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

 

7,615,162 views 2,761 replies
Reply #351 Top

there's another modifier right above/below it that'll do that in the entity file

Reply #352 Top

I remember asking about how to get/see a given model you are working on in Softimage with the background/backdrop, and myfist0 replied to it with nice instructions on how-to, however I've unfortunately lost the link to that post, so I was wondering if anyone else here has saved it or knows how to do it themselves.

Reply #354 Top

Quoting harpo99999, reply 353
lavo2 here is a link and the address to myfist0's sins weebly http://soase.weebly.com/index.html

harpo

Thanks, do know of the site, but the specific bit I'm referring to isn't on there. Either that or I can't find it under the various Modeling sub-pages for some reason.

Edit: For reference, I mean getting something along the lines of the upper right hand corner in this pic.

Reply #355 Top

Is there a way to remove a buff from an object?  I know there's ApplyOrRemoveBuffToSelf, but that could also apply it.  Is there any constraint that would allow me to only use it when it already has the buff, thus removing it?

Reply #356 Top

Quoting Volt_Cruelerz, reply 355
Is there a way to remove a buff from an object?  I know there's ApplyOrRemoveBuffToSelf, but that could also apply it.  Is there any constraint that would allow me to only use it when it already has the buff, thus removing it?

Well according to the list there is an instant action "RemoveBuffOfType", I would try that first.

Reply #357 Top

Lol I looked over that list a dozen times and I never saw that  :blush:

Thanks anyways. :thumbsup:

Reply #358 Top

Quoting Volt_Cruelerz, reply 357
Lol I looked over that list a dozen times and I never saw that

Thanks anyways.

Yea! Karma for... wait. If the karma feature if broken why am I still helping people here? :P

+2 Loading…
Reply #359 Top

lol if I remember when it works again, you'll go up to 141  ;) k1

Reply #360 Top

Quoting Lavo_2, reply 354


Thanks, do know of the site, but the specific bit I'm referring to isn't on there. Either that or I can't find it under the various Modeling sub-pages for some reason.

Edit: For reference, I mean getting something along the lines of the upper right hand corner in this pic.
I would have thought that it would be in the xsi tutorials section http://soase.weebly.com/xsi-tutorials.html

but as I am NOT a modeler, only a novice modder, and have not ever used a 3d modeling tool or even a cad program since 1986, that would be why.

harpo

+1 Loading…
Reply #361 Top

So I've been thinking of AI coding and the like. I'm aware that the AI needs every single frigateRoleType in order to properly function, even if that ship doesn't fit the role. Seeing as how some modded factions simply don't have ships that fill this role, I was thinking of an alternative, and was wondering if it had been attempted already. That is to make "filler" frigates that are unattainable (cost more supply than the cap, and plenty of resources), which shows the AI that these RoleTypes exist, but at the same time, denying their usage.

Of course this might make the AI research supply in a futile attempt to purchase these ships, though the AI already researches that like mad.

Reply #362 Top

Jeez, it feels like I'm spamming this thread. But anyways...

Another question, I'm basically trying to code a buff, which calls a buff, which calls another buff. The first two of the chain fire off flawlessly, but the third does not want to fire off for some reason. Here's all three of the buff files. As you can see, I'm doing it so I can set a stack on the last of the three, the hull DPS, but leave the previous unlimited.

Reply #363 Top

I think buzzdroideffect should use an applybufftoself instead of applybufftotargetnofilternorange.  The reason for this is that you didn't previously use ApplyTargettedBuffToSelf, thus ABTTNFNR doesn't know where to aim.

+2 Loading…
Reply #364 Top

Quoting Lavo_2, reply 361
That is to make "filler" frigates that are unattainable (cost more supply than the cap, and plenty of resources), which shows the AI that these RoleTypes exist, but at the same time, denying their usage.

Of course this might make the AI research supply in a futile attempt to purchase these ships, though the AI already researches that like mad.

I would try just making the research ridiculously expensive and/or take forever to acquire first. That way the AI shouldn't try to save up fleet supply for them. Of course if you're doing that for a required type that can't have a prerequisite like colony frigate wouldn't work to well, but it may work for things like siege frigates.

+1 Loading…
Reply #365 Top

And/or put them in tier 8.

Reply #366 Top

Quoting Volt_Cruelerz, reply 363
I think buzzdroideffect should use an applybufftoself instead of applybufftotargetnofilternorange.  The reason for this is that you didn't previously use ApplyTargettedBuffToSelf, thus ABTTNFNR doesn't know where to aim.

Will try that, thanks. Edit: Got this to work with ApplyBuffToSelf and OnDelay with a delay of 0.

Quoting GoaFan77, reply 364
I would try just making the research ridiculously expensive and/or take forever to acquire first. That way the AI shouldn't try to save up fleet supply for them. Of course if you're doing that for a required type that can't have a prerequisite like colony frigate wouldn't work to well, but it may work for things like siege frigates.

The types I'm specifically thinking of are primarily AntiModule and Siege (a lot of ships have planet bombing by default, but aren't Siege frigates as Sins interprets them), as the AI likes to spam Lrms I've put Lrm to ships that uh, would be good if spammed. The research method sounds like a great work around, and one that's far better than what I initially was thinking of.

Reply #367 Top

I need to have a empty gravity well (no planet) spawn a starbase owned by one of the players on game start. How do you do this?

Items

  • UseDefaultTemplate - Do you want to use the predefined planet template for this planet? This just gives you the standard structures and resources if it's an owned world, or if it's an empty planet occupied by militia.

Where is this, because I am looking at my toolbar window and it is not in there.

Reply #368 Top

Quoting AgentExeider, reply 367
I need to have a empty gravity well (no planet) spawn a starbase owned by one of the players on game start. How do you do this?

Make it spawn with a starbase constructor. You can't spawn pre-built starbases.

+1 Loading…
Reply #369 Top

Make a planet use a SB mesh and then it can be capture by other players and given to player at start

+1 Loading…
Reply #370 Top

Or make a specialized constructor that would have the ability to build an SB set to autocast and free so it would do it instantly.

Reply #371 Top

Quoting AgentExeider, reply 367
I need to have a empty gravity well (no planet) spawn a starbase owned by one of the players on game start. How do you do this?

Check out Distant Stars. We have done this.

Quoting Volt_Cruelerz, reply 370
Or make a specialized constructor that would have the ability to build an SB set to autocast and free so it would do it instantly.

This the basic way. Looking at the Distant Stars mod will help you get the coding right.

+1 Loading…
Reply #372 Top

Quoting Ryat, reply 371

Quoting AgentExeider, reply 367I need to have a empty gravity well (no planet) spawn a starbase owned by one of the players on game start. How do you do this?

Check out Distant Stars. We have done this.


Quoting Volt_Cruelerz, reply 370Or make a specialized constructor that would have the ability to build an SB set to autocast and free so it would do it instantly.

This the basic way. Looking at the Distant Stars mod will help you get the coding right.

 

that is exactly what i am looking at and I am trying to figure out how you did it.

Reply #373 Top

Thanks to everyone regularly participating here.  This is my most regularly visited page due to the great info provided.

I noted some changes in the 1.3* updates that seem nice--superweapons with npc's and the verbal alerts for them are a great touch.  Also starbases seem to field larger strike squadrons now.  So I am waiting for actual Rebellion to go to beta before I continue more ship modding and the like.

That said, planets and stars were my intent from the beginning.  I've sen the mods with planets having concurent buffs--one on and the off then reversed with a timed trigger--and I have a few questions regarding this.

I'm assuming there could be three buffs as easily as two?

Is it possible then to have a three buff, timed rotation but have each of the buffs have only a percent chance of occurring?  So say that buffs A,B & C are each timed to last 2 minutes each.  Is it possible to have any of the buffs due to randomly not occur and then go straight to the next buff?  So the normal sequence would be 2 minutes of A, 2 minutes of B and then 2 minutes of C but the random occurrence could alter that...2 minutes of A, B skipped, then 2 minutes of C or even One buff occurring back to back multiple times and the others missed.

Is this feasible?

Reply #374 Top

To my knowledge, no.

percentWeaponChance is the only think I know that could do the random thing you are thinking of, so sorry.

Reply #375 Top

Quoting Sinperium, reply 373
Is it possible then to have a three buff, timed rotation but have each of the buffs have only a percent chance of occurring? So say that buffs A,B & C are each timed to last 2 minutes each. Is it possible to have any of the buffs due to randomly not occur and then go straight to the next buff? So the normal sequence would be 2 minutes of A, 2 minutes of B and then 2 minutes of C but the random occurrence could alter that...2 minutes of A, B skipped, then 2 minutes of C or even One buff occurring back to back multiple times and the others missed.

There is ApplyInstantAction### OnChance instead of OnDelay or always, though you might have to make the timer buffs that rotate between each other separate from the buff that may apply the bonus. So with enough buffs it maybe possible. ;)

Look at the Skirantra's fighter protection ability thing for how to use OnChance.

+1 Loading…