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
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.
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.
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.
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"
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)
This is what he is talking about
Ah, I see. Ignore my last post then.
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?
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
...
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".
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.
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.
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!
Damn, look at that wall of text. Tell me how to minimize it, and I will.
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.
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)
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?
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
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.
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?
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
It was the original TEC combat turret. I just modified it. Extremely.
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