|
|
|
|
|
March 27th, 2001, 02:21 AM
|
|
Sergeant
|
|
Join Date: Feb 2001
Location: Utah
Posts: 221
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Weapons Modding
Can I make a weapon that destroys only certain components? I would like to know because some of my ideas hinge on the idea that I can mod the weapons to just destroy a certain component.
I was also wondering if you can make a component that generates a limited amount of supplies no matter if it is in a system without a star? I personally think limitless fuel is unrealistic
|
March 27th, 2001, 02:36 AM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapons Modding
quote: Originally posted by Baal:
Can I make a weapon that destroys only certain components? I would like to know because some of my ideas hinge on the idea that I can mod the weapons to just destroy a certain component.
I was also wondering if you can make a component that generates a limited amount of supplies no matter if it is in a system without a star? I personally think limitless fuel is unrealistic
1 - only if you are trying to destroy an engine, weapon, or shield generator.
2 - not sure, but there is an ability in the abilites.txt called Supply Generation that would probably do it. there is also a 'resupply pod' ability that is seperate from emergency supply. both of those are seperate from the solar supply and the unlimited supply thingies.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|
March 27th, 2001, 02:39 AM
|
Sergeant
|
|
Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapons Modding
There are the target disciptions at the top of the component text file.
Only certain things are targetable at this point. This includes ships and planets.
It includes the abilities to skip armour and shields etc.
|
March 27th, 2001, 02:44 AM
|
|
Captain
|
|
Join Date: Jan 2001
Location: Texas
Posts: 830
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapons Modding
I'm still a novice modder. But I think I've picked up a general rule from the experts: Take a look at the file se4\data\components.txt. If you see a weapon in there that has an ability like 'Destroy weapon' and a value of 'Missile Weapon'. Then, you *might* be able to modify the file to add a component that destroys some other type of weapon. But if you cannot find that ability in the components.txt or the abilities.txt file, then the game probably doesn't support it.
The best fit for what you are asking is the Tachyon Projection Cannon. It has a line that says:
Weapon Damage Type := Only Weapons
But it doesn't have anything in there about specifict weapons. So, I'm guessing that you can't make a weapon that only destroys certain weapons.
The same principle applies to your great idea for a component that produces limited supplies each turn. If there was already a component in the file that generates, for example, 50 supplies per turn, then you could modify the file to make it produce 150. But I don't see anything in the file that produces supplies except the components that require a star.
|
March 27th, 2001, 03:08 AM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Weapons Modding
Raynor is right on here. The key to adding a component in the text file is the "Ability # Type" line for each component. All of the ability types are hard coded into the .exe file. We cannot make up new ones.
For example the ability that makes the solar collector do its thing is
"Ability 1 Type := Solar Supply Generation"
And as you can probably guess from the name of the ability it is designed to only work in systems with stars present. You can add a component with this ability, but its going to work just like a solar collector.
What you want is an excellent idea. And very realisitc too. With it you could design a "Ram Scoop" component that would generate a small amount of supply every turn regardless of the system.
Unfortunatly it cannot be done with out modding the .exe file to add a new ability type. That would require a change by Aaron.
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
March 27th, 2001, 03:18 AM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Weapons Modding
HOLD THE PHONE!
I just took a look at the abilities.txt file. For those of you unfamilier with it, this is an neat little file that Aaron proivdes just as a reference to people wanting to do mods. Nothing in the abilities.txt file actually does anything, its just a list of abilities that components and facilities can use.
Any way, there is an ability called "Supply Generation". This is different that the "Solar Supply Generation" and "Quantum Reactor" that are being used by components now.
If this ability does what it sounds like, it may be possible to use in a component like Baal was asking about.
It is possible that this is in the abilities.txt file and not actually a working ability. We will have to try it in something and see if it actually works. I looked through the components.txt file and nothing is currently using it.
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
March 27th, 2001, 03:32 AM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapons Modding
The ability file lists all abilities in the game but some only work with facilities and some only with components. I think the supply generation ability is for the resupply depot facility but it may work with a component. If it says planet or sector in the ability name it won't work on a component. If it doesn't then it MAY work on a component and vice versa.
Nothing prohibits you from add or mixing abilities as long as the abilities are for the correct items, for example I tried to create a facility that had a cloaking ability to see if I could hide planets but it did not work as cloaking is for components.
[This message has been edited by Marty Ward (edited 27 March 2001).]
|
March 27th, 2001, 03:40 AM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Weapons Modding
You are correct Marty. I just tried it and the Supply generation is for facilities only, although it doesn't say anything about that in the description.
Bummer too, cause I found a really cool pic for the Ram Scoop too.
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
March 27th, 2001, 03:42 AM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Weapons Modding
geo,
Makes you wonder what the palace ability was to be for eh?
|
March 27th, 2001, 03:45 AM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Weapons Modding
I think Aaron just puts some of those things in there to play with our heads. lol
I'll bet he and richard have a pool going to see how long till they get an email...
"Aaron, I added a facility with the palace ability, and I was wondering..."
geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|