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Modding Question Please Help
I just have a simple question about Weapon Damage At Rng.
Do we have to have all the <font color="brown">0 </font> as in the example below <font color="blue"> Weapon Damage At Rng := 10 10 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </font> Or can I just have the damage listed without the <font color="brown">0 </font>? <font color="yellow"> Weapon Damage At Rng := 10 10 5 </font> |
Re: Modding Question Please Help
Also how do you make a race's technology captureable?
Name := Breen Cloaking Group := Breen Technology Description := Stealth technology which defeats EM Passive sensors. Maximum Level := 3 Level Cost := 10000 Start Level := 0 Raise Level := 0<font color="brown"> Racial Area := 3 </font> Unique Area := 0 Can Be Removed := False Number of Tech Req := 2 Tech Area Req 1 := Breen Technology Tech Level Req 1 := 1 Tech Area Req 2 := Physics Tech Level Req 2 := 2 Do I do it be changing the <font color="brown">3</font> above to a <font color="blue">0 </font>? |
Re: Modding Question Please Help
You may want to make a copy of the current "Breen Cloaking" with "Racial Area" set to zero, but have it require "Breen Technology"
Breen Technology would have the "Racial Area" set to 3. That way, only the Breen can develop the tech, but once they put it on ships, it can be stolen. Races who steal it still won't be able to research it. |
Re: Modding Question Please Help
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Re: Modding Question Please Help
Information on how to make racial/unique technologies capturable is contained in the Technologies chapter of SEIV Modding 101 Tutorial.
I am pretty sure that SE4 will not like you not including the 0s... A single 0 does _not_ mean that the rest is 0. Damage values such as (with extra 0s at the end...) this are perfectly legal: 10 0 0 0 10 0 0 10 10 10 0 0 0 0 0 0 0 0 ... |
Re: Modding Question Please Help
Thanks guys for the help. http://forum.shrapnelgames.com/images/smilies/happy.gif See what prompted me to ask is that I ran across several weapon components that did not have all the zero's behind them. Some only had as many as 17, yet that tech still was visable in the game AND worked just fine.
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Re: Modding Question Please Help
Ok I ran an experiment where as I removed the Zero's from the Phased Energy Cannon I. I started the mod and designed a new ship. The game loaded without error, the component was there and all that it listed the two ranges that it had. The rest were blank. So I do believe the extra ZERO's are not required.
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Re: Modding Question Please Help
What happens when you use the weapon in combat? Does it treat the null values as 0s, or does it crash and error out when you fire at, say, range 4 (any null value)? Blank values don't sound good at all...
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Re: Modding Question Please Help
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Re: Modding Question Please Help
Could the weapon fire at those ranges with blank values though? If it could, you definitely want to include all of those 0s.
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