Sinperium Sinperium

Modder's "Get-an-Answer" Thread

Modder's "Get-an-Answer" Thread

Answers from Modders, for Modders who "Ask a Question"

This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.

If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.

Please do limit  "just comments" here to brief posts please.  If you don't know the answer or can't point to help--don't post.  Please note that a random, uninformed guess isn't an actual answer.  

You can refer people to another source--IF it actually helps answer their question.  This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.

Remember--specific questions, specific answers.  Only respond to the ones you can help solve.  Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.

Thanks in advance for your help and cooperation.  The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.

NOTE: If an answer resolves your issue, please share it here.  These answers will help others coming along later too.  Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!

 

OTHER SINS HELPFUL MODDING LINKS*

*Links are updated when requested.





The Soase Idiot's Guide

Confused?  No idea where to even start?

Determined to work at it?

This is the place!

 


 

 
   

Sins Modding Wiki

ZombieRus's Eclipse Wizardry

 

     


Tutorials

MyFist0's full modding site.

Emphasis on modeling  and

texturing.                            

 

 

 




                    

REBELLION MODDING TOPICS

Rebellion Modding Q & A

Mesh Editing

Changing Diplomacy Files to Rebellion

IT REALLY HURTS MY BRAIN--HOW TO START

An Idiot's Guide To Getting Started

MyFist0's Modding Megasite!

MOD DOWNLOADS

ZombieRus5's Mod Yard

Directory of Planet Mods

STEAM

STEAM Sins Forums

DEVELOPERS

Sins Developer Journals Forum 2007 to Present

REFERENCE FILES

Research Modifier List

MyFist0's Exported Models & Files

Modifier List

Harpo's Converted Sins Reference Files 2011

THIRD PARTY TOOLS

3dS Texturing Toool & Tips

Ship Fleet Calculator

SoaSE Eclipse Plugin Project

Mesh Resizing Tool--courtesy of the Reqiuem team.

Harpo's Sins Utility Package -- Dropbox

The Sins Optimization Project (TSOP)

Artificial Unintelligence (Mod and AI info)

Sins Data Converter by BCXtreme

EXPLANATIONS & DISCUSSIONS

Rebellion Updates by Blair Frazier

How to Add a Fourth Race

User-updatable Ship Reference Chart

Sins Modding Dictionary

Adding phase Effects to other weapon types

Culture, Explanation/Discussion

Weapons, Explanation/Discusion

Shield Mitigation & Armor, Explanation/Discussion-1

Shield Mitigation & Armor, Explanation/Discussion -2

Graphic Chart of Sin's Counters

Annotated Guide to the Developer.exe

In-Game Map Creator

Weapons Banks & DPS

Combat Mechanics

Rebellion Shield Mitigation & Focus Fire testing

PARTICLE FORGE

Particle Forge Help Thread

GALAXY FORGE

Adding Artifacts

Working Template Examples

SemazRalan's Template Guide

Pirates Base Start Template

SOUND RESOURCES

[SFX] Black Sun SFX/Music Resource for Modders

MODELING & TEXTURING--SOFTIMAGE XSI, 3DS MAX

XSI Texturing, Tutorial

3dS Model Exporter

3DS Max Rigging, Texturing & Exporting, Guide

Modding/Modelling/Texturing/Converting, Tutorials

WIKI'S

Sins of a Solar Empire Official Wiki

 

7,606,503 views 2,761 replies
Reply #1301 Top

Quoting Lavo_2, reply 1301

Quoting GoaFan77, reply 1300Does anyone have an XSI version of the Vanilla planet model so I can mess around with it? Or any good techniques on making non-polar pinched textures on any planet model?

I'll import a few for you. I've looked at them in the past personally; iirc not every planet has the same type of UV mesh.

Oh boy, from the textures they looked the same. I guess as long as I can get one working the rest should follow. Thanks.

Reply #1302 Top

These should do the trick. They're in .obj though as you know that still retains the UV data and such. Admittedly I nabbed them off of Diplomacy, but the meshes haven't changed iirc.

+1 Loading…
Reply #1303 Top

I had an idea to remove ultimate abilities on capital ships in favor of passive aura buffs based on ship roletypes.  They work great, and the AI seems to have no issue using it.  To them, seems no different than any other limited area buff.  Works well with the game.

Anyway, I noticed this weird error in the debug file:
Slot ACTION_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT0 can't be setup over ACTION_CAPITALSHIP_ABILITY_1.
Slot ActionPlanetOpenUpgradeManagement can't be setup over ACTION_CAPITALSHIP_ABILITY_0.

I've seen this error pop up before in different mods.  I've never actually encountered it in my own development.  I tracked it down to one of the ships that had a planet buffing aura.  Each aura has two bonuses associated with it.  I've confirmed that all the bonuses work with all relevant assets, and the aura limits function as intended.  A bonus associated with ship build rate seemed to be causing the issue.  I swapped it out with a tax rate increase, and it went away.  This never affected gameplay or mod stability.

Anybody know what actually causes this error to normally be reported?  Is it related to AI functionality?

Reply #1304 Top

It's the ability button itself, it's overlapping another function.

 

Lots of entity types have restricted access to their ability slots.  Two buttons can't occupy the same space.  They work, but the game still errors even when it's a passive.

Reply #1305 Top

Quoting psychoak, reply 1305

Lots of entity types have restricted access to their ability slots.  Two buttons can't occupy the same space.  They work, but the game still errors even when it's a passive.

Makes sense.  I could have just assigned the ability in a different slot, but that'd require... effort.

Reply #1306 Top

I'm getting too ambitious now that I'm getting the hang of Sins modding.

I want to create an ability that destroys a phase stabilizer structure when the phase stabilizer is used (will change to a non-passive ability), and this ability is a galactic/solar system-wide threat (even to your own network), basically the ability is given to a phase inhibitor.

So far I'm thinking a passive self-destruct ability on the phase stabilizer, somehow fired off whenever the other ability (phase stabilizer normal, which would be changed to an active ability) and the passive ability on the Inhibitor are triggered. If that is possible I will need some help figuring out how to actually set it up to trigger the thing.

Reply #1307 Top

It's easy to make stuff die after an ability is used. Just use MakeDead with an OnBuffFinish trigger.

 

Reply #1308 Top

Quoting ZombiesRus5, reply 1308
It's easy to make stuff die after an ability is used. Just use MakeDead with an OnBuffFinish trigger.

 

I know that, except OnBuffFinish is after the ability not before. I'm using OnAbilityUsed atm actually. The problem is having the Inhibitor target the Phase Stabilizers, and Phase Stabilizers alone, and targeting Phase Stabilizers in other gravity wells.

I've solved #1 and #2 since posting, by just having an ability on the inhibitor without any abilities on the phase. How about #3 though?

Reply #1309 Top

Quoting CoronalFire, reply 1309
I know that, except OnBuffFinish is after the ability not before. I'm using OnAbilityUsed atm actually. The problem is having the Inhibitor target the Phase Stabilizers, and Phase Stabilizers alone, and targeting Phase Stabilizers in other gravity wells.

First of all, there is no constraint that will get you to only target a phase stabalizer. That means this will only be useable by human players, the AI won't be smart enough to figure out how to use them.

If that is no issue, when the player applies a buff to a structure, use onCondition IfOwnerHasBuff to check if the phase stabalizer buff is active (this may go on the planet, in this case you'll need to create a passive on the phase stabalizer that allies an empty buff to itself). If so, then you can apply your intended buff.

Reply #1310 Top

Quoting GoaFan77, reply 1310


First of all, there is no constraint that will get you to only target a phase stabalizer. That means this will only be useable by human players, the AI won't be smart enough to figure out how to use them.

I know that, but I got around it by changing the normal phase stabilizer ability to become active, and apply the "CanBeCaptured" bool modifier while the node is "open." With additional constraints as shield and antimatter, the node is the only thing being targeted. Furthermore I can have this on SBs now too. And if capturing the node turns out to be a serious problem, I can change to time to just a few seconds of CanBeCaptured.

So right now, the Inhibitor targets planet modules and Starbases with antimatter, shields, and "can be captured" in a passive AoE ability.

Quoting GoaFan77, reply 1310

If that is no issue, when the player applies a buff to a structure, use onCondition IfOwnerHasBuff to check if the phase stabalizer buff is active (this may go on the planet, in this case you'll need to create a passive on the phase stabalizer that allies an empty buff to itself). If so, then you can apply your intended buff.

Didn't follow that at all. Starting with on Condition IfOwnerHasBuff. If that's what I think it is, I can't use it as I have Trinity.

Reply #1311 Top

Quoting CoronalFire, reply 1311
Didn't follow that at all. Starting with on Condition IfOwnerHasBuff. If that's what I think it is, I can't use it as I have Trinity.

Well to be honest I'm not exactly following what you are trying to do either then. But yes, conditional buffs are not possible in trinity. But if your constraints work they should only be targetting phase gates right?

As for targetting structures in other gravity wells, you could try a range of -1. I know that will let you target other planets at least, from there you can do an ApplyBuffToTargetsAtOrbitBody. However, I must warn you, such a range on a periodic action, especially if they need to bounce off the planets, could use a good amount of system resources for an ability file. I would question if whatever you are trying to do is really important enough to be worth that effort.

Reply #1312 Top

Quoting GoaFan77, reply 1312

Quoting CoronalFire, reply 1311Didn't follow that at all. Starting with on Condition IfOwnerHasBuff. If that's what I think it is, I can't use it as I have Trinity.

Well to be honest I'm not exactly following what you are trying to do either then. But yes, conditional buffs are not possible in trinity. But if your constraints work they should only be targetting phase gates right?

As for targetting structures in other gravity wells, you could try a range of -1. I know that will let you target other planets at least, from there you can do an ApplyBuffToTargetsAtOrbitBody. However, I must warn you, such a range on a periodic action, especially if they need to bounce off the planets, could use a good amount of system resources for an ability file. I would question if whatever you are trying to do is really important enough to be worth that effort.

Range doesn't work, already tried it, at least as originating from the inhibitor with a "apply buff to targets in radius." This is what needs changing, not sure what to.

Constraints are indeed now targeting gates -- that is not my problem, my problem is getting it to apply to other gates in other gravity wells.

Reply #1313 Top

You might check out VoltCruelerz's "Deliverance Engine" mod as it does target only culture centers.  So something like this can be done.

Reply #1314 Top

Volt I believe has a passive ability on everything...in that manner, each entity is "labeled"...I believe that is how he does it....

Reply #1315 Top

Quoting Sinperium, reply 1314
You might check out VoltCruelerz's "Deliverance Engine" mod as it does target only culture centers.  So something like this can be done.

 

That's easy. I've just done that, can target phase nodes to blow up with AoE damage. Now the problem is that is an active ability, and applies to only one target at a time. That's not too bad, as changes to cooldown and AM could make it basically system-wide, except the problem is I want it to target your own nodes, which as an active ability the player would never do.

Reply #1316 Top

Quoting Sinperium, reply 1314
You might check out VoltCruelerz's "Deliverance Engine" mod as it does target only culture centers. So something like this can be done.

That was for Rebellion, he used conditions like I recommended, which are not available in Diplomacy.

Quoting CoronalFire, reply 1313
Range doesn't work, already tried it, at least as originating from the inhibitor with a "apply buff to targets in radius." This is what needs changing, not sure what to.

I only used it for "ApplyBuffToTarget", but that let me use things on other planets if the range was large enough.

Quoting CoronalFire, reply 1316


That's easy. I've just done that, can target phase nodes to blow up with AoE damage. Now the problem is that is an active ability, and applies to only one target at a time. That's not too bad, as changes to cooldown and AM could make it basically system-wide, except the problem is I want it to target your own nodes, which as an active ability the player would never do.

Hence the only possible way of setting that up would be a passive periodic set to infinite range. Which will not be pretty.

Reply #1317 Top

Quoting GoaFan77, reply 1317


Hence the only possible way of setting that up would be a passive periodic set to infinite range. Which will not be pretty.

What all would that involve?

Reply #1318 Top

Quoting CoronalFire, reply 1318
What all would that involve?

Passive buff to self, apply buff to targets in radius on an infinite periodic action, set range to -1. Try it with planets first, if that works then try planet modules.

Reply #1319 Top

Quoting GoaFan77, reply 1319

Quoting CoronalFire, reply 1318What all would that involve?

Passive buff to self, apply buff to targets in radius on an infinite periodic action, set range to -1. Try it with planets first, if that works then try planet modules.

Nope doesn't work, except for the planet in the same gravity well. X( Didn't think it would since ships can travel all the like with sublight and never actually get to another world.

Reply #1320 Top

What you're trying to do is impossible.

 

The only way to blanket apply a buff to every world on the map from a single structure is through an active, using pickRandomPlanetToExploreForAutoCastTarget to get the selection working.

 

Rebellion should be able to do it though, ApplyBuffToTargetsAtAdjacentOrbitBodies.  All it would have to do is apply itself, and prioritize old.  It would then propogate from one planet to the next.

 

You can't pull this trick with ApplyBuffToTargetNoRange because it just tries to apply to the same original target.

Reply #1321 Top

Quoting psychoak, reply 1321
What you're trying to do is impossible.

 
The only way to blanket apply a buff to every world on the map from a single structure is through an active, using pickRandomPlanetToExploreForAutoCastTarget to get the selection working.

Rebellion should be able to do it though, ApplyBuffToTargetsAtAdjacentOrbitBodies.  All it would have to do is apply itself, and prioritize old.  It would then propogate from one planet to the next.
 
You can't pull this trick with ApplyBuffToTargetNoRange because it just tries to apply to the same original target.

Phooey. It really was too ambitious! <X3

Now for an easy question; rotating structures...there is none, rotate towards/away from orbit body...and a constant rotate true/false option, but it always rotates along the axis from planet to structure. Any way to change the axis to vertical? Like a Top, or like rotate towards/away from orbit body but without stopping. I strongly doubt it but you never know till you ask.

Edit: At least something good came of that Inhibitor target node mess. Now I can have factions use each others (enemies optional as well) nodes.

Reply #1322 Top

I'm straining myself trying to work in some Rebellion modding in my spare time (cue: "hysterical laughter").

Anyone have any idea if the Advent's Resurrection ability can be made usable on a titan?

Reply #1323 Top

Quoting Sinperium, reply 1323
Anyone have any idea if the Advent's Resurrection ability can be made usable on a titan?

Lol...why??  Titans retain level on their own...

Reply #1324 Top

Quoting Seleuceia, reply 1324
Lol...why?? Titans retain level on their own...

Not if you spawn them with abilities. Sinperium, all you can do is try it, if it doesn't work its hard coded.

Reply #1325 Top

Quoting Sinperium, reply 1323
I'm straining myself trying to work in some Rebellion modding in my spare time (cue: "hysterical laughter").

Anyone have any idea if the Advent's Resurrection ability can be made usable on a titan?

Not sure, but I was curious. Let us know if it works for you.