NEW QUESTION: ADDING ABILITIES in entity.def folder (where it is located..how to do it)!!

I know Teal made a mini-mod in which he had mobile defenses...well Teal (or anyone else) if you could just tell me what I need to add to Missile platform in order to make it move it would be extremely appreciated!

The reason is (to clear the fact that I am IN NO WAY trying to copy your work), I have a battle fortress design for the Nephils (my very own variant of Star Bases)! With uber weapons, shields, exhorbitant cost. Nevertheless, I want it to move and since I'm using the PHASEMISSILEPLATFORM as base file, I would really appreciate if someone could tell me what I must do in order to give it mouvement!

 

Thank you!!!

 

Justin S.

34,639 views 41 replies
Reply #1 Top

You can't make a building move, 'tis impossible. The missile platform you should be looking at is the TEC Sova's missile turret deployable. Like Blair said in the other thread, it's basically just a frigate without engines:

maxAccelerationLinear 0.000000
maxAccelerationStrafe 0.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.000000
maxDecelerationAngular 9.999996
maxSpeedLinear -1.000000

(FrigateCombatTurret.entity)

This is the base file that you would need to use ;)

Reply #2 Top

How would he make it buildable as a defense building though so it takes up tactile slots?

Reply #3 Top

Thanks Annatar!

Good question Tkins, personnaly, if putting it under a building doesnt work, I'll just put it under cap ship slots!

Speaking of which, I'm having a new issue, I've created clones of an Ability (Deploy Siege Turret) in which I will change the ship created for another one of my creation...Point is building literraly a mobile ship factory!

I incorporated the skills unto my ship, but the game says entity.def not found! My question is:

In which file must I go in order for the game to recognize the 3 new abilities???

THANK YOU ALL!

 

Justin S.

Reply #4 Top

Quoting Tkins, reply 2
How would he make it buildable as a defense building though so it takes up tactile slots?

The two are mutually exclusive unfortunately. Anything that's constructed as a building can't be made to move. The only way to do it is a spawned "frigate" entity type as an ability.

I incorporated the skills unto my ship, but the game says entity.def not found! My question is:

In which file must I go in order for the game to recognize the 3 new abilities???

Entity def not found would mean the file name is incorrect. You have to use exact names, so if your ability is called AbilityDoSomethingCool.entity, when you add it to a ship it should be "AbilityDoSomethingCool". Can you paste the relevant lines of the file that's giving you the error?

Reply #5 Top

 Sure NP!

Entity Ref not found: AbilityDeploySiegeTurret(1)

Entity Ref not found: AbilityDeploySiegeTurret(2)

Entity Ref not found: AbilityDeploySiegeTurret(3)

 

BTW since I want the ships to be permanent..is their a way to permanently destroy their expiring rate! I tried just deleting the line (didnt give any errors...) but ship still marks them as dissapearing in 180 secs >:(

So close but yet so far!

Justin S.

Reply #6 Top

Odd. You do have an AbilityDeploySiegeTurret.entity file in your folder, yes? And which file are you trying to add it to?

 To remove the expiration, you'll need to open up the ability file and take out the expiry time:

expiryTime
 Level:0 180.000000
 Level:1 180.000000
 Level:2 180.000000

Setting it to -1 or 0 should make it infinite, I'm not sure which. -1 probably.

Reply #7 Top

The thing is..yes I do have AbilityDeploySiegePlatform!

But the files I gave you are copy-pasted! IE. I have 4 deploy siege platforms for now

the original one, same name + (1), same name + (2), same name + (3)! And I wanted to know which file to update (maybe string or player TEC entity) I really dont know..in order to tell the game to look for those 3 new abilities new!

They do appear on my ships, but no description, no image, no nothing, just a lit up box meaning theyre is something you can click there! Thats my problem :(!

Sorry for your time :(

 

Justin S.

Reply #8 Top

+ is their a way to extract the requirement of having to be on an enemy planet? 'cus its a pain for the factory only to work once it starts bombing an opposing planet :(

Thanks!

Reply #9 Top

Try renaming your files to something more appropriate, without the (#)s and update all the entities that call them, see if that fixes it.

targetFilter
 numOwnerships 1
 ownership "Enemy"
 numObjects 1
 object "Planet"
 numConstraints 0

Setting numOwnerships to 0 and deleting the next 3 lines should make it work everywhere. Be sure to keep numConstraints ;)

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Reply #10 Top

Well found way around it! Siege required planet...so I went for combat turret, did exactly what you did (set time to -1,etc...)! And I now have a mobile frigate factory!

For the multiple call-ups (IE copies of the skill..Illl do this right away!!)!

THANKS ANNATAR!!

Justin S.

Reply #11 Top

Nope even though I changed name and all...it doesnt find Entity Ref: AbilityDeployPhaseHeavy

I really think theirs a string file or something I need to update to include the new ability...just can't find it :(!

Or some other problem, that is too complex for me too handle :(!

DAMN!

 

Justin S.

Reply #12 Top

I have a question. You're creating your mobile factory as an ability? Why? Wouldn't it have been easier to make it a regular frigate and then give it 4 abilities to create other frigates? That way your mobile factory could be built from the frigate yard and all that good stuff.

I was confused for a while, because I thought you were practicing how to spawn entities from your mobile factory and that's what you used the turrets for, but if the turrets *are* your factory I think you did some needless extra work there :P

Reply #13 Top

Quoting ShadowMastiff2468, reply 11
Nope even though I changed name and all...it doesnt find Entity Ref: AbilityDeployPhaseHeavy

I really think theirs a string file or something I need to update to include the new ability...just can't find it !

What file is calling the ability?

Reply #14 Top

OK let's clear everything up so we are on the same lenght!

My mobile ship factory IS A SHIP! If fact it's a cap ship with this special purpose. It uses DeployCombatTurret in it's first slot (with entity file modified for it to indefinitely spawn a PhaseLight frigate). What I'm trying to do is create three new identical abilities but with a variant in each of them.

One will create PhaseHeavy, one PhaseCarrier and final one will create PhaseColony (well a variant, known as the protector, since Nephils cannot colonise).

So here lies the issue, I created multiple copies of AbilityDeployCombatTurret. And renamed them according to what I want them to spawn. So if I take my previous example and add it in this context, we get

1) AbilityDeployCombatTurret (original one for lightfrigate)

2) AbilityDeployPhaseHeavy

3) AbilityDeployPhaseCarrier

4) AbilityDeployPhaseColony!

 

Now I add them to my vessel, which causes no immediate game errors...but the moment I go over to cap ship factory to build the ship, I get error

Entity Ref: AbilityDeployPhaseHeavy, Carrier, Colony not found

So as for what file is calling the ability..well it's my cap ship I would say if I understand you correctly!

 

Justin S.

Reply #15 Top

So the first few lines of your capital ship entity file look like this?

TXT
entityType "CapitalShip"
ability:0 "AbilityDeployCombatTurret"
ability:1 "AbilityDeployPhaseHeavy"
ability:2 "AbilityDeployPhaseCarrier"
ability:3 "AbilityDeployPhaseColony"

When you renamed them, you kept the .entity extension right? AbilityDeployPhaseHeavy.entity, etc? I notice it's not giving you the error for CombatTurret, since it's the original file but it is giving you the error for the ones you renamed. Check to make sure they all have the .entity ;)

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Reply #16 Top

Extension has beenc hecked and found to be all exactly the same! I copy-pasted the files 3 times..so except for filename and type of frigate it spawns, the rest is 100% identical!

Damn I really hit something bad here :(

 

Justin S.

Reply #17 Top

Can you pack up your mod's gameinfo folder and upload it to rapidshare.com or something? I think I'll need to take a look myself, if you'd like me to.

Reply #19 Top

Okay, it will take me a few hours though, I can't do this at work :P

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Reply #20 Top

PM me if you find anything!!

Thanks sooo much!

 

Justin S.

Reply #21 Top

Quoting ShadowMastiff2468, reply 16
Extension has beenc hecked and found to be all exactly the same! I copy-pasted the files 3 times..so except for filename and type of frigate it spawns, the rest is 100% identical!

Damn I really hit something bad here

 

Justin S.

 

Okie,

                Just got back from school and saw your two posts. Okie, here is what we do.  :) 

  The Mobile Defense was really my first try at this, and i based it off the frigatepsiscout. I renamed it frigatepsiscout2 and then changed the mainviewicons, picture, name and description to those of the psibeamdefense. I changed the hudicon, smallhudicon,infocardicon and minzoom to the distances used in the beam defense.

 

mainViewIcon "MAINVIEWICON_PLANETMODULE_PSIORBITALBEAMDEFENSE"
picture "PLANETMODULEPICTURE_PSIORBITALBEAMDEFENSE"
NameStringID "IDS_PLANETMODULE_PSIORBITALBEAMDEFENSE2_NAME"
DescriptionStringID "IDS_PLANETMODULE_PSIORBITALBEAMDEFENSE2_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_NONCOMBAT"

 

I changed the mass from 2000 to 10000 to reflect the weight of the beam defense, and since there was no shieldmesh for the beam defense i left the line intact, but took out the value between the "" quotes. i added the meshname, this will actually call the image of the beam defense to use for the craft in game, the others up top are used for the icons to call the mobile defense. save and close. You can add abilities, but you have to be careful what you call.

 

ability:0 "AbilityDomination"
ability:1 "AbilityAdaptiveShield"
ability:2 "AbilityBoostMorale"
ability:3 "AbilityShieldRestore"

 

 

Some abilities have activate levels, like the ultimate abilities, they dont activate until 5th level. It will say minexperience and say 5.000000. If you change that to 0.000000 it will now not have that needed 5th level to call. I saved this as abilitywhatever2.entity, a copy so the original was unchanged. save and close.

Copy over a copy of the string folder. open string in notepad, open your changed scout file, and look for name and description at the top. Inside the string file, do a find, copy the name into the find window and find the scoutname line.

Copy it, both the string id and the value, at the end of that line press enter to make a blank line below it. paste your copy of that line there. now we have two entries for the same value, change the second one to scoutname2 and change the value string to say whatever you like.

 

StringInfo
    ID "IDS_PLANETMODULE_PSIORBITALBEAMDEFENSE2_NAME"
    Value "Planet MobileDefense"
StringInfo
    ID "IDS_PLANETMODULE_PSIORBITALBEAMDEFENSE2_DESCRIPTION"
    Value "A planetary mobile defense array of Beam Weapons that patrols and defends nearby structures and the planet from hostile capital ships."

 

If you use names that are too long, it will run over in the infocard when it displays, but that is just cosmetic. save and go back to top, change the number of lines, like 5353, to 5355 to reflect the two new lines you added. save and close.

In playerpsi.entity there is the frigate area page 0 and page 1, i added the frigatepsiscout2 (my mobile defense) to page 1 at the last slot listing it as entitydefname "frigatepsiscout2". Change the line number count something like 4 to 5 to reflect adding the new line for the mobile defense. save and close.

 

 

Okie, now the spawnable ships. I used the combatturret, that Blair pointed me to, nice tip, it was wonderful!!  :)

We use the abilitycombatturret.entity (the ability), the frigatecombatturret.entity (the ship) and of course the calling ship. I used the scout again. frigatepsiscout

Anyway, first thing, go to abilitydeploycombatturret.entity and rename it to abilitydeploycombatturret2, or whatever, Annatar is correct when they say that it makes it easier to understand what you are calling if you use an understanable name, like abilitydeploybattleship or whatever. inside the now renamed file, go to the top, where is calls the frigate, like frigatecombatturret and change it to frigatecombatturret2 or whatever. Change the mainviewicons and hudicons and infocard icons as we did in the mobile defense. add weapons if you like or change their shields, hull and restore rates if you like, the weapon ranges or damage values also.

Copy over the shieldmesh and the mesh for the battleship, or whatever, and change the speeds to match the battleship, instead of 225 for a scout, it is something like 100 for all the capitals.

maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 525.000000

the numsounds and enginesound comes from the battleship also, of course.

NumSoundsFor:ONATTACKORDERISSUED 2
SoundID "CAPITALSHIP_PSIBATTLESHIP_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_PSIBATTLESHIP_ONATTACKORDERISSUED_1"
NumSoundsFor:ONCREATION 0
NumSoundsFor:ONGENERALORDERISSUED 0
NumSoundsFor:ONSELECTED 1
SoundID "CAPITALSHIP_PSIBATTLESHIP_ONSELECTED_0"
NumSoundsFor:ONSTARTPHASEJUMP 0
MeshName "CapitalShip_PsiBattleship"
ExhaustParticleSystemName "Exhaust_PsiBattleship"
ExplosionName "CapitalShip0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PSICAPITALSHIP"

the critical part for me, was changing the top reference to the abilityspawnedship in combatturret which looks like this:

frigateRoleType "Lrm"
statCountType "FrigateSpawnedByAbility"

 

to this:

frigateRoleType "Scout"
statCountType "FrigateScout"

anyway, save and close. and for the turrets i didnt need any playerpsi.entity entries.

the scout calls the ability. Go to your scout and add the lines like this calling the abilities that call the turrets:

ability:0 "AbilityExplore"
ability:1 "AbilityCloneFrigate"
ability:2 "AbilityDeployCombatTurret2"
ability:3 "AbilityDeployCombatTurret7"

also make sure that you have enough antimatter to run those abilities, the scout originally did not use antimatter so i missed it, but then the abilities were grayed out, not enough antimatter to run them of course, so i went back and changed that in the scout and gave it 500 antimatter and 2.25 restore rate. The restore rates by themselves are very powerful. I once changed nothing but the restore rates upped them to like 25.000000 and nothing could touch the ships i changed.  :) 

Anyway, we have the abilitydeploy now, and the combatturret name or whatever you are calling, we changed the images and pictures and the shield and meshname to give us the right ship. We have the calling ship, in this case the scout. We changed the expiry time to whatever you like. -1 i believe as Annatar said will make it permanent. I used 1800 originally, 30 minutes, and left the cooldown at 50 seconds but it spawned to quickly and the game was too easy. So i lowered the expiry time to 180 seconds or 3 minutes, and upped the cooldown, to like 10 minutes. The deployturret does not need an entry in the playerpsi or playertech, or whatever, and also does not need a name or description in the string file, unless you give it a new name. if so, use the same technique we used to get the mobile defense name and description into the string file and change the line numbers at the top to reflect the change in lines.

Anyway, i think that is it, i have glanced over the files as i was trying to explain it, and i dont think i missed anything.

Please keep in mind that small errors in programming of course are killers, this is really not programming, but i added a weapon and accidentally cut out the

m_weaponIndexForRange 0  value. It kept crashing and driving me nuts. I only found it when i went back and checked each line against the original unchanged one. That is when i found it. I corrected it and it worked.

Also, lately with trying to merge so many changes, the mobile defense, the strikecraft mini mod, my shieldplanet mini, and the combat turrets there are too many changes and i am missing something somewhere, so i have decided one change per mini.  :)  Anyway, i hope this helps!!  :)  Let me know of course and good luck!!

Sincerely,

-Teal

 

 

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Reply #22 Top

Well I'll let you know that it was an epic fail for me :(!

Tried you're method still same issue!

I don't know if it changes anything that I'm using PhaseScout Capship instead of frigate scout but this is beyond me! Thanks everyone for your help! Guess I'm not count out to make that work correctly! Too bad managed to get all the nice other features I wanted inX|   this would have been the cherry on the cake...

 

Take care all,

Justin S.

 

Reply #23 Top

the abilitydeploycombatturret.entity i believe is a frigate not a capital, yes, that may be it exactly. Try the frigate file, but give it the capitalship abilities and weapons. That may be the trick. I had difficulty with capitals too, it doesnt want to call capitals, just frigates.

Let me know,

-Teal

:)

 

Reply #24 Top

It's ok Teal, I've decided to use another trick of simply rewritting the data over an exisiting ability (thanks Kiedjor! A LOT). So I lost 3 Sins Abilities in order to make the vessel 100% operational (YOUPI)...

Abilities my race won't use anyhow so I'm cool with that :)!

From there, the new post about creating a new race...so that I can stop using Vasari files and finally make the Nephils an independant race (since they now have the basic elements to be 'surviveable' in a game). Plus I'll be changing all file names so when I'll incorporate it to Vanilla sins, it'll just add the abilities and not overwrite existing ones!

2 for one special! Me a very happy camper :)!

Thanks for everything everyone!

 

Justin S.

Reply #25 Top

ShadowMastiff,

I downloaded your mod and there's absolutely nothing functionally wrong with it. Mod runs, I can spawn the Vasari light frigates and heavy cruisers from the Antorak that you gave the abilities to. Sure it's a bit messy, you don't have the strings and such set up.. but it's perfectly functional.

I'm not sure what problems you were having. If you were getting the errors in the developer exe, you'd probably be better off not using it. I don't recommend it for beginners, and even I hardly use it because there's not a whole lot it offers over the regular exe :P