 0.500000
  muzzleEffectName "Weapon_PsiCapitalPlasmaHeavy_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 3
   sound "WEAPON_PSICAPITALPLASMAHEAVY_MUZZLE"
   sound "WEAPON_PSICAPITALPLASMAHEAVY_MUZZLE_ALT1"
   sound "WEAPON_PSICAPITALPLASMAHEAVY_MUZZLE_ALT2"
  hitEffectName "Weapon_PsiCapitalPlasmaHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_ENERGYHEAVY_HITHULL"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
  projectileTravelEffectName "Weapon_PsiCapitalPlasmaHeavy_Travel"
Weapon
 WeaponType "Missile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "PHYSICAL"
  WeaponClassType "LASERPSI"
 DamagePerBank:FRONT 145.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 0.000000
 DamagePerBank:RIGHT 0.000000
 Range 7250.000000
 PreBuffCooldownTime 16.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 0.880000
 TravelSpeed 2000.000000
 Duration 0.000000
 WeaponEffects
  weaponType "Missile"
  burstCount 1
  burstDelay 1.750000
  muzzleEffectName "Weapon_TechCapitalMissileLight_Muzzle"
  muzzleSoundMinRespawnTime 0.100000
  muzzleSounds
   soundCount 1
   sound "Weapon_PolaronTorp_Travel"
  hitEffectName "Weapon_TechCapitalMissileLight_Hit"
  hitHullEffectSounds
   soundCount 8
   sound "Collision1"
   sound "Collision2"
   sound "Collision3"
   sound "Collision4"
   sound "Collision5"
   sound "Collision6"
   sound "Collision7"
   sound "Collision8"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_MISSILELIGHT_HITGENERIC"
  missileTravelEffectName "Weapon_DomCapitalTorpedo_Travel"
  missileStartTurningDistance 0.250000
  missileSlowTurnRate 0.208997
  missileMaxSlowTurnTime 1.000000
m_weaponIndexForRange 0
hasWeaponLevels FALSE
mass 3045.000000
MeshName "Elite_DomDevastator"
maxAccelerationLinear 262.000000
maxAccelerationStrafe 28.000000
maxDecelerationLinear 371.000000
maxAccelerationAngular 14.000000
maxDecelerationAngular 1.150000
maxSpeedLinear 546.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_PSIBALANCE_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_PSIBALANCE_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_PSIBALANCE_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_PSIBALANCE_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_PSIBALANCE_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_PSIBALANCE_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_PSIBALANCE_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_PSIBALANCE_ONSELECTED_0"
SoundID "FRIGATE_PSIBALANCE_ONSELECTED_1"
SoundID "FRIGATE_PSIBALANCE_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_PSIBALANCE_ONSTARTPHASEJUMP_0"
MeshName "Cruiser_DomVirulent"
ExhaustParticleSystemName ""
ExplosionName "CapitalShip0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PSICAPITALSHIP"
ability:0 ""
ability:1 ""
ability:2 ""
ability:3 ""
MaxAntiMatter 196.000000
AntiMatterRestoreRate 1.960000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 1
minShadow 0.000000
maxShadow 0.500000

 

somepne know why it dont fly?