Quick Question- Abilities
What files contain the ships abilities if I want to add or remove them?
What files contain the ships abilities if I want to add or remove them?
MY SPECIALITY!!!!!!!!!!
This is the entity FRIGATEPHASESCOUT!!!
TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn FALSE
prefersToFocusFire TRUE
autoJoinFleetDefault FALSE
canBomb FALSE
frigateRoleType "Scout"
statCountType "FrigateScout"
mainViewIcon "MAINVIEWICON_FRIGATE_PHASESCOUT"
picture "PICTURE_FRIGATE_PHASESCOUT"
NameStringID "IDS_FRIGATE_PHASESCOUT_NAME"
DescriptionStringID "IDS_FRIGATE_PHASESCOUT_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_NONCOMBAT"
basePrice
credits 225.000000
metal 20.000000
crystal 0.000000
slotCount 3.000000
BuildTime 20.000000
hasLevels FALSE
ExperiencePointsForDestroying 20.000000
MaxHullPoints 425.000000
MaxShieldPoints 225.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 1.000000
BaseArmorPoints 1.500000
maxMitigation 0.6
Prerequisites
NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 4
numSpecificDebris 0
armorType "Light"
hudIcon "HUDICON_FRIGATE_PHASESCOUT"
smallHudIcon "HUDICONSMALL_FRIGATE_PHASESCOUT"
infoCardIcon "INFOCARDICON_FRIGATE_PHASESCOUT"
minZoomDistanceMult 1.500000
NumWeapons 1
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTILIGHT"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "PULSEGUN"
DamagePerBank:FRONT 20.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2000.000000
PreBuffCooldownTime 5.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.200000
TravelSpeed 3600.000000
Duration 0.000000
WeaponEffects
weaponType "Projectile"
burstCount 3
burstDelay 0.350000
muzzleEffectName "Weapon_PhaseCapitalPulseGunMedium_Muzzle"
muzzleSoundMinRespawnTime 1.000000
muzzleSounds
soundCount 2
sound "WEAPON_PHASECAPITALPULSEGUNMEDIUM_MUZZLE"
sound "WEAPON_PHASECAPITALPULSEGUNMEDIUM_MUZZLE_ALT1"
hitEffectName "Weapon_PhaseCapitalPulseGunMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_PhaseCapitalPulseGunMedium_Travel"
m_weaponIndexForRange 0
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigatePhaseScout"
maxAccelerationLinear 225.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 4.9500000
maxDecelerationAngular 9.999996
maxSpeedLinear 1000.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 2
SoundID "FRIGATE_PHASESCOUT_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_PHASESCOUT_ONATTACKORDERISSUED_1"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_PHASESCOUT_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_PHASESCOUT_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_PHASESCOUT_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_PHASESCOUT_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_PHASESCOUT_ONSELECTED_0"
SoundID "FRIGATE_PHASESCOUT_ONSELECTED_1"
SoundID "FRIGATE_PHASESCOUT_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_PHASESCOUT_ONSTARTPHASEJUMP_0"
MeshName "Frigate_PhaseScout"
ExhaustParticleSystemName "Exhaust_FrigatePhaseScout"
ExplosionName "Frigate1"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PHASECAPITALSHIP"
ability:0 "AbilityExplore" <============================ ADD OR REMOVE THE WANTED ABILITIES HERE!!!!!
ability:1 "AbilityCaptureNeutralEntityPhase" <================= BEWARE TO ALWAYS KEEP THE "Ability...." CODE
ability:2 "AbilityPhaseCloak" <=========================== OR GAME WILL AUTOMATICALLY MINIDUMP
ability:3 "AbilityUnstoppablePhaseJumpPhase" <==============
MaxAntiMatter 300.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 1
minShadow 0.000000
maxShadow 1.200000
Thanks for the info! Where is it determined IF a ship has the ability? I still can not figure that out...
I just changed my post! This should be way more explicit!!!
If the ability is located inside one of those 4 slots...the ship WILL AUTOMATICALLY HAVE IT! (Watch out for research prereqs and level prereqs too (you can change those in the Ability entity file)!
WOW, I am actually embaressed I did not see that! Thanks again.
NP at all!
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