Dinoff

Closer to Halo

Closer to Halo

When i got the game i imediatly realized that this was similar to Halo.  therefor i wanted to mod it to be closer to it.  the first thing i did was remove tec shields and lasers from the capitol ships.  after that i gave all tec cap ships missles.  the advent now have better base weapons, stronger beams and plasma.  im still working and need advice and help.   i posted my starting work on the downloads section. there are no pics yet since im a noob and dont know how to make screenshots. i just  posted it this morning so it wont be up immediatly

148,060 views 84 replies
Reply #26 Top
What is close to Halo?

Advent are close to Covenant with curvy ships, plasma, beams, pulse lasers and advanced shields. Did I mention they are fast also?

TEC are very UNSC with thick-ass hulls and armor, missiles, autocannons, railguns, Gauss platforms, and bricks for ships. Did I mention they are slow?

Need I say more?
Reply #27 Top
just got home from work. dont make fun ive learned so much in the past few days and ive removed all lasers from the tec ships and given all the cap ships missles. testing now i have to tweek a few things ill get back to it in a few minutes.

SpardaSon21 i hearby dub thee defender of the thread. you have not only done that but gotten me to a second page for posts
Reply #28 Top
i still cant get the effect to activate though i do get no error messages on stating the mod. i dont know why it wont cast on itself. heres the new data.

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffShieldRestoreActivate"
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "OnlyInCombat"
aiUseTargetCondition "ShieldDamageExceedsAmount"
onlyAutoCastWhenTargetShieldDamageExceedsAmount
Level:0 350.000000
Level:1 0.000000
Level:2 0.000000
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
isPassive FALSE
antiMatterCost
Level:0 10.000000
Level:1 0.000000
Level:2 0.000000
cooldownTime
Level:0 10.000000
Level:1 0.000000
Level:2 0.000000
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_SHIELDRESTORE_NAME"
descStringID "IDS_ABILITY_SHIELDRESTORE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_SHIELDRESTORE"
smallHudIcon "HUDICON_ABILITY_SHIELDRESTORE"
infoCardIcon ""

activation buff
TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 2.000000
Level:1 0.000000
Level:2 0.000000




target buff
TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
buffInstantActionType "PlayAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Above"
smallEffectName "CapitalAbility_ShieldRestoreTargetActivate"
largeEffectName "CapitalAbility_ShieldRestoreTargetActivate"
soundID ""
instantAction
buffInstantActionType "RestoreShieldPoints"
instantActionTriggerType "OnDelay"
delayTime 0.000000
shields
Level:0 350.000000
Level:1 0.000000
Level:2 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 4.000000
Level:1 4.000000
Level:2 4.000000

Reply #29 Top
I'm no code monkey however:

From what I can see under the target buff there seems to be zero delay for the regeneration effect, which is not what you wanted is it? You seem to be triggering it after a certain delay, namely a delay of zero.

The fact that it is an instantAction seems to suggest it is a one-time thing, namely it happens then quits, no delay. Why do you have a TimeElapsed finish condition for it then? And why make it four seconds?

But, you seem to have no activations under the activation buff. I don't know much but wouldn't your activation buff need an action to activate? Otherwise its just useless lines of text. You are activating no action, your activation buff does nothing, so nothing happens.
Reply #30 Top
Yeah, he seems to have removed all the buff calling part of the activation buff.
Reply #31 Top
thanks guys if you can see any other areas of interest please note them i need to know this to finish it.
Reply #32 Top
Interesting, he con mod abilities and change values, but cannot take a screenshot...

Just kidding man. I applaud your spirit and I offer to help you out in the audio section of Halo; I've got all three soundtracks to Halo, and I'm not shabby with the game files, although I've been running into problems, to tell you the truth.

If you'd recruit me, it'd be an honor working in a team dedicated to actually doing something.
Reply #33 Top
Hey Dinoff, I'd suggest getting at least some Halo tracks in here. So I'd take DEC's help. Plus he knows the game files a bit more than me probably. Not that I don't want to help, but anyone willing to help is good.
Reply #34 Top
id be honored to have you on the team. i also have the halo tracks but im not looking to do anything but gameplay at the moment. i just got home from the fireworks so im not up to date with my data. i dont think my original download of the mod is online for some reason so dont ask for links. as i have none. once im done i need to give this to all advent ships even frigates.
Reply #35 Top
it works the delay time doesnt but it works.
Reply #36 Top
Hey Dinoff, I'd suggest getting at least some Halo tracks in here. So I'd take DEC's help. Plus he knows the game files a bit more than me probably. Not that I don't want to help, but anyone willing to help is good.


Yo you got "lucky" from Halo 3?
Reply #37 Top
yes i do. hey i ust had it working and it stopped when i tinkered with the delaay time. im too pissed at the text to continue tonight ill post the work again so you can help edit it. everyone who has made input to this will be placed in the credits section of the redme.

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffShieldRestoreActivate"
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "OnlyInCombat"
aiUseTargetCondition "ShieldDamageExceedsAmount"
onlyAutoCastWhenTargetShieldDamageExceedsAmount
Level:0 350.000000
Level:1 0.000000
Level:2 0.000000
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
isPassive FALSE
antiMatterCost
Level:0 10.000000
Level:1 0.000000
Level:2 0.000000
cooldownTime
Level:0 10.000000
Level:1 0.000000
Level:2 0.000000
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_SHIELDRESTORE_NAME"
descStringID "IDS_ABILITY_SHIELDRESTORE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_SHIELDRESTORE"
smallHudIcon "HUDICON_ABILITY_SHIELDRESTORE"
infoCardIcon ""

TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
buffInstantActionType "PlayPersistantBeamEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
hasWeaponEffects TRUE
weaponEffectAttachInfo
attachType "Center"
weaponEffectImpactOffsetType "RandomMesh"
canWeaponEffectHitHull TRUE
canWeaponEffectHitShields FALSE
weaponEffectsDef
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName ""
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName ""
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "EFFECT_SHIELDRESTORE_BEAM"
beamGlowTextureName "CapitalAbilityShieldRestore_Glow"
beamCoreTextureName "CapitalAbilityShieldRestore_Core"
beamWidth 250.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
instantAction
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "OnDelay"
delayTime 0.000000
buffType "BuffShieldRestoreOnTarget"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
buffInstantActionType "PlayAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Above"
smallEffectName "CapitalAbility_ShieldRestoreTargetActivate"
largeEffectName "CapitalAbility_ShieldRestoreTargetActivate"
soundID "EFFECT_ADAPTIVESHIELD"
instantAction
buffInstantActionType "RestoreShieldPoints"
instantActionTriggerType "OnDelay"
delayTime 0.000000
shields
Level:0 350.000000
Level:1 0.000000
Level:2 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000

Reply #38 Top
scratch last post it works but i cant use a delay time. the only option i have right now for balencing is a high recharge time
Reply #39 Top
Oh sucks. Anyways, DEC42 is working on editing the audio tracks for Sins in his mod, AudioSINS. He would probably be willing to help you out if you want to add some tracks in.
Reply #40 Top
Okay, the finish condition is how you end the buff, if it ends before you have called the next buff then it wont work.

Where were you doing the delay? I think it should be done in the middle file (activation buff) and then calls a instant one shot modifer buff after the time period.

buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "OnDelay"
delayTime 0.000000 <- put your delay here
buffType "BuffShieldRestoreOnTarget"

finishConditionType "TimeElapsed"
time
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000


Changes to (the whole red bit to the single green line)

finishConditionType "AllOnDelayInstantActionsDone"


Also do you need that beam effect to play? On the orginal it sends a big beam out to the target but if its only doing it on its self... What does it look like?
Reply #41 Top
it doesnt work without the beam and the beam doesnt show now that it targets itself. it minidumped without the beam. it works on delay but it just autocasts imidiatly. it used to autocast only when shields were down but not anymore cant quite remember what i did that time, its a nessesary thing for this to work. well im in for a long ass day. hey dec42 thanks for being on the team do you want to combine mods when we are both finished?
Reply #42 Top
not fully anymore sorry i just combined it with my the halo mod and gave it to the advent cap ships and they autocast it constantly. its almost finished though so i guess its all good.i just cant get the frigate to work with it either. i also need help balencing it so whoever wants to join the team and help make it better may do so just tell me and ill email you the files. so that all advent ships can have it and use it at their own shield levels.
Reply #43 Top
Well, the mod I was creating was sort of a general audio mod. I was planning on adding more tracks to the game, along with the vanilla tracks. For Halo, Star wars, or Stargate, I'd have to replace the vanilla files themselves, plus mod entries into the files that tell the game what to play and what they're called.

Shouldn't there be some parameter for autocast? Here's what I was thinking.

Whenever a capital ship's shield reach a certain level, I think 50% or so, then a sound file plays to tell you that the shields are down. If someone were to isolate this command, perhaps we could use it to set when autocast should be used.
Reply #44 Top
ok???? not sure. i just cant get it to work right so its pissing me off. anyone who knows something or can help me please im begging for aid.
Reply #45 Top
lol

What I mean is that there is a string ingame, that commands the game to play the sound file that tells you your Capital Ship's shields have gone down. If we could find this string, we could be able to implement this in another file, allowing the ability to be 'enabled' when the shields are weak or overwhelmed.
Reply #46 Top
Yeah. He wants to find the announcement trigger for depleted shields and set it to be the activation trigger for the ability.
Reply #47 Top
that would be nice but i dont know the strings file to well. i would love that to be the activation but remember that this has to be on frigates too and the game doesnt tell you when frigates loose shields.
Reply #48 Top
maybe we could just make the activation shields depleted.
Reply #49 Top
I tried your files up there but like you I can't get it to autocast usefully for the way you want it.

It simply autocasts it when its under attack or in combat (which is the two use times I was playing with). The shield amount refers to the 'target' and im not sure if that can be used on it's self.

I did get the delays and cool down working well.




BTW, Im pretty sure that shield event thing isn't open for the ability system. Not sure though.
Reply #50 Top
at one point i did have it working when shields where down. i just cant remember how.