Solar and Wormhole Phase Disruption.

Has anyone tried this, and or do you know the code for,

adding the type of phase disruption that the structures have

to stars and wormholes?

 

When you just cut and paste the structures ability it crashes the game.

I want to make it so it effects the whole grav well, no rings.

Ideas? Thanks.

127,928 views 64 replies
Reply #1 Top

Sorry, I don't know the answer to that. (you wanted a bump, right? This should do it)

Reply #2 Top

If you want help, you should probably put this in the forum for the game you're wanting to mod.  (I'm goign to guess Sins...?)

Reply #3 Top

I did put this in the Sins mod forum

 

edit: right?

Reply #5 Top

Just taking a quick look at the files (don't have the ability to actually test it myself at the moment); under your mod folder, GameInfo/PlanetWormhole.entity, and each of the STAR_<Color>.entity files have a section for abilities.

 

I would take the Gravity Warhead ability, copy that and rename it to something like "AbilitySolarPhaseDestabilization", and open the new ability file up in notepad. From there I would make buffType set to "BuffSolarPhaseDestabilizationSpawn" (I'll get to that in a second), change the value for "numOwnerships" to 2, add the line "ownership "Friendly"" below that, set the range to around 30000 (random guess at gravity well radius, you might want to change that later to suit your needs), set speed to 30000, make HasWeaponEffects set to False, remove the lines between "HasWeaponEffects" and "NeedsToFaceTarget", set "aiusetime" and "aiusetargetcondition" to "Invalid", set the two lines below them to False, set "ignoreNonCombatShipsForAutoCastTarget" to false, make "isPassive" True, remove the for lines below that, set the cooldown times to 5s.

From there I would make copies of BuffGravityWarheadSpawn.entity and BuffGravityWarheadAction.entity and rename those to BuffSolarPhaseDestabilizationSpawn.entity and BuffSolarPhaseDestabilizationAction.entity repsecitvely. In BuffSolarPhaseDestabilizationSpawn I would change buffType there to "BuffSolarPhaseDestabilizationAction", change "numOwnerships" to 2 again, add the line "ownership "Friendly"" below it, again, and set the range to 0. I might remove the stuff in the quotation marks for smallEffectName, largeEffectName, and SoundID, but the last time I messed with that, I'm pretty sure I made the game unstable... Anyway, in BuffSolarPhaseDestabilizationAction.entity, I would set numEntityModifiers to 0, remove  both "entityModifier" lines and the 5 lines below each, and possibly remove the stuff in quotations for smallEffectName and largeEffectName, but like I stated earlier, I think it made the game unstable.

From there I would open up the .entity files for each star color and PlanetWormhole and in one of the Ability<number> lines for each file add in "AbilitySolarPhaseDestabilization"

 

That should make it so all ships that phase jump to a wormhole or star get their phase drives disabled and make them unable to phase jump back out, which I am assuming is what you wanted. Hope I didn't miss anything there... >_>

There might be a better method of doing that, as the method I described would probably cause a fair bit fps issues on larger maps, but it's what I can think up right now. Also, my first post! :3

 

*Edited a few mistakes in there

Reply #6 Top

wot if i'd even get 1 thing what ixidor was saying i;d make my own mod >.>  guess i aint that smart.. yet :(

anyway you learn modding, or do friend-groups share this superpower.. thing..

Reply #7 Top

After sleeping on it, I thought up a better way of doing this, same as my above post but instead of setting buffType in AbilitySolarPhaseDestabilization to "BuffSolarPhaseDestabilizationSpawn", just set it to "BuffSolarPhaseDestabilizationAction" and just delete BuffSolarPhaseDestabilizationSpawn. Also, change finishConditionType to "OutOfRange" and remove the four lines below that. This makes it so less buffs have to be dealt with and makes the buff not have to be renewed all the time.

Scary thing is, I've just started playing with modding Sins as of last frieday, funny what a free weekend and no internet access will do...

Reply #8 Top

OK I figured out the easiest way, I believe:

ability:0 "AbilitySolarRegeneration"
ability:1 "AbilityHyperspaceDisruption"
ability:2 ""
ability:3 ""

Is what is placed in the Star entity file... then create "AbilityHyperspaceDisruption.entity":

 

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffHyperspaceDisruptionSpawner"
effectInfo
    effectAttachInfo
        attachType "Invalid"
    smallEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Invalid"
aiUseTargetCondition "Invalid"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
isPassive TRUE
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_HYPERSPACEDISRUPTION_NAME"
descStringID "IDS_ABILITY_HYPERSPACEDISRUPTION_DESCRIPTION"
hudIcon "HUDICON_ABILITY_HYPERSPACEDISRUPTION"
smallHudIcon "HUDICON_ABILITY_HYPERSPACEDISRUPTION"
infoCardIcon ""

 

then create "BuffHyperspaceDisruption.entity":

TXT
entityType "Buff"
onReapplyDuplicateType "KeepOldBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 1
entityModifier
    buffEntityModifierType "HyperspaceChargeUpRate"
    value
        Level:0 -10.0000000
        Level:1 0.000000
        Level:2 0.000000
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "EnterHyperspace"

 

This will set it so anything you give this property to will cover the whole grav. well and not just a "range".

I have also given it to my Wormholes and Phase Inhibitors and they work fine.

 

thanks all

 

Reply #9 Top

does that mean soon as you jump in you warp?

Reply #10 Top

No.

You know how the Jump Inhibitor structures have a radius?

This eliminates them and makes it a "buff" that as soon as ships enter is placed on the entire grav well instead of only being in the radius. Thus, it is effective for things like stars and wormholes that cannot have a radius applied to them, as far as I know. Which is exactly what I intended.

Reply #11 Top

So you're trying to make it take longer to jump out of gravity wells like stars and wormholes?

 

Could you apply this to a planet?  It would be cool to have an artifact or attribute you can discover on the planet that is a natural Jump Inhibitor.

Reply #12 Top

Maybe, you would probably put it into one of these two slots...

possibleRandomPlanetBonusesCount 7
bonus "PlanetBonusHugeGlaciers"
bonus "PlanetBonusSurplusFoodstuffs"
bonus "PlanetBonusMedicinalPlants"
bonus "PlanetBonusLowGravity"
bonus "PlanetBonusHighGravity"
bonus "PlanetBonusSpiceTrade"
bonus "PlanetBonusStrictSecurity"
ambienceSoundID "EFFECT_PLANETAMBIENCE_LOOP"
renderAsVolcanic FALSE
ShieldMeshName "Shield_PlanetSmall"
moveAreaRadius 50000.000000
hyperspaceExitRadius 50000.000000
isWormhole FALSE
minShadow 0.000000
maxShadow 0.000000
ability:0 ""
ability:1 ""
ability:2 ""
ability:3 ""

In "Abilitiy" i think

 

But that would defeat the purpose of Phase Inhibitors, right?

Reply #13 Top

Well if it's and artifcat it would work against enemy ships, if it's a planet attribute, it would work against all ships. Similiar to expanding gravity wells by 30%, everyone is affected.

 

(I don't know if the mod would actually do that or not, just saying how i'd want it to work)

Reply #14 Top

OK this works and it doesn't.

 

It will show in the Sun, Wormhole, etc... that there is a 1000% charge up rate,

But it won't apply it.

 

Ideas?

Reply #15 Top

could this be it?

 

buffInstantActionType "ApplyBuffToSelf"

Reply #16 Top

yeah maybe... now what do I replace it with, lol?

Reply #17 Top

Is there something like...

 

"ApplyBuffToAll"

?

Reply #19 Top

good call.

Reply #20 Top

will try guys, busy time at work though

Reply #21 Top

Maybe this picture could help explain a little better:

Reply #22 Top

Quoting ixidor, reply 18
Try "ApplyBuffToTargetsInRadiusWithTravel", looks like it might work, pulled it from this list here: https://forums.sinsofasolarempire.com/306405

Might have to tinker with the target settings though, so it affects "Friendly" and "enemy" things.

 

Ok, tried that and a couple other ideas in that post, and nothing gets the desired effect.

(See pic above)

 

Anyone know anyone that might be able to help?

Reply #23 Top

Well, ApplyBuffToTargetsInRadiusWithTravel might not have worked because there is no "range" for it to look in... Try tossing a range in and see if that works.

Reply #24 Top

I also tried this:

 

TXT
entityType "Buff"
onReapplyDuplicateType "KeepOldBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 1
periodicAction
    actionCountType "Infinite"
    actionIntervalTime
        Level:0 2.500000
        Level:1 0.000000
        Level:2 0.000000
    buffInstantActionType "ApplyBuffToTarget"
    instantActionTriggerType "AlwaysPerform"
    buffType "BuffHyperspaceDisruptionTarget"
    targetFilter
        numOwnerships 1
        ownership "Enemy"
        numObjects 2
        object "CapitalShip"
        object "Frigate"
        numConstraints 1
        constraint "CanBeJumpBlocked"
    maxTargetCount
        Level:0 -1.000000
        Level:1 -1.000000
        Level:2 -1.000000
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        largeEffectName ""
        soundID ""
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "OwnerChanged"

 

to no avail

Reply #25 Top

bump

 

was this ever solved?