Rebellion: Pirate SB won't auto attack

I made a mod where the pirates have their OWN SB's (their own sb entity), not the Tech SB's. It won't auto attack. Ideas?

EDIT: Details

The SB will attack on an order, but it will stop after 1 burst, I think. I made the SB by copying the Tech's sb entity, renamed to StarbasePirate, added it to manifest, added it to galaxyscenariodef, made it so that all of the weapons are allowed to fire without upgrades, made a constructer for the pirates for the sb, made a research topic, and STILL nothing works.

8,549 views 18 replies
Reply #1 Top

No ideas?

Reply #2 Top

That tells us almost nothing. How did you make the starbase? Does it attack when you manually order it? etc.

Reply #3 Top

Quoting GoaFan77, reply 2
That tells us almost nothing. How did you make the starbase? Does it attack when you manually order it? etc.
End of GoaFan77's quote

Ok, you need more details.

The SB will attack on an order, but it will stop after 1 burst, I think. I made the SB by copying the Tech's sb entity, renamed to StarbasePirate, added it to manifest, added it to galaxyscenariodef, made it so that all of the weapons are allowed to fire without upgrades, made a constructer for the pirates for the sb, made a research topic, and STILL nothing works. Do you want me to make a dl link?

Reply #4 Top

How's about you throw the entity file on pastebin?

Reply #5 Top

Did you add the starbase to the pirate player.entity file?

Reply #6 Top

Quoting Lavo_2, reply 4
How's about you throw the entity file on pastebin?
End of Lavo_2's quote

http://pastebin.com/qTEVAd4V

Quoting GoaFan77, reply 5
Did you add the starbase to the pirate player.entity file?
End of GoaFan77's quote

Yes.

Reply #7 Top

Try changing m_weaponIndexForRange from 2 to 0. Might fix it.

Reply #8 Top

Quoting Lavo_2, reply 7
Try changing m_weaponIndexForRange from 2 to 0. Might fix it.
End of Lavo_2's quote

That didn't work at all.

Reply #9 Top

Perhaps I'm blind but I don't see anything "wrong" with the file.

Reply #10 Top

you start with 5 targets per bank... try 3.

 

Reply #11 Top

also, please post this in the rebellion section so moderators can either help you or smack you.

Reply #12 Top

creationSourceAbility "AbilityDeployStarBaseTech"

We've had problems with this line before. You may need to make a new constructor and construction ability too, then change this line accordingly. Its the first time you could place starbases without constructors so I wouldn't be surprised if it causes some problems.

Quoting SemazRalan, reply 11
also, please post this in the rebellion section so moderators can either help you or smack you.
End of SemazRalan's quote

Last I checked the devs haven't answered any of your questions either. ;) This is the best place to put it, the devs have one month left to launch a game and even in the best of times they never helped out a newb at modding. We're the only help he's going to get, and if we don't figure it out all that's left is that painful trial and error you seem to want to avoid at all costs.

Reply #13 Top

Quoting GoaFan77, reply 12
creationSourceAbility "AbilityDeployStarBaseTech"

We've had problems with this line before. You may need to make a new constructor and construction ability too, then change this line accordingly. Its the first time you could place starbases without constructors so I wouldn't be surprised if it causes some problems.

Quoting SemazRalan, reply 11also, please post this in the rebellion section so moderators can either help you or smack you.

Last I checked the devs haven't answered any of your questions either. This is the best place to put it, the devs have one month left to launch a game and even in the best of times they never helped out a newb at modding. We're the only help he's going to get, and if we don't figure it out all that's left is that painful trial and error you seem to want to avoid at all costs.
End of GoaFan77's quote

I think this is it.

 

*SMACK in the FACE*

I did make a constructor and a research topic, too! This might be the line I'm looking for! Thanks...

Reply #14 Top

And...

It didn't...

I'll put a dl link so you can figure it out.

Reply #15 Top

are you creating the starbase using a DistantStars type of npc starbase deployer or -in rebellion- just adding your starbase to the galaxyscenariodef file and putting it in the piratebase?

You might want to make some custom starbase upgrade items.  This one is Entrenchment (not sure if different from Rebellion) and gives NPC Corpo StarBase block colonize.  The moment the starbase is built, the upgrade is there.  You can do the below for Toughness, Trade, and Hangar.  You can give the starbase abilities like flakburst, telekineticpush, powersurge, repair cloud... or even make the starbase mobile (see end).

TXT
entityType "StarBaseUpgrade"
stageCount 1
stage
    price
        credits 0.000000
        metal 0.000000
        crystal 0.000000
    upgradeTime 0.000000
    nameStringID "IDS_STARBASEUPGRADETECHBLOCKCOLONIZE_NAME"
    descStringID "IDS_STARBASEUPGRADETECHBLOCKCOLONIZE_DESC"
    researchPrerequisites
        NumResearchPrerequisites 0
    hudIcon "HUDIconStarBaseUpgradeTechBlockColonize0"
    smallHudIcon "HUDIconStarBaseUpgradeTechBlockColonize0"
    infoCardIcon ""
    upgradePropertyCount 2
    upgradeProperty
        propertyType "MaxAntiMatterPoints"
        value 1000.000000
    upgradeProperty
        propertyType "AntiMatterRestoreRate"
        value 5.000000
    upgradeBoolPropertyCount 2
    upgradeBoolProperty "CanPreventEnemyColonize"
    upgradeBoolProperty "CanPreventPlanetLossByBombing"

 

Mobile Starbase

rotateFacingType "None"
rotateConstantly FALSE
maxAccelerationLinear 40.000000
maxAccelerationStrafe 4.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 0.500000
maxDecelerationAngular 9.999996
maxSpeedLinear 275.000000
maxRollRate 1.000000
maxRollAngle 15.000000

Reply #16 Top

I think I know the problem.

Now, whenever I select an enemy frigate with the sb, it says out of range. I have the range far enough.

Quoting SemazRalan, reply 15
are you creating the starbase using a DistantStars type of npc starbase deployer or -in rebellion- just adding your starbase to the galaxyscenariodef file and putting it in the piratebase?

You might want to make some custom starbase upgrade items.  This one is Entrenchment (not sure if different from Rebellion) and gives NPC Corpo StarBase block colonize.  The moment the starbase is built, the upgrade is there.  You can do the below for Toughness, Trade, and Hangar.  You can give the starbase abilities like flakburst, telekineticpush, powersurge, repair cloud... or even make the starbase mobile (see end).

TXT
entityType "StarBaseUpgrade"
stageCount 1
stage
    price
        credits 0.000000
        metal 0.000000
        crystal 0.000000
    upgradeTime 0.000000
    nameStringID "IDS_STARBASEUPGRADETECHBLOCKCOLONIZE_NAME"
    descStringID "IDS_STARBASEUPGRADETECHBLOCKCOLONIZE_DESC"
    researchPrerequisites
        NumResearchPrerequisites 0
    hudIcon "HUDIconStarBaseUpgradeTechBlockColonize0"
    smallHudIcon "HUDIconStarBaseUpgradeTechBlockColonize0"
    infoCardIcon ""
    upgradePropertyCount 2
    upgradeProperty
        propertyType "MaxAntiMatterPoints"
        value 1000.000000
    upgradeProperty
        propertyType "AntiMatterRestoreRate"
        value 5.000000
    upgradeBoolPropertyCount 2
    upgradeBoolProperty "CanPreventEnemyColonize"
    upgradeBoolProperty "CanPreventPlanetLossByBombing"

 

Mobile Starbase

rotateFacingType "None"
rotateConstantly FALSE
maxAccelerationLinear 40.000000
maxAccelerationStrafe 4.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 0.500000
maxDecelerationAngular 9.999996
maxSpeedLinear 275.000000
maxRollRate 1.000000
maxRollAngle 15.000000
End of SemazRalan's quote

I'll look into that, and I'm spawning the structure using the galaxyscenariodef thing.

Reply #17 Top

nr2001, an illogical question, but what is the attack range setting for the entity involved ie none,local,entire gw?

harpo

Reply #18 Top

Entire grav well, I think.