Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
|
Is it possible to increase the level of general ability?
Like making barrage 4 levels from 3?
|
|
|
|
Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
|
It'd require a new OCL. Code:
ObjectCreationList SUPERWEAPON_ArtilleryBarrage4
... blah blah blah OCL things ...
End
A new science. Code:
Science SCIENCE_ArtilleryBarrage4
... science things ...
End
A new button. And tinkering with the Command Center. Edited by user Monday, June 27, 2016 10:57:02 AM(UTC)
| Reason: Not specified |
|
1 user thanked Zatsupachi for this useful post.
|
|
|
Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
|
Originally Posted by: Zatsupachi It'd require a new OCL. Code:
ObjectCreationList SUPERWEAPON_ArtilleryBarrage4
... blah blah blah OCL things ...
End
A new science. Code:
Science SCIENCE_ArtilleryBarrage4
... science things ...
End
A new button. And tinkering with the Command Center. OCL Code:
ObjectCreationList SUPERWEAPON_ArtilleryBarrage4
DeliverPayload
Transport = ChinaArtilleryCannon
FormationSize = 96
FormationSpacing = 1.0
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1 ;max attempts
DeliveryDistance = 250 ;distance from target allowed to start/stop dropping.
WeaponErrorRadius = 100 ; how bad the artillerist is
DelayDeliveryMax = 3000 ; his delayed reaction to "Fire!"
VisibleItemsDroppedPerInterval = 1 ;Drops two bombs at a time
VisibleDropBoneBaseName = RootTransform ;The bombs are created and dropped at this bone base
VisibleSubObjectBaseName = Bomb ;The bombs are visible until dropped.
VisibleNumBones = 1 ;Number of bones.
VisiblePayloadTemplateName = ChinaArtilleryBarrageShell ;Created when payload is dropped.
VisiblePayloadWeaponTemplate = ArtilleryBarrageDamageWeapon
InheritTransportVelocity = Yes ;The bombs will start at transport velocity.
ExitPitchRate = 30 ;The bomb will pitch down.
SelfDestructObject = Yes ; so the delivery vehicle goes away 'POP!'
DeliveryDecalRadius = 125
DeliveryDecal
Texture = SCCArtilleryBarrage_China
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:156 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End
Science Code:
Science SCIENCE_ArtilleryBarrage4
PrerequisiteSciences = SCIENCE_ArtilleryBarrage3 SCIENCE_Rank5
SciencePurchasePointCost = 3
IsGrantable = Yes
DisplayName = SCIENCE:ChinaArtilleryBarrage3
Description = CONTROLBAR:ToolTipChinaScienceArtilleryBarrage
End
button Code:
CommandButton Command_PurchaseScienceArtilleryBarrage4
Command = PURCHASE_SCIENCE
Science = SCIENCE_ArtilleryBarrage4
ButtonImage = SSBarrage3
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
commandset Code:
CommandSet SCIENCE_CHINA_CommandSetRank8
1 = Command_PurchaseScienceEMPPulse
2 = Command_PurchaseScienceArtilleryBarrage4
END
Anything I missed? Edited by user Monday, June 27, 2016 6:32:41 PM(UTC)
| Reason: remove highlight
|
|
|
|
Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
|
You have to find these lines on the China Command Center. Code:
Behavior = OCLSpecialPower ModuleTag_17
SpecialPowerTemplate = SuperweaponArtilleryBarrage
UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
OCL = SUPERWEAPON_ArtilleryBarrage1
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End
and another UpgradeOCL with the appropriate entries. ORDER MATTERS, put it before Artillery Barrage 3. AND to complete with buttons find this button and its FromShortcut counterpart Code:
CommandButton Command_ArtilleryBarrage
Command = SPECIAL_POWER
SpecialPower = SuperweaponArtilleryBarrage
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more
TextLabel = CONTROLBAR:ArtilleryBarrage
ButtonImage = SSBarrage
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage
RadiusCursorType = ARTILLERYBARRAGE
InvalidCursorName = GenericInvalid
End
just put the 4th level after the 3rd with spaces to separate them of course. ...and test! |
|
1 user thanked Zatsupachi for this useful post.
|
|
|
Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
|
Originally Posted by: Zatsupachi You have to find these lines on the China Command Center. Code:
Behavior = OCLSpecialPower ModuleTag_17
SpecialPowerTemplate = SuperweaponArtilleryBarrage
UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
OCL = SUPERWEAPON_ArtilleryBarrage1
CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
End
and another UpgradeOCL with the appropriate entries. ORDER MATTERS, put it before Artillery Barrage 3. AND to complete with buttons find this button and its FromShortcut counterpart Code:
CommandButton Command_ArtilleryBarrage
Command = SPECIAL_POWER
SpecialPower = SuperweaponArtilleryBarrage
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more
TextLabel = CONTROLBAR:ArtilleryBarrage
ButtonImage = SSBarrage
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage
RadiusCursorType = ARTILLERYBARRAGE
InvalidCursorName = GenericInvalid
End
just put the 4th level after the 3rd with spaces to separate them of course. ...and test! wait now it says science ini is missing... caught by WB ASSERTION FAILURE: Science name SCIENCE_ArtilleryBarrage3 not known! (Did you define it in Science.ini?) That was caused by putting level 4 at the top - I do that for easy tracking. Apparently this is not acceptable for science ini file, it has to be in order. Edited by user Tuesday, June 28, 2016 10:11:48 AM(UTC)
| Reason: Not specified
|
|
|
|
Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
|
Huh.
I think that's caused because of how sciences are all declared at once during game start.
If you try putting ANY SCIENCE above Science_America/Science_China/Science_GLA that requires those sciences, the game crashes. However if you the science you put does NOT have any required sciences then it's totally fine.
I've experienced this because of my mod's Tech Tree. I put the Tech Trees below the Default Intrinsic Sciences but above all other sciences since my mod has 3 whole sets of Sciences for the new factions. |
|
|
|
|
Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
|
yea thats what I did, putting it right on top. Thats how I track my modded units,weapons,buildings, etc. Newest entry at top of the file.
Science ini is the exception apparently....
|
|
|
|
General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
|
I always put things at the bottom. Even though it shouldn't matter it's always safest like that. Also if you have something twice it will either take the second one or the game will glitch and break so bottom is best for that (50/50 break or work instead of 33/33/33 break do nothing or work) too. But only in the same file
|
|
|
|
|
Major Joined: 9/5/2014(UTC) Posts: 144 Location: KL Thanks: 14 times Was thanked: 15 time(s) in 13 post(s)
|
Well I make sure to give my modded things a different name, even if its just adding "2" at the end.
|
|
|
|
General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
|
Even so, putting things at the end just makes sense. You are adding to the game after all so it really should be at the bottom. |
|
|
|
|
Users browsing this topic |
Guest
|
Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.