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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.

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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

 

     


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Emphasis on modeling  and

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REBELLION MODDING TOPICS

Rebellion Modding Q & A

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Changing Diplomacy Files to Rebellion

IT REALLY HURTS MY BRAIN--HOW TO START

An Idiot's Guide To Getting Started

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MyFist0's Exported Models & Files

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Harpo's Converted Sins Reference Files 2011

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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

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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

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7,606,681 views 2,761 replies
Reply #251 Top

Quoting Volt_Cruelerz, reply 249
I'm trying to get this as an ability that can be managed at a squad-by-squad basis.  And did you mean fighters can't buff themselves or squads can't buff themselves?

You can have a squadron's ability apply a buff that targets fighters, but you cannot have squads buff themselves (ApplyBuffToSelf). An example of the former:

buffInstantActionType "ApplyBuffToTargetsAtOrbitBody"
instantActionTriggerType "AlwaysPerform"
buffType "BuffHeroicFighter"
targetFilter
numOwnerships 1
ownership "Player"
numObjects 1
object "Fighter"

this will apply the "BuffHeroicFighter" to all fighters in the gravity well. I'm assuming that you could also use "ApplyBuffToTargetsInRadius" and perhaps a few others without causing the game to crash, but don't quote me on that.

If "ApplyBuffToTargetsInRadius" also works, then you run into the issue that when attacking, fighters are never within X radius of the squadron center, so it would be impossible to apply a buff to only that squadron's members using "ApplyBuffToTargetsInRadius".

Unfortunately, I don't know of anyway to manage an ability on a squad-by-squad basis (but would be curious to hear if you figure it out).

Hope that helps.

edited for clarity

Reply #252 Top

Philothanic is correct, there is no way to ensure that one specific squad gets a buff (unless someone found a clever way to do this without telling anyone). At best you can limit it to one specific type of fighter if you can get a targeting constraint that works.

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Reply #253 Top

Well, in this case, the squads only consist of one ship, so if I set the range to something like 1, it should work pretty reliably...

Reply #254 Top

Remember, the "squad" gets affected--not just specific ships in it.  If it's one striek craft within the squad, then that one is effected but if its three then all three get impacted.  No way to have a mixed squad--its always treated as a single entity regardless of the number of strike craft in it.

The squad can generate an area effect from itself or carry the buff from some other entity.  These are the only choices.

I think if you provide a squad ability/buff then that a squad can be buffed by other squads in range--a squad just can't directly buff itself.

It should be possible to make a synergistic squad ability--where each squad bumps up the buff of all others nearby.

Reply #255 Top

I still don't think you guys are understanding...

I wasn't trying to make the squad buff the squad.  I was making the squad buff a single fighter within a radius of one (and since I set the squad's number of fighters to one) so it will buff just that fighter.  For whatever reason, that fighter was not then using the applyorremovebufftoself correctly.  It never applied the buff to itself.  That said, when I cut out that step and made the squad directly buff a fighter within a range of one, and gave it a duration of 10 seconds (rather than the toggle I wanted), it worked just fine.  ApplyBuffToTargetsInRadius works fine when used by squads.  I wanted to know why ApplyOrRemoveBuffToSelf wouldn't work.

 

And I am aware that the thing could potentially pick up the buff from another squad instead of itself, but that is unlikely unless you park multiple squads on top of each other (which is doubtful in combat).  Beyond that, I'm going to add a constraint to make sure it is the only squad capable of being buffed because the new fighters have phase missiles and pulse beams on them (so the energy weapons constraint will work).

Reply #256 Top

So your radius effect was able to buff the fighter within the squad where the buff was originated?

Can you paste bin the ability/buff?

Reply #257 Top

Quoting Sinperium, reply 256
So your radius effect was able to buff the fighter within the squad where the buff was originated?

Because the squad only had one fighter, the fighter and the squad were always located in the same place. Thus he could use a very small range with ABTTIR and essentially it will only buff the given fighter unless another strikecraft flew right threw it, which I do see happen quite a lot actually, but with the constraint it shouldn't get to many extra targets.

Reply #258 Top

I had been under the impression that a squad couldn't buff its own fighters under any circumstances--only apply buffs to others.  Good to know.

Would still like to see his ability-buff.  Sounds interesting.

FYI, I notice you can jiggle quite a few ability mixes for squads but they seem to generate errors (even in other mods)--usually the same three errors.  No minidumps but I have been trying to get my minimod error free.

Reply #259 Top

Quoting Sinperium, reply 258
I had been under the impression that a squad couldn't buff its own fighters under any circumstances--only apply buffs to others. Good to know.

The problem with fighters is that is not that they can't buff themselves, but its almost impossible to ensure that they only buff themselves and work 100% of the time. With a conventional squad using a ApplyBuffToTargetsInRadius, sometimes the buff will be given to other fighters that happened to fly close by and sometimes that squad will be so far apart you'll miss some of the fighters. With a solo fighter, you can ensure you always buff the intended target while using a small radius that makes it far less likely you'll get unintended targets, which is good but still not quite perfect.

Quoting Sinperium, reply 258
FYI, I notice you can jiggle quite a few ability mixes for squads but they seem to generate errors (even in other mods)--usually the same three errors. No minidumps but I have been trying to get my minimod error free.

Is it the same something about a spawner that spams up Developer logs? Yeah I don't know what the problem is, though I'd be interested to know too.

Reply #260 Top

http://pastebin.com/uVvb6Lf2 there's the buff.  The ability is just a simple ABTTIR.

 

At this point, I've gotten all the SC abilities to function properly.

 

TEC: active direct damage AoE

Advent: Bestow shields to fellow SC and increase DPS (two separate abilities, both passive)

Vasari: active DPS increase and passive slowdown of enemy SC within range

 

I may end up doing something to TEC again, but I haven't decided yet.

Regardless, thanks for the help.

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Reply #261 Top

could anyone point me to a buff that has stacking so I can see how it works?

Reply #262 Top

buffStackingLimitType "ForAllPlayers"
stackingLimit 1

That is all you need. -1 is limitless.

Reply #263 Top

Quoting Volt_Cruelerz, reply 260
Advent: Bestow shields to fellow SC and increase DPS (two separate abilities, both passive)

Um, did you actually test this in a combat situation? Lavo tried making an ability like that but it caused a crash whenever a fighter with shields took damage.

Reply #264 Top

Oh, so *that's* what the -1 means. thanks.

Quoting Ryat, reply 262
buffStackingLimitType "ForAllPlayers"
stackingLimit 1

That is all you need. -1 is limitless.

Oh, so *that's* what the -1 means. Thanks.

Reply #265 Top

Quoting GoaFan77, reply 263

Quoting Volt_Cruelerz, reply 260Advent: Bestow shields to fellow SC and increase DPS (two separate abilities, both passive)

Um, did you actually test this in a combat situation? Lavo tried making an ability like that but it caused a crash whenever a fighter with shields took damage.

 

No I hadn't...  Kind of assumed they'd work...  Just tried it and it crashed.  Is there a particular reason for the crash?

Reply #266 Top

From what I can find, strike craft having shields seems to be an incompatible combination with the hard coding.

Reply #267 Top

Quoting Volt_Cruelerz, reply 265
No I hadn't... Kind of assumed they'd work... Just tried it and it crashed. Is there a particular reason for the crash?

Quoting Sinperium, reply 266
From what I can find, strike craft having shields seems to be an incompatible combination with the hard coding.

Pretty much it. While the graphic interface seems to be able to handle showing fighter having shields just fine, internally the game engine just can't handle it. It doesn't expect strikecraft to have shields, and thus just gives up when the damage calculations come around because it doesn't know how to handle it. Whether its the shields or the shield mitigation causing the problem its anyone's guess, but regardless shields on fighters are impossible. You'll just have to come up with something else, say a damage reduction buff, instead.

Reply #268 Top

I was thinking about armor, but damage reduction works too...  I just got done reading a series of articles about collapsing wave functions and naked singulatities, so as I read 

Quoting GoaFan77, reply 267

internally the game engine just can't handle it. It doesn't expect strikecraft to have shields, and thus just gives up.

I started thinking of the computer in a quantum sense...  It was a really weird feeling and made my head feel fuzzy for a few seconds...

 

Back on topic...  :-" I'm assuming that the engine can't handle the shields..  The .entity files list mitigation as a quality (which is why I assumed shields could work in the first place), but no shield points value or shield regen rate.

 

EDIT: and just so you know it wasn't a confused fuzzy... It was a "why is the inside of my skull coated in velvet" fuzzy.

Reply #269 Top

It sees a fighter with shields as essentially an error--it is not supposed to happen and seems to have been coded to be this way.

Alternatives are high hit points and/or fast hull regeneration.

Reply #270 Top

Well, I want something that can reduce damage while its in the area, but the moment the other SC flies away from it, the buff is lost.  Hull doesn't really do that.  As for regen, maybe, but I'm trying armor out now.

Reply #271 Top

Yeah, the game does not like shielded fighters. Maybe IC can change this for Rebellion, I really hope they do, even if it's just so modders can use it.

Just an idea, you might want to look at one of those damage distribution abilities the Advent has (iirc one of the support cruisers has it) and consider putting that onto the squadron; this would essentially make an individual fighter last longer.

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Reply #272 Top

I ended up settling on DamageAsDamageTarget.

I also ended up putting a flares ability on the TEC supremacy fighter.

Reply #273 Top

where can I find the addons mentioned here?

 

And how do you disable XSI from mirroring everything you do to a polygon?  For instance, I try to distort one side of it and it immediately thinks I'm trying to mirror it on the other side.  This is fine sometimes, but idk how to get rid of it because it makes extruding impossible to do.  Other times, I wish I had it on...  How do you do that?  I'm assuming It's just a matter of me accidentally hitting some key, but I don't know what key that is...

Reply #274 Top

This thread is my only hope.

 

:'(

 

What is the process of taking ships from X3 Terran conflict and coverting them to use in Sins.

what software would i need?

Is this process beyond the abilities of a novice?

 

I fear for the answer!

 

:')

 

Theo

 

Reply #275 Top

Theo, this depends a lot on what file extension/type the X3 ships are in. Would you be able to get that and tell us? Or better yet, give us an example to work with.