BC304 Minimod and tutorials

Talk about mods, general game play, whatever.

BC304 Minimod and tutorials

Epytron_Omega
One of the Finest Members
Epytron_Omega
One of the Finest Members
Joined: 25 Jan 2008, 06:17

20 Sep 2009, 20:31 #1

Here is a link to the BC304 Minimod I have done, and 2 tutorials to help in getting it to work.

Download the Daedalus

Adding the Daedalus to the Mods lineup

Adding the Missiles and Beam Weapons to the Daedalus
Founder of Beyond the Invasion Forums.
[youtube=py4RmuKlx3o]

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byi2003
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byi2003
New member
Joined: 04 Oct 2009, 19:38

05 Oct 2009, 22:00 #2

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Edited to add spoiler tags. --EO
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Epytron_Omega
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Epytron_Omega
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06 Oct 2009, 02:49 #3

you are opening the wrong file. Be sure to follow the tutorials, they explain how to mod the minimod
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byi2003
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byi2003
New member
Joined: 04 Oct 2009, 19:38

07 Oct 2009, 19:11 #4

please look over still no missles

[spoiler]TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 1
frigateRoleType "Heavy"
statCountType "FrigateHeavy"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHHEAVY"
picture "PICTURE_FRIGATE_TECHHEAVY"
NameStringID "IDS_FRIGATE_TECHHEAVY_NAME"
DescriptionStringID "IDS_FRIGATE_TECHHEAVY_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_HEAVY"
basePrice
credits 500.000000
metal 100.000000
crystal 70.000000
slotCount 10.000000
BuildTime 60.000000
hasLevels FALSE
ExperiencePointsForDestroying 100.000000
MaxHullPoints 1050.000000
MaxShieldPoints 600.000000
HullPointRestoreRate 1.500000
ShieldPointRestoreRate 2.000000
BaseArmorPoints 5.000000
maxMitigation 0.600000
Prerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_FRIGATEACCESS_HEAVYTECH"
Level 1
numRandomDebrisLarge 1
numRandomDebrisSmall 10
numSpecificDebris 0
armorType "VeryHeavy"
hudIcon "HUDICON_FRIGATE_TECHHEAVY"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHHEAVY"
infoCardIcon "INFOCARDICON_FRIGATE_TECHHEAVY"
minZoomDistanceMult 1.500000
NumWeapons 1
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigateTechHeavy"
maxAccelerationLinear 125.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 2.200000
maxDecelerationAngular 9.999996
maxSpeedLinear 600.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHHEAVY_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
meshName "Frigate_TechHeavy"
criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "Exhaust_FrigateTechHeavy"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySprint"
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 0.000000
AntiMatterRestoreRate 0.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.000000
maxShadow 0.600000[/spoiler]
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Epytron_Omega
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Epytron_Omega
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Joined: 25 Jan 2008, 06:17

08 Oct 2009, 06:05 #5

ok, looking at that entity file, there hasnt been any missiles added to it, so therefore, it will not have any missiles fire.
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byi2003
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byi2003
New member
Joined: 04 Oct 2009, 19:38

11 Oct 2009, 01:01 #6

ok i still have no missles,and when i place frigate tech heavy entity in gameinfo file the game will not play . I change the name on frigate tech heavy entity too stargate.entity the game plays but no missles. Please look over
[spoiler]TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 1
frigateRoleType "Heavy"
statCountType "FrigateHeavy"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHHEAVY"
picture "PICTURE_FRIGATE_TECHHEAVY"
NameStringID "IDS_FRIGATE_TECHHEAVY_NAME"
DescriptionStringID "IDS_FRIGATE_TECHHEAVY_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_HEAVY"
basePrice
credits 500.000000
metal 100.000000
crystal 70.000000
slotCount 10.000000
BuildTime 60.000000
hasLevels FALSE
ExperiencePointsForDestroying 100.000000
MaxHullPoints 1050.000000
MaxShieldPoints 600.000000
HullPointRestoreRate 1.500000
ShieldPointRestoreRate 2.000000
BaseArmorPoints 5.000000
maxMitigation 0.600000
Prerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_FRIGATEACCESS_HEAVYTECH"
Level 1
numRandomDebrisLarge 1
numRandomDebrisSmall 10
numSpecificDebris 0
armorType "VeryHeavy"
hudIcon "HUDICON_FRIGATE_TECHHEAVY"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHHEAVY"
infoCardIcon "INFOCARDICON_FRIGATE_TECHHEAVY"
minZoomDistanceMult 1.500000
NumWeapons 1
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 71.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 9800.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.150000
TravelSpeed 1000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 1
burstDelay 0.600000
muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigateTechHeavy"
maxAccelerationLinear 125.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 2.200000
maxDecelerationAngular 9.999996
maxSpeedLinear 600.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHHEAVY_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
meshName "Frigate_TechHeavy"
criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "Exhaust_FrigateTechHeavy"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySprint"
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 0.000000
AntiMatterRestoreRate 0.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.000000
maxShadow 0.600000[/spoiler]
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Epytron_Omega
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Epytron_Omega
One of the Finest Members
Joined: 25 Jan 2008, 06:17

11 Oct 2009, 03:19 #7

you need to follow the Tutorial to the Letter, but to help you out copy and paste this code into your Entity file.

[spoiler]TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 1
frigateRoleType "Heavy"
statCountType "FrigateHeavy"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHHEAVY"
picture "PICTURE_FRIGATE_TECHHEAVY"
NameStringID "IDS_FRIGATE_TECHHEAVY_NAME"
DescriptionStringID "IDS_FRIGATE_TECHHEAVY_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_HEAVY"
basePrice
credits 500.000000
metal 100.000000
crystal 70.000000
slotCount 10.000000
BuildTime 60.000000
hasLevels FALSE
ExperiencePointsForDestroying 100.000000
MaxHullPoints 1050.000000
MaxShieldPoints 600.000000
HullPointRestoreRate 1.500000
ShieldPointRestoreRate 2.000000
BaseArmorPoints 5.000000
maxMitigation 0.600000
Prerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_FRIGATEACCESS_HEAVYTECH"
Level 1
numRandomDebrisLarge 1
numRandomDebrisSmall 10
numSpecificDebris 0
armorType "VeryHeavy"
hudIcon "HUDICON_FRIGATE_TECHHEAVY"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHHEAVY"
infoCardIcon "INFOCARDICON_FRIGATE_TECHHEAVY"
minZoomDistanceMult 1.500000
NumWeapons 3
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 71.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 9800.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.150000
TravelSpeed 1000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 1
burstDelay 0.600000
muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
missileStartTurningDistance 250.000000
missileSlowTurnRate 0.708997
missileMaxSlowTurnTime 6.000000m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigateTechHeavy"
maxAccelerationLinear 125.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 2.200000
maxDecelerationAngular 9.999996
maxSpeedLinear 600.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHHEAVY_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 4
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_2"
SoundID "FRIGATE_TECHHEAVY_ONGENERALORDERISSUED_3"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_0"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_1"
SoundID "FRIGATE_TECHHEAVY_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHHEAVY_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
meshName "Frigate_TechHeavy"
criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "Exhaust_FrigateTechHeavy"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySprint"
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 0.000000
AntiMatterRestoreRate 0.000000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.000000
maxShadow 0.600000[/spoiler]
Founder of Beyond the Invasion Forums.
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byi2003
New member
byi2003
New member
Joined: 04 Oct 2009, 19:38

11 Oct 2009, 04:08 #8

thank you thank you sir i have missles, is there an easy way too name each cielo command cruiser
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Epytron_Omega
One of the Finest Members
Epytron_Omega
One of the Finest Members
Joined: 25 Jan 2008, 06:17

11 Oct 2009, 04:29 #9

no there is not, sorry.
Founder of Beyond the Invasion Forums.
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