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November 25th, 2002, 03:27 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by DavidG:
Anyone like to help me with this:
One thing I've added to my new Version is an ability to filter out abilities that do not apply. So when you are viewing a component you will only be able to select abilities that will work on a component. You will be able to toggle this filtering on and off since I know occasionally modders knowingly add abilites that don't work for good reasons. I added this feature by editing the abilites.txt file and adding a "type :=" line with 3 options: Component, Facility, or System. (for Vehicles I assume if if works on a component it works on a vehicle) I was hoping someone with some modding experience could look at the new file and tell me If I've got anything wrong.
AbilitiesNew.txt
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Ok, you say this can be toggled on and off, but I don't see how to do it. I know of one mistake. There are probably others. code:
Type := Component
Phased Shield Generation
Value1 = Amount of phased shields generated.
Value2 =
This ability can be used for facilities as well as components.
I seem to recall at one point finding out that there were abilities in the game that are not listed anywhere in the abilities file. I can't confirm that at the moment, perhaps someone else can help with that. Maybe cross checking the components and facilities files with the abilities file will turn something up. If there are some then you are going to want to either add them to your modified ability file, or allow manual entry and not just selecting from the drop down list.
Geoschmo
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November 26th, 2002, 01:06 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by geoschmo:
Ok, you say this can be toggled on and off, but I don't see how to do it. I know of one mistake.
Geoschmo
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Under the file menu you will see 'Filter Abilities list" It can be checked on and off there. I'm sure there are a few mistakes in that list scince I really have spent much time modding myself.
The only ability I know of that is not in the Abilities.txt is 'Launch Drones' This item is added to the list. I wrote a little prgram that scanned the abilities mention in components.txt and 'launch drones' was the only one not found also in abilities.txt. I really should check the facility and other files too.
Thanks for looking it over.
Edit: I noticed another one wrong: Component Repair. I also noticed that that the ability gets listed wrong if it is not correct in the new abilities file. ie when clicking Ship Yard facility the 'component repair' ability is not in the list so shows up as 'change bad event chance' even though it is ok in the txt file.
I suggest anyone useing ver 1.6 leave the 'Filter Abilities list' unchecked untill I perfect it a bit more.
[ November 25, 2002, 23:19: Message edited by: DavidG ]
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November 26th, 2002, 04:20 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
So I wrote a little program that compared my modified AbilitiesNew.txt file to the components, facilities, vehicles and systemtypes files. The only ability missing was Launch Drones (which my program adds anyway). A couple errors in the file include: Cargo Storage and Component Repair should be Component and Facility items and Stop Open Warp Point and Close Open Warp Point were omited and should be for facilites.
I tested the new file with Stock, P&N and Proportions. Things seemed OK with stock and P&N files with the exeption that SJ uses the Star - Unstable ability to add notes. Proprotions did not fair so well. There seem to be a lot of abilites added to facilities that seem a bit strange to me. (ie like Boarding Attack for a Research Center. There may be a reason for these I dont know about. Anyway here is the updated file
AbilitiesNew.txt
Edit: here is the explaination for the unusual abilites in Proportions: Proportions question re: abilities
[ November 26, 2002, 11:53: Message edited by: DavidG ]
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November 26th, 2002, 05:32 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Just checking...do you make allowances for abilities which have more than one use? I.e., the component repair for components and facilities? Or do you need to turn filtering off for that?
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November 26th, 2002, 01:43 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Krsqk:
Just checking...do you make allowances for abilities which have more than one use? I.e., the component repair for components and facilities? Or do you need to turn filtering off for that?
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Yea. I added lines to the txt file that say for example "Type := Component, Facility". Values can be Component, Facility, or System. For vehicles I assumed that if it works on a Component it works on a Vehcile.
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December 13th, 2002, 11:24 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
DavidG,
What does the "Use new sounds" actually do? Weapons components spedify a sound file, so by selecting "Use new sounds" is it going to a different directory?
I really like the program, I tend to make all the changes with vi, but the total cumulative cost and the leads to list really help when trying to get an overview or balance things.
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December 14th, 2002, 12:35 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Dan C.:
DavidG,
What does the "Use new sounds" actually do? Weapons components spedify a sound file, so by selecting "Use new sounds" is it going to a different directory?
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Yup that is it exactly. If you look in the SE4 sounds directory you'll see another folder called 'New' with a similarly named set of wave files. Somewhere in the game there is a setting that lets you use the new sounds. No matter which you use the components.txt file will be the same.
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