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 #76 Top
Hmm, does the AI condition ShieldDamageExceedsAmount not work for that (I haven't done much modding of Sins myself)?
Reply #77 Top
Hmm, does the AI condition ShieldDamageExceedsAmount not work for that (I haven't done much modding of Sins myself)?


It didn't seem to work for it self, it certinaly didn't stop it autocasting imedatly when I was testing it.

Also its a value rather than a percent.
Reply #78 Top
ive consulted with helioforge and he says that shield failure could be the parameter that i need because this has to be on many diferent ships all with different shield point values. also just having hull kinda defeats the point of the mod.
Reply #79 Top
HelioforgeSent Today, 13:59
I'm not sure what the ability looks like, but there was a post a while back that shows all the lists of types that abilities can have, (I think it was Silveressa of Bailnight who compiled it), the lists tell which types go in which places and is immensely useful)... ...I'll see if I can dig it up, but I won't be on the net tomorrow, so you will find it faster here on the boards...

Even with such a list, you will still have to find an existing stock SINS ability that has some of the words you need , which saves a lot of time...


can anyone help me find this?
Reply #80 Top
HelioforgeSent Today, 13:59I'm not sure what the ability looks like, but there was a post a while back that shows all the lists of types that abilities can have, (I think it was Silveressa of Bailnight who compiled it), the lists tell which types go in which places and is immensely useful)... ...I'll see if I can dig it up, but I won't be on the net tomorrow, so you will find it faster here on the boards... Even with such a list, you will still have to find an existing stock SINS ability that has some of the words you need , which saves a lot of time...can anyone help me find this?


Its sticked at the top I think...
Called: "Modifier List - Add constraint, AI define,Triger Type"
Reply #81 Top
heh I think I almost solved it, it seems to autocast on the amount you set in the
onlyAutoCastWhenTargetShieldDamageExceedsAmount
Level:0 200.000000
bit now, but it can be cast on another ship by the player - which dosn't seem like you would want that but I don't think you can stop the player manualy doing abilites.

The diffrnce is the ApplyTargettedBuffToSelf rather than ApplyBuffToSelf.

This seems to activate the "onlyAutoCastWhenTargetShieldDamageExceedsAmount" bit.

It needs a target filter and a range but since I sent the range to 0 it can't target other ships that I've seen.


If I was doing this I would make 3 versions of the ability, small, medium and large for the various shield sizes. But thats just me.

The file looks like this for me:
EDIT: removed two unessesary constraint/AIusetime

TXT
entityType "Ability"
buffInstantActionType "ApplyTargettedBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffShieldTest"
targetFilter
numOwnerships 1
ownership "Friendly"
numObjects 2
object "CapitalShip"
object "Frigate"
numConstraints 0
range
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Anytime"
aiUseTargetCondition "ShieldDamageExceedsAmount"
onlyAutoCastWhenTargetShieldDamageExceedsAmount
Level:0 200.000000
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 25.000000
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 ""
Reply #82 Top
The other two files havn't changed btw they are:
(The delay before it fires, AFTER its activated is 20 seconds with a 25 sec cool down in these files).

BuffShieldTest
TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "OnDelay"
delayTime 20.000000
buffType "BuffShieldTestOnTarget"
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName ""
largeEffectName ""
soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"

BuffShieldTestOnTarget
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 "AllOnDelayInstantActionsDone"
Reply #83 Top
so your suggesting i do this as 3 seperate abilities for the 3 ship classes? i like it!

my next line of business is merging the vasari ships with the advent ships to make them look better. also to merge advent and vasari tech trees. any volunteers would be nice. by the way i will be away for 1 week on vacation just so everyone knows.
Reply #84 Top
im back from vacation. as of right now im working on merging vasari and advent ships into one faction. i havent done any work on shield since the last post but i want to pick it up again. im alos about to work on plasma torps for the covenant. im doing this outside of an ability at first then ill work it with one. ill keep everyone posted by the way my second release is out in the downloads section.