Cobalts hangout and mod discussion (about diffrent moding aspects)

made this thread because im currently helping a person with questions and PM's dont organize bodies of text like the actual form does (kinda hard to explain things when its one massive paragraph that you cant really read through) so here it is, will be posing mod examples from time to time as well as helping a few people out in my free time. most reply's and questions asked here will be answered here.
16,793 views 25 replies
Reply #1 Top
as to sin-imperiums first PM (in which i replied to but it was unreadable, it least for the purpose i created it) targetFilter numOwnerships 2 <----- states who an ability will affect ownership "Enemy" (friendly, enemy, etc) ownership "NoOwner" numObjects 1 <----- states WHAT the ability will affect object "Planet" (planets, frigates, star bases, etc) numSpaces 1 <----- from what i hear, affects if the ability space "Normal" can happen in phase space or normal space numConstraints 0 <----- this can be added in to do things like allow effectInfo an ability to capture things, etc. effectAttachInfo attachType "Ability" abilityIndex 2 smallEffectName "CapitalAbility_FarSightActivate" largeEffectName "CapitalAbility_FarSightActivate" soundID "EFFECT_FARSIGHT" as far as DS black hole, you need to change the ownerships to not include friendly units. numPeriodicActions 2 periodicAction actionCountType "Infinite" actionIntervalTime Level:0 1.000000 Level:1 1.000000 Level:2 1.000000 buffInstantActionType "ApplyBuffToTargetsInRadius" instantActionTriggerType "AlwaysPerform" buffType "BuffBlackHoleStarTarget" targetFilter numOwnerships 0 numObjects 4 object "StarBase" object "CapitalShip" object "Frigate" object "Fighter" numSpaces 2 space "Normal" space "Phase" numConstraints 0 range Level:0 35000.000000 Level:1 0.000000 Level:2 0.000000 maxTargetCount Level:0 -1.000000 Level:1 -1.000000 Level:2 -1.000000 effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" largeEffectName "" soundID "" periodicAction actionCountType "Infinite" actionIntervalTime Level:0 1.000000 Level:1 1.000000 Level:2 1.000000 buffInstantActionType "ApplyBuffToTargetsInRadius" instantActionTriggerType "AlwaysPerform" buffType "BuffBlackHoleStarDamage" targetFilter numOwnerships 2 ownership "Enemy" ownership "Friendly" numObjects 5 object "CapitalShip" object "Frigate" object "Fighter" object "PlanetModule" object "StarBase" numSpaces 2 space "Normal" space "Phase" numConstraints 0 range Level:0 10000.000000 Level:1 0.000000 Level:2 0.000000 maxTargetCount Level:0 -1.000000 Level:1 -1.000000 Level:2 -1.000000 effectInfo effectAttachInfo attachType "Invalid" smallEffectName "" largeEffectName "" soundID ""
Reply #2 Top
ok... im not convinced that its either the forum thats really messed up ATM or my browser
Reply #3 Top

edit: yeah, it can get messy sometimes

use Notepad++ and copy from there for best results

targetFilter
        numOwnerships 1
        ownership "Enemy"
        numObjects 2
        object "Frigate"
        object "PlanetModule"
        numSpaces 1
        space "Normal"
        numConstraints 0
    range
        Level:0 0.000000
        Level:1 0.000000
        Level:2 0.000000
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""

that is what I just used

Reply #4 Top

so ya. had to reformat my comp. anyhow as i was saying my java was deleted or infected with a virus. could not use java. so essentially i was going about explaining what each of those were, i had a point but with no java formatting it tends to be illegible.

 

Reply #5 Top

the basics of what i was saying is....

 

targetFilter
        numOwnerships 1     <------ this determines who the ability can affect
        ownership "Enemy"          
        numObjects 2            <------ determines what the ability can affect
        object "Frigate"
        object "PlanetModule"
        numSpaces 1              <------ determines if it effects it in normal or phase space
        space "Normal"
        numConstraints 0       <------ used for constraints that allow things like capturing

    range                                             of targets (will need an ability on said target for this
        Level:0 0.000000                    to work though.
        Level:1 0.000000
        Level:2 0.000000
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""

 

essentially the reason that the DS black whoel ability kills the pirates too is because in that particular ability it is set to affect everything (friendlies included) so essentially you just need to make it only affect enemies and you will be set to go. 

Reply #6 Top

Actually, it's already set to only hit enemies, as per the numOwnerships. The question is if a player can "own" the area in question.

Reply #7 Top

He is using my post as an example.

This is what he is talking about

periodicAction
    actionCountType "Infinite"
    actionIntervalTime
        Level:0 1.000000
        Level:1 1.000000
        Level:2 1.000000
    buffInstantActionType "ApplyBuffToTargetsInRadius"
    instantActionTriggerType "AlwaysPerform"
    buffType "BuffBlackHoleStarDamage"
    targetFilter
        numOwnerships 2
        ownership "Enemy"
        ownership "Friendly"
        numObjects 5
        object "CapitalShip"
        object "Frigate"
        object "Fighter"
        object "PlanetModule"
        object "StarBase"
        numSpaces 2
        space "Normal"
        space "Phase"
        numConstraints 0
    range
        Level:0 10000.000000
        Level:1 0.000000
        Level:2 0.000000
    maxTargetCount
        Level:0 -1.000000
        Level:1 -1.000000
        Level:2 -1.000000
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""

Though yeah, you would need to set the black hole to being owned as well.

orbitBodyType   
    typeName "ProtoBlackHole"
    entityDefName "ProtoPlanetBlackHole"
    defaultTemplateName "Template:DefaultBlackHolePlanetSetup"

planetItemsTemplate
    templateName "Template:DefaultBlackHolePlanetSetup"
    subTemplates 0
    groups 6
        group
            condition
                type "PlanetOwnerIsRaceNormalStart"
                param "Tech"
            owner "PlanetOwner"
            colonizeChance 1
            items 3
                item "Tech:Module:FrigateFactory"
                item "Tech:Frigate:Constructor"
                item "Tech:Frigate:Constructor"

Reply #8 Top

 was CF105's post a question on something? and i was answering a PM from someone using ryat's post as an example (since i no longer have sins on this comp)

Reply #9 Top

Quoting Ryat, reply 7
He is using my post as an example.

This is what he is talking about

Ah, I see. Ignore my last post then.

Reply #10 Top

Hello again. Another request here. To be specific, a turret spawning ability. This is basically it, and I was wondering if it would work, and if not, how I could make it work:

TXT

entityType "Ability"

buffInstantActionType "CreateFrigate"

instantActionTriggerType "AlwaysPerform"

frigateType "PLANETMODULE_TECHORBITALGAUSSDEFENSE"

numFrigates

Level:0 1.000000

matchOwnerDamageState FALSE

impulse 350000.000000 - Not sure what this means.

expiryTime

Level:0 180.000000 - Is there a way to make this infinite?

spawnFrigateSoundID "EFFECT_DEPLOYCOMBATTURRET"

postSpawnBuff ""

needsToFaceTarget FALSE

canCollideWithTarget TRUE

moveThruTarget FALSE

isUltimateAbility FALSE

maxNumLevels 1

levelSourceType "FixedLevel0"

aiUseTime "OnlyInCombat"

aiUseTargetCondition "Any"

isAutoCastAvailable FALSE

isAutoCastOnByDefault FALSE

pickRandomPlanetToExploreForAutoCastTarget FALSE

ignoreNonCombatShipsForAutoCastTarget TRUE

onlyAutoCastWhenDamageTakenExceedsPerc 0.000000

useCostType "AntiMatter"

antiMatterCost

Level:0 100.000000

cooldownTime

Level:0 60.000000

orderAcknowledgementType "ONGENERALORDERISSUED"

researchPrerequisites

NumResearchPrerequisites 0

nameStringID "IDS_ABILITY_DEPLOYCOMBATTURRET_NAME"

descStringID "IDS_ABILITY_DEPLOYCOMBATTURRET_DESCRIPTION"

hudIcon "HUDICON_ABILITY_DEPLOYCOMBATTURRET"

smallHudIcon "HUDICON_ABILITY_DEPLOYCOMBATTURRET"

infoCardIcon ""

The logical problem I can think of is that the turret is not a "Frigate," and that's where I hit the wall. I think I've got the ability down, though. Your thoughts?

Reply #11 Top

ja394,

while I can not answer your two questions, the second is fairly easy for the expiry timer to be effectively infinite replace the 180 seconds with 999999 seconds which is 277 and a but HOURS or 11 and a bit DAYS. it is very unlikely that a single game will run for 11 DAYS.

regarding the impulse question, I do not know.

harpo

 

Reply #12 Top

Quoting JA_394, reply 10
Hello again. Another request here. To be specific, a turret spawning ability. This is basically it, and I was wondering if it would work, and if not, how I could make it work:

...

The logical problem I can think of is that the turret is not a "Frigate," and that's where I hit the wall. I think I've got the ability down, though. Your thoughts?

This wouldn't work. It has to be a frigate. One way you could go around it is by making a new frigate entity which uses the PLANETMODULE_TECHORBITALGAUSSDEFENSE mesh and has zero movement (like the advent or TEC star base).

The spawned frigates are always created at the center of the entity spawning the frigate and impulse pushes it away from that center. you ca make the time infinite by typing Level:0 -1.000000 you will also need Level:1 and Level:2 even if the ability only have one level as the lines are "hardcoded".

Reply #13 Top

well seems i was a little late but essentially what gun says is true. "turrets" that capitals spawn are frigates with 0 movement speed (they can have all the ability's of a frigate too. as well as multiple weapons if you should wish it.

Reply #14 Top

Well, basically what I'm trying to do, I'm trying give the Cielo Command Cruiser the option to drop a Gauss Defense Platform at it's current spot, or as said, a frigate with the same mesh. I don't know what that means. But basically since dropping the actual platform isn't an option, I was thinking of just using the TEC Combat Turret, only with it's primary weapons as beams. I've got that down and it works, but I'd like to give it the abilities of the Gauss platform. I'm tempted to just go for broke, but I've had bad expierences with Forces of Corruption when I did that. I'll probably try it anyway, but I'm just a little nervous. And how would I add two more weapons to it? I'd like to add flak turrets and short range rapid-fire lasers, but I'm not sure how. Do I just copy the existing weapon? I'll make a second post later on, after I try it.

Reply #15 Top

I don't care what it takes. We are going to get this thing to work. Before I show you my creation, I need to ask you: 1: How many targets per side can it engage at once, maximum, just at a glance? Your opinion is better than mine, here. 2, what improvements, modifications, tweaks, etc, if any, do I need to do to get this thing in-game? 3: I was thinking of editing the string file for this. What do you think? ... And now, ladies and gentlemen, I give you, the UberTurret...

TXT

entityType "Frigate"

defaultAutoAttackRange "None"

defaultAutoAttackOn TRUE

prefersToFocusFire TRUE

usesFighterAttack FALSE

autoJoinFleetDefault FALSE

canBomb TRUE

hasBombingLevels FALSE

baseDamage 500.000000

basePopulationKilled 50.0

bombingFreqTime 10.000000

baseRange 15000.000000

bombTransitTime 6.000000

bombEffectCount 3

bombEffectAngleVariance 15.000000

bombEffectsDef

weaponType "Projectile"

burstCount 1

burstDelay 0.000000

muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"

muzzleSoundMinRespawnTime 0.100000

muzzleSounds

soundCount 1

sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"

hitEffectName "Weapon_TechFrigatePlanetBombing_Hit"

hitHullEffectSounds

soundCount 3

sound "EXPLOSION_SUB4"

sound "EXPLOSION_SUB4_ALT1"

sound "EXPLOSION_SUB4_ALT2"

hitShieldsEffectSounds

soundCount 3

sound "EXPLOSION_SUB4"

sound "EXPLOSION_SUB4_ALT1"

sound "EXPLOSION_SUB4_ALT2"

projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"

typeCount 1

frigateRoleType "Lrm"

statCountType "FrigateSpawnedByAbility"

mainViewIcon "MAINVIEWICON_FRIGATE_TURRETCOMBAT"

picture "PICTURE_FRIGATE_TURRETCOMBAT"

NameStringID "IDS_FRIGATE_TURRETCOMBAT_NAME"

DescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_DESCRIPTION"

counterDescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_COUNTERDESC"

basePrice

credits 0.000000

metal 0.000000

crystal 0.000000

slotCount 0.000000

BuildTime 1.000000

hasLevels TRUE

ExperiencePointsForDestroying

Level:0 1000.000000

Level:1 1000.000000

Level:2 1000.000000

MaxHullPoints

Level:0 3000.000000

Level:1 3000.000000

Level:2 3000.000000

MaxShieldPoints

Level:0 3000.000000

Level:1 3000.000000

Level:2 3000.000000

HullPointRestoreRate

Level:0 2.000000

Level:1 2.000000

Level:2 2.000000

ShieldPointRestoreRate

Level:0 4.000000

Level:1 4.000000

Level:2 4.000000

BaseArmorPoints

Level:0 25.000000

Level:1 25.000000

Level:2 25.000000

maxMitigation

Level:0 0.600000

Level:1 0.600000

Level:2 0.600000

Prerequisites

NumResearchPrerequisites 0

numRandomDebrisLarge 0

numRandomDebrisSmall 7

numSpecificDebris 0

armorType "Heavy"

hudIcon "HUDICON_FRIGATE_TURRETCOMBAT"

smallHudIcon "HUDICONSMALL_FRIGATE_TURRETCOMBAT"

infoCardIcon "INFOCARDICON_FRIGATE_TURRETCOMBAT"

minZoomDistanceMult 1.500000

NumWeapons 3

Weapon

WeaponType "Beam"

damageEnums

AttackType "CAPITALSHIP"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "OVERTIME"

DamageType "ENERGY"

WeaponClassType "BEAM"

DamagePerBank:FRONT 500.000000

DamagePerBank:BACK 0.000000

DamagePerBank:LEFT 0.000000

DamagePerBank:RIGHT 0.000000

Range 12000.000000

PreBuffCooldownTime 8.000000

CanFireAtFighter FALSE

SynchronizedTargeting TRUE

PointStaggerDelay 0.250000

TravelSpeed 0.000000

Duration 8.000000

fireConstraintType "CanAlwaysFire"

WeaponEffects

weaponType "Beam"

burstCount 1

burstDelay 0.000000

muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"

muzzleSoundMinRespawnTime 0.100000

muzzleSounds

soundCount 1

sound ""

hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"

hitHullEffectSounds

soundCount 1

sound ""

hitShieldsEffectSounds

soundCount 1

sound ""

beamEffectSounds

soundCount 1

sound "WEAPON_TECHSTARBASEBEAMHEAVY_TRAVEL"

beamGlowTextureName "TechStarBaseBeam_Glow"

beamCoreTextureName "TechStarBaseBeam_Core"

beamWidth 50.000000

beamGlowColor ffffffff

beamCoreColor ffffffff

beamTilingRate 3.000000

Weapon

WeaponType "Projectile"

damageEnums

AttackType "ANTIVERYLIGHT"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "BACKLOADED"

DamageType "PHYSICAL"

WeaponClassType "AUTOCANNON"

DamagePerBank:FRONT 70.250000

DamagePerBank:BACK 70.250000

DamagePerBank:LEFT 70.250000

DamagePerBank:RIGHT 70.250000

Range 5000.000000

PreBuffCooldownTime 4.000000

CanFireAtFighter TRUE

SynchronizedTargeting FALSE

PointStaggerDelay 0.080000

TravelSpeed 6000.000000

Duration 0.000000

fireConstraintType "CanAlwaysFire"

WeaponEffects

weaponType "Projectile"

burstCount 8

burstDelay 0.100000

muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"

muzzleSoundMinRespawnTime 0.770000

muzzleSounds

soundCount 4

sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"

sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"

sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"

hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"

hitHullEffectSounds

soundCount 1

sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"

hitShieldsEffectSounds

soundCount 1

sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"

projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"

Weapon

WeaponType "Missile"

damageEnums

AttackType "CAPITALSHIP"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "BACKLOADED"

DamageType "PHYSICAL"

WeaponClassType "MISSILE"

DamagePerBank:FRONT 190.000000

DamagePerBank:BACK 190.000000

DamagePerBank:LEFT 190.000000

DamagePerBank:RIGHT 190.000000

Range 10500.000000

PreBuffCooldownTime 7.000000

CanFireAtFighter FALSE

SynchronizedTargeting FALSE

PointStaggerDelay 0.080000

TravelSpeed 1000.000000

Duration 0.000000

WeaponEffects

weaponType "Missile"

burstCount 4

burstDelay 0.600000

muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"

muzzleSoundMinRespawnTime 0.500000

muzzleSounds

soundCount 5

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 1

TargetCountPerBank:LEFT 1

TargetCountPerBank:RIGHT 1

canOnlyTargetStructures FALSE

hasWeaponLevels FALSE

mass 2000.000000

ShieldMeshName "Shield_FrigateTurretCombat"

renderShield TRUE

maxAccelerationLinear 0.000000

maxAccelerationStrafe 0.000000

maxDecelerationLinear 500.000000

maxAccelerationAngular 3.000000

maxDecelerationAngular 9.999996

maxSpeedLinear -1.000000

maxRollRate 2.000000

maxRollAngle 35.000000

squadTypeEntityDef:0 ""

squadTypeEntityDef:0 "SquadTechCombat"

squadAntiMatterCost:0 0.000000

squadTypeEntityDef:1 "SquadTechBomber"

squadAntiMatterCost:1 0.000000

squadTypeEntityDef:3 ""

squadAntiMatterCost:3 0.000000

maxNumCommandPoints 10

NumSoundsFor:ONATTACKORDERISSUED 2

SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_0"

SoundID "CAPITALSHIP_TECHCARRIER_ONATTACKORDERISSUED_1"

NumSoundsFor:ONCREATION 0

NumSoundsFor:ONGENERALORDERISSUED 0

NumSoundsFor:ONSELECTED 1

SoundID "CAPITALSHIP_TECHCARRIER_ONSELECTED_0"

NumSoundsFor:ONSTARTPHASEJUMP 0

MeshNameInfoCount 1

MeshNameInfo

meshName "Frigate_TurretCombat"

criteriaType "None"

meshNameIncreasedEffectName ""

meshNameDecreasedEffectName ""

ExhaustParticleSystemName "CapitalBuff_Null"

ExplosionName "Frigate0"

HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"

HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"

EngineSoundID ""

ability:0 "AbilityGaussDefenseMissileBurst"

ability:1 "AbilityGaussDefenseRailGun"

ability:2 "AbilityIonBlast"

ability:3 "AbilityResupply"

ability:4 "AbilityDestabilizeHyperspacePhase"

MaxAntiMatter 500.000000

AntiMatterRestoreRate 5.000000

cargoType "Invalid"

maxCargoCapacity 0.000000

formationRank 0

minShadow 0.000000

maxShadow 0.500000

allegianceDecreasePerRoundtrip 0.000000

Did I go overboard? Hell yeah! Do I care? Hell no!

 

Reply #16 Top

Damn, look at that wall of text. Tell me how to minimize it, and I will.

Reply #17 Top

weapons depend on the mounts on the actual mesh (called nulls) essentially they tell the game where to fire said projectile/beam from.

there can be a maximum of 3 weapons and roughly 10 nulls per weapon (can support more but your talking massive lag here). 

 

what i recommend is just coping the turret from say the TEC carrier and then modifying it from there on.the highlighted is the actual mesh (what the turret looks like). you would best use a model that has the weapon slots you need. as of current, the TEC missile turret can only fire its weapons forward. 

 

MeshNameInfoCount 1

MeshNameInfo

meshName "Frigate_TurretCombat"

criteriaType "None"

meshNameIncreasedEffectName ""

meshNameDecreasedEffectName ""

ExhaustParticleSystemName "CapitalBuff_Null"

ExplosionName "Frigate0"

HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"

HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"

EngineSoundID ""

ability:0 "AbilityGaussDefenseMissileBurst"

ability:1 "AbilityGaussDefenseRailGun"

ability:2 "AbilityIonBlast"

ability:3 "AbilityResupply"

ability:4 "AbilityDestabilizeHyperspacePhase"

MaxAntiMatter 500.000000

AntiMatterRestoreRate 5.000000

cargoType "Invalid"

maxCargoCapacity 0.000000

formationRank 0

minShadow 0.000000

maxShadow 0.500000

allegianceDecreasePerRoundtrip 0.000000

 

 

Here is where you modify how many targets a single null point can fire at per burst. (1. 2. 3, 4 or 5 etc per null point at the same time) also the shield mesh.

TargetCountPerBank:FRONT 1

TargetCountPerBank:BACK 1

TargetCountPerBank:LEFT 1

TargetCountPerBank:RIGHT 1

canOnlyTargetStructures FALSE

hasWeaponLevels FALSE

mass 2000.000000

ShieldMeshName "Shield_FrigateTurretCombat"

renderShield TRUE

maxAccelerationLinear 0.000000

maxAccelerationStrafe 0.000000

maxDecelerationLinear 500.000000

maxAccelerationAngular 3.000000

maxDecelerationAngular 9.999996

 

a final word on editing the sting, its easy but make sure you update the number of stings in the string file as you create more of them. otherwise your game will probably mini dump or have missing text.  the good thing is its really easy (remember not to leave any spaces in between strings). 

 

TXT

entityType "Frigate"

defaultAutoAttackRange "None"

defaultAutoAttackOn TRUE

prefersToFocusFire TRUE

usesFighterAttack FALSE

autoJoinFleetDefault FALSE

canBomb TRUE

hasBombingLevels FALSE

baseDamage 500.000000

basePopulationKilled 50.0

bombingFreqTime 10.000000

baseRange 15000.000000

bombTransitTime 6.000000

bombEffectCount 3

bombEffectAngleVariance 15.000000

bombEffectsDef

weaponType "Projectile"

burstCount 1

burstDelay 0.000000

muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"

muzzleSoundMinRespawnTime 0.100000

muzzleSounds

soundCount 1

sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"

hitEffectName "Weapon_TechFrigatePlanetBombing_Hit"

hitHullEffectSounds

soundCount 3

sound "EXPLOSION_SUB4"

sound "EXPLOSION_SUB4_ALT1"

sound "EXPLOSION_SUB4_ALT2"

hitShieldsEffectSounds

soundCount 3

sound "EXPLOSION_SUB4"

sound "EXPLOSION_SUB4_ALT1"

sound "EXPLOSION_SUB4_ALT2"

projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"

typeCount 1

frigateRoleType "Lrm"

statCountType "FrigateSpawnedByAbility"

mainViewIcon "MAINVIEWICON_FRIGATE_TURRETCOMBAT"

picture "PICTURE_FRIGATE_TURRETCOMBAT"

NameStringID "IDS_FRIGATE_TURRETCOMBAT_NAME"     <----- frigate name

DescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_DESCRIPTION"       <------ frigate desctiption

counterDescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_COUNTERDESC"         <----- im assuming its what you                                                                                                                                would see  going  against said unit.

Reply #18 Top

essentially if that is the default combat turret, it will not work in game without being re rigged (nulled). your better off using a unit from another mod that would suit the role you want this turret to fufill. there are several mods out there you could use should you want to. just remember you cant redistribute anything you make this way (well it least not with their content unless you get permission)

Reply #19 Top

Quoting StCobalt, reply 17
 

what i recommend is just coping the turret from say the TEC carrier and then modifying it from there on.the highlighted is the actual mesh (what the turret looks like). you would best use a model that has the weapon slots you need. as of current, the TEC missile turret can only fire its weapons forward. 

What do you mean copy the turret? It doesn't have any weapons. Granted, I've never really looked at it, but still. How would I do that? It doesn't necessarily have to be the TEC Missile Turret, either, but I want something stationary, with the current weapons, abilities, strike craft squads, etc, with the ability to fire in all four directions. Kinda like a miniture Starbase. 

EDIT: Disregard the above paragraph. I just realized you were not implying that the TEC carrier had a turret on it. But what exactly are you implying?

Reply #20 Top

You know what, completely disregard the above post. I've reworked the turret, and made it into the Solanus Adjudcator. How's this?

TXT

entityType "Frigate"

defaultAutoAttackRange "GravityWell"

defaultAutoAttackOn TRUE

prefersToFocusFire TRUE

usesFighterAttack FALSE

autoJoinFleetDefault FALSE

canBomb TRUE

hasBombingLevels FALSE

baseDamage 500.000000

basePopulationKilled 50.0

bombingFreqTime 10.000000

baseRange 15000.000000

bombTransitTime 6.000000

bombEffectCount 3

bombEffectAngleVariance 15.000000

bombEffectsDef

weaponType "Projectile"

burstCount 1

burstDelay 0.000000

muzzleEffectName "Weapon_TechCapitalPlanetBombing_Muzzle"

muzzleSoundMinRespawnTime 0.100000

muzzleSounds

soundCount 1

sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"

hitEffectName "Weapon_TechFrigatePlanetBombing_Hit"

hitHullEffectSounds

soundCount 3

sound "EXPLOSION_SUB4"

sound "EXPLOSION_SUB4_ALT1"

sound "EXPLOSION_SUB4_ALT2"

hitShieldsEffectSounds

soundCount 3

sound "EXPLOSION_SUB4"

sound "EXPLOSION_SUB4_ALT1"

sound "EXPLOSION_SUB4_ALT2"

projectileTravelEffectName "Weapon_TechFrigatePlanetBombing_Travel"

typeCount 1

frigateRoleType "Lrm"

statCountType "FrigateSpawnedByAbility"

mainViewIcon "MAINVIEWICON_FRIGATE_TURRETCOMBAT"

picture "PICTURE_FRIGATE_TURRETCOMBAT"

NameStringID "IDS_FRIGATE_TURRETCOMBAT_NAME"

DescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_DESCRIPTION"

counterDescriptionStringID "IDS_FRIGATE_TURRETCOMBAT_COUNTERDESC"

basePrice

credits 0.000000

metal 0.000000

crystal 0.000000

slotCount 0.000000

BuildTime 1.000000

hasLevels TRUE

ExperiencePointsForDestroying

Level:0 1000.000000

Level:1 1000.000000

Level:2 1000.000000

MaxHullPoints

Level:0 3000.000000

Level:1 3000.000000

Level:2 3000.000000

MaxShieldPoints

Level:0 3000.000000

Level:1 3000.000000

Level:2 3000.000000

HullPointRestoreRate

Level:0 2.000000

Level:1 2.000000

Level:2 2.000000

ShieldPointRestoreRate

Level:0 4.000000

Level:1 4.000000

Level:2 4.000000

BaseArmorPoints

Level:0 19.000000

Level:1 19.000000

Level:2 19.000000

maxMitigation

Level:0 0.600000

Level:1 0.600000

Level:2 0.600000

Prerequisites

NumResearchPrerequisites 0

numRandomDebrisLarge 0

numRandomDebrisSmall 7

numSpecificDebris 0

armorType "Heavy"

hudIcon "HUDICON_FRIGATE_TURRETCOMBAT"

smallHudIcon "HUDICONSMALL_FRIGATE_TURRETCOMBAT"

infoCardIcon "INFOCARDICON_FRIGATE_TURRETCOMBAT"

minZoomDistanceMult 1.500000

NumWeapons 3

Weapon

WeaponType "Beam"

damageEnums

AttackType "CAPITALSHIP"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "OVERTIME"

DamageType "ENERGY"

WeaponClassType "BEAM"

DamagePerBank:FRONT 500.000000

DamagePerBank:BACK 500.000000

DamagePerBank:LEFT 500.000000

DamagePerBank:RIGHT 500.000000

Range 12000.000000

PreBuffCooldownTime 8.000000

CanFireAtFighter FALSE

SynchronizedTargeting TRUE

PointStaggerDelay 0.250000

TravelSpeed 0.000000

Duration 8.000000

fireConstraintType "CanAlwaysFire"

WeaponEffects

weaponType "Beam"

burstCount 1

burstDelay 0.000000

muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"

muzzleSoundMinRespawnTime 0.100000

muzzleSounds

soundCount 1

sound ""

hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"

hitHullEffectSounds

soundCount 1

sound ""

hitShieldsEffectSounds

soundCount 1

sound ""

beamEffectSounds

soundCount 1

sound "WEAPON_TECHSTARBASEBEAMHEAVY_TRAVEL"

beamGlowTextureName "TechStarBaseBeam_Glow"

beamCoreTextureName "TechStarBaseBeam_Core"

beamWidth 50.000000

beamGlowColor ffffffff

beamCoreColor ffffffff

beamTilingRate 3.000000

Weapon

WeaponType "Projectile"

damageEnums

AttackType "ANTIVERYLIGHT"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "BACKLOADED"

DamageType "PHYSICAL"

WeaponClassType "AUTOCANNON"

DamagePerBank:FRONT 100.0

DamagePerBank:BACK 100.0

DamagePerBank:LEFT 100.0

DamagePerBank:RIGHT 100.0

Range 6000.000000

PreBuffCooldownTime 4.000000

CanFireAtFighter TRUE

SynchronizedTargeting FALSE

PointStaggerDelay 0.080000

TravelSpeed 6000.000000

Duration 0.000000

fireConstraintType "CanAlwaysFire"

WeaponEffects

weaponType "Projectile"

burstCount 8

burstDelay 0.100000

muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"

muzzleSoundMinRespawnTime 0.770000

muzzleSounds

soundCount 4

sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"

sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"

sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"

hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"

hitHullEffectSounds

soundCount 1

sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"

hitShieldsEffectSounds

soundCount 1

sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"

projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"

Weapon

WeaponType "Missile"

damageEnums

AttackType "CAPITALSHIP"

DamageAffectType "AFFECTS_SHIELDS_AND_HULL"

DamageApplyType "BACKLOADED"

DamageType "PHYSICAL"

WeaponClassType "MISSILE"

DamagePerBank:FRONT 200.000000

DamagePerBank:BACK 200.000000

DamagePerBank:LEFT 200.000000

DamagePerBank:RIGHT 200.000000

Range 10000.000000

PreBuffCooldownTime 6.000000

CanFireAtFighter FALSE

SynchronizedTargeting FALSE

PointStaggerDelay 0.080000

TravelSpeed 1000.000000

Duration 0.000000

WeaponEffects

weaponType "Missile"

burstCount 4

burstDelay 0.600000

muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"

muzzleSoundMinRespawnTime 0.500000

muzzleSounds

soundCount 5

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 8

TargetCountPerBank:BACK 8

TargetCountPerBank:LEFT 8

TargetCountPerBank:RIGHT 8

canOnlyTargetStructures FALSE

hasWeaponLevels FALSE

mass 2000.000000

ShieldMeshName "Shield_FrigatePsiAntiModule"

renderShield TRUE

maxAccelerationLinear 100.000000

maxAccelerationStrafe 10.000000

maxDecelerationLinear 500.000000

maxAccelerationAngular 1.650000

maxDecelerationAngular 9.999996

maxSpeedLinear 500.000000

maxRollRate 2.000000

maxRollAngle 35.000000

squadTypeEntityDef:0 ""

squadTypeEntityDef:0 "SquadTechCombat"

squadAntiMatterCost:0 0.000000

squadTypeEntityDef:1 "SquadTechBomber"

squadAntiMatterCost:1 0.000000

squadTypeEntityDef:3 ""

squadAntiMatterCost:3 0.000000

maxNumCommandPoints 10

NumSoundsFor:ONATTACKORDERISSUED 4

SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"

SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"

SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"

SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"

NumSoundsFor:ONCREATION 1

SoundID "FRIGATE_TECHHEAVY_ONCREATION"

NumSoundsFor:ONGENERALORDERISSUED 4

SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"

SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"

SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"

SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"

NumSoundsFor:ONSELECTED 3

SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"

SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"

SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"

NumSoundsFor:ONSTARTPHASEJUMP 1

SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"

MeshNameInfoCount 1

MeshNameInfo

meshName "Frigate_PsiAntiModule"

criteriaType "None"

meshNameIncreasedEffectName ""

meshNameDecreasedEffectName ""

ExhaustParticleSystemName "CapitalBuff_Null"

ExplosionName "Frigate0"

HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"

HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"

EngineSoundID ""

ability:0 "AbilityGaussDefenseMissileBurst"

ability:1 "AbilityGaussDefenseRailGun"

ability:2 "AbilityIonBlast"

ability:3 "AbilityResupply"

ability:4 "AbilityDestabilizeHyperspacePhase"

MaxAntiMatter 500.000000

AntiMatterRestoreRate 5.000000

cargoType "Invalid"

maxCargoCapacity 0.000000

formationRank 0

minShadow 0.000000

maxShadow 0.500000

allegianceDecreasePerRoundtrip 0.000000

 

Reply #21 Top

Okay, there is something about the above file that crashes Sins. I just tried to load it in-game, but Sins blacked out on start-up. Didn't even get the loading screen. Gave me a minidump. This has been happening all day, and I am absolutely certain it has something to do with this file, because whenever I remove the file, Sins works perfectly. I am stumped. It seems legit. Doesn't it?

Reply #22 Top

Quoting JA_394, reply 21
Okay, there is something about the above file that crashes Sins. I just tried to load it in-game, but Sins blacked out on start-up. Didn't even get the loading screen. Gave me a minidump. This has been happening all day, and I am absolutely certain it has something to do with this file, because whenever I remove the file, Sins works perfectly. I am stumped. It seems legit. Doesn't it?

Have you tried to use the dev.exe? You can find it in your instal folder, the full name is Sins of a Soalr Empire (expansion) Dev.exe. It provides error messages and some "shortcuts" (like level up capitals, spawn ships, instant build, etc.) to ease developement.

Reply #23 Top

What in the Hell is the dev.exe? I had to use my task manager to shut it off. I do not know what it is, what it does, or how it works, or how it could possibly help me. It sounds useful, but it gave me an error for every file I had modified. Something about a missing label? I don't have time for useless applications. I am sure it can help someone do something, just not me. After I get this turret thing sorted out, I'd like to learn about these "shortcuts," but just not now. Now can someone just help me identify what is wrong with my turret?

Reply #24 Top

ja394, WHERE did you get the base file that you modified?

I ask as it is completely different to the tech combat turret in structure, and the tech combat turret is from entrenchment, but is used by diplomacy as well

harpo

 edit you had doubled up on the squadTypeEntityDef:0 line, delete the first, and are missing the squadTypeEntityDef:2 while having the squadTypeEntityDef:3 line, but after these changes it minidumps upon deployment.

harpo

 

Reply #25 Top

It was the original TEC combat turret. I just modified it. Extremely.