Quick Question- Abilities

What files contain the ships abilities if I want to add or remove them?

10,459 views 5 replies
Reply #1 Top

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

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Reply #2 Top

Thanks for the info!  Where is it determined IF a ship has the ability?  I still can not figure that out...

Reply #3 Top

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)!

Reply #4 Top

WOW, I am actually embaressed I did not see that!  Thanks again.

Reply #5 Top

NP at all!