Closer to Halo

When i got the game i imediatly realized that this was similar to Halo.  therefor i wanted to mod it to be closer to it.  the first thing i did was remove tec shields and lasers from the capitol ships.  after that i gave all tec cap ships missles.  the advent now have better base weapons, stronger beams and plasma.  im still working and need advice and help.   i posted my starting work on the downloads section. there are no pics yet since im a noob and dont know how to make screenshots. i just  posted it this morning so it wont be up immediatly

148,048 views 84 replies
Reply #2 Top
well i havent made much progress and i havent posted anything yet but i guess i could.
Reply #3 Top
Dinoff, to take a screenshot you need to just press the PrtScn button on your keyboard. If it is an American keyboard it is just to the right of F12. However, it outputs screenies in bitmap (.bmp) format which a lot of sites don't like being uploaded (they prefer .jpg). Just thought I'd help out here. Oh and what about the Vasari? There wasn't anything like them in Halo.
Reply #4 Top
i have not touched visari i dont use them at all. i like some of their abilities but thats it. if i can i want to use some of their tech tree for the advent. i hope nobody cares and i gave credit where it was due, but i stole the direct phase jump mod and added it to mine. to put emphesis on keeping worlds hidden from enemies. the advent also have a faster phase jump speed and startup to let them chase retreating ships. and i check this post frequently to give a swift reply.
Reply #6 Top
i know. all they do on that post is argue. its stuck between fan fiction and halo buffs and i dont feel like listening to them. im not looking at total conversions yet im just looking at making it closer to halo. while i wait for them to finish.

can anyone tell me what this is i found it in a player entity file under hyperspace data.
shieldData

shieldAbsorbGrowthPerDamage 0.001

shieldAbsorbDecayRate 0.0125

shieldAbsorbBaseMin 0.15

shieldColor ff0EADFF
Reply #7 Top
i know. all they do on that post is argue. its stuck between fan fiction and halo buffs and i dont feel like listening to them. im not looking at total conversions yet im just looking at making it closer to halo. while i wait for them to finish.can anyone tell me what this is i found it in a player entity file under hyperspace data.shieldDatashieldAbsorbGrowthPerDamage 0.001shieldAbsorbDecayRate 0.0125shieldAbsorbBaseMin 0.15shieldColor ff0EADFF


I know I don't listen to them much either  ;p I need to talk to them about keeping that crap outta my post. Good luck though!
Reply #8 Top
i think i just died and went to heaven. i think that the original thought was briliant but to many nerds got on your post. either way ive been working on alot of balencing in my mod to make the 3 to one ratio between the advent and the humans. ive also taken the direct phase jump mod to help give a need to keep yourself hidden from the enemy.
Reply #9 Top
i think i just died and went to heaven. i think that the original thought was briliant but to many nerds got on your post. either way ive been working on alot of balencing in my mod to make the 3 to one ratio between the advent and the humans. ive also taken the direct phase jump mod to help give a need to keep yourself hidden from the enemy.


Nice work! That's what I pretty much incorporated into my mod as well. Now it's all model work and such and creating abilities. And yeah my post is what you get when you have a bunch of overexcited halo junkies waiting for a release (I mean that in the best way though, my fans).
Reply #10 Top
hahahahaa. well im just waiting for your work to come out so i can use it. is there a projected arrival date? how are you solving the shielding system? sorry about all the questions but im curious and i know what the shields should be like but i cant get it there. (shields go down after large damage and go back up shortly after)
Reply #11 Top
Lol. I was going to tell you to go to the first halo mod thing, but I must agree... even if I do argue sometimes...  ;p 
yeah, put up a link for this. I wanna try it
Reply #12 Top
its still being worked the shields are my greatest problem. i dont have it posted yet as it says it takes up to 5 days. im going to try a few things but i need to balence the shields first. any advice on how to do this badly needed. (shields need to stay down for a period of time before going online again.) all tec capitol ships now have working missles.
Reply #13 Top
I can help with the shields.


shieldAbsorbGrowthPerDamage 0.001

This is the increase in shield mitigation per point of damage. This currently is at .1% more mitigation per point of damage. So 10 damage causes 1 more percent in mitigation.

shieldAbsorbDecayRate 0.0125

This is how quickly mitigation decreases to the base value after the ship is done being shot at. This says that for every second after shield impacts stop, mitigation drops by 1.25%.

shieldAbsorbBaseMin 0.15

This is base shield mitigation. Currently it is at 15% mitigation.

Combine all these stats together and you get:
Ship has base mitigation of 15%. It take 20 points of shield damage to make it have 17% mitigation. Enemy fire stops, and 2 seconds later mitigation is back at 15%.

shieldColor ff0EADFF

This is the shield's color obviously. I don't know why it uses a hexadecimal coding for the color though.
Reply #14 Top
thanks for the layout. this will greatly aid my endevors. my next problem is making an ability targer itself and only itself. i will post the data below. this abilty will restore shields to full after a duration time. at the moment it doesnt target itself and i dont know if it works yet.

TXT
entityType "Ability"
buffInstantActionType "ApplyTargettedBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffShieldRestoreActivate"
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "OnlyInCombat"
aiUseTargetCondition "ShieldDamageExceedsAmount"
onlyAutoCastWhenTargetShieldDamageExceedsAmount
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 2.000000
isPassive FALSE
antiMatterCost
Level:0 90.000000
Level:1 0.000000
Level:2 0.000000
cooldownTime
Level:0 16.000000
Level:1 0.000000
Level:2 0.000000
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_SHIELDRESTORE_NAME"
descStringID "IDS_ABILITY_SHIELDRESTORE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_SHIELDRESTORE"
smallHudIcon "HUDICON_ABILITY_SHIELDRESTORE"
infoCardIcon ""


i will post the buffs if it is needed.
Reply #15 Top
here is the activation

TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
buffInstantActionType "PlayPersistantBeamEffect"
instantActionTriggerType "OnDelay"
delayTime 20.000000
hasWeaponEffects FALSE
instantAction
buffInstantActionType "ApplyBuffToTargetNoFilterNoRange"
instantActionTriggerType "OnDelay"
delayTime 20.000000
buffType "BuffShieldRestoreOnTarget"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 2.000000
Level:1 2.000000
Level:2 2.000000
Reply #16 Top
here is the targeting

TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
buffInstantActionType "PlayAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 20.000000
effectInfo
effectAttachInfo
attachType "Above"
smallEffectName "CapitalAbility_ShieldRestoreTargetActivate"
largeEffectName "CapitalAbility_ShieldRestoreTargetActivate"
soundID "EFFECT_ADAPTIVESHIELD"
instantAction
buffInstantActionType "RestoreShieldPoints"
instantActionTriggerType "OnDelay"
delayTime 0.000000
shields
Level:0 350.000000
Level:1 0.000000
Level:2 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 4.000000
Level:1 0.000000
Level:2 0.000000
+1 Loading…
Reply #17 Top
I'm sorry I'm not good with this but it seems to lack appropriate targeting data, namely what targets are allowed. You need to have the ability target the ship, not the ability. You need to set a condition so that when shields = 0, a timer starts and after a set time, the ability effect take place and shields are set to 25%. From my knowledge, the effect would have to autocast when shields = 0, then a delay counts down, then the shields are restored. Also, you need to do something with base shield regeneration so that it doesn't happen when shields = 0. Unfortunately, I think shields need to be up before a ship will open fire. I made a mod with a .1 second cooldown for TEC autocannons, expecting it to constantly fire. However, it would not fire with lowered shields. This may be hardcoded to allow the emergency shield mitigation when the hulls are taking damage. Or I just may suck at coding. Either way, I don't know of a way to let shields = 0 and still have ships fire at it.
Reply #18 Top
i have ships that fire with no shields all that time, i actually removed shields from tec ships. i really need someone to help on this im begging that if you know anyone who can help that you ask them.
Reply #19 Top
Okay well, On the first buff

buffInstantActionType "ApplyBuffToTargetNoFilterNoRange"

needs to change to

buffInstantActionType "ApplyBuffToSelf"

Im not sure if anything else needs to change for that to work, I guess you need to try it.
Reply #20 Top
Does that even work with the line

onlyAutoCastWhenDamageTakenExceedsPerc 2.000000

? That number means 200% I thought (in the game files its 0 or .5 so im guessing you changed it).
Reply #21 Top
o i didnt relize that that meant 200%. o well i changed it back to 0
Reply #22 Top
ok now it doesnt target other ships but it still doesnt will not cast the ability. shield points did not restore.
Reply #23 Top
what happens if you cast it yourself?
Reply #24 Top
onlyAutoCastWhenTargetShieldDamageExceedsAmount

This line I think sohuld have something after it, like:

onlyAutoCastWhenTargetShieldDamageExceedsAmount
Level:0 75.000000
Level:1 0.000000
Level:2 0.000000

Which is the way it appears in the game files.
Reply #25 Top
What is close to halo in this game? lol. If so then every sci-fi game is close to Halo ^_^