Hi you guys,

I’m trying to give a normal ship the ability to capture, but it’s not working.

I’ve added this to the ship file:

addAbility(NewShipType,"CaptureCommand",1,1000)
AddShipMultiplier(NewSubSystemType, "Capture", "EnemyShipsWithinRadius", "Linear", 1.01, 1.01, 1000)

which works as far as allowing the capture command icon and the ship tries to capture

and this to the events file:

--try to put in capture stuff
        event13 =
        {
            { "anim", "Boarding" },
            { "animtime", "-1" },
            --{ "marker", "markerb1" },

		{ "marker", "marker5", }, 

            { "fx", "boarding_beam_combo" },
            { "sound", "SPECIAL/SPECIAL_ABILITIES_HGN_MARINE_FRIGATE_CAPTURE" },
            { "fx_scale", "1" },
        },

But the ship just pushes the other ship around instead of trying to capture it. Anybody have any ideas? I was thinking that maybe there a node missing in the model or something like that.

Thanks!

You need some sort of latch orientation. My marine frigate has this:

image

2 Likes

Ah okay, cool thanks.

I keep putting off messing around with the models. I think I’m chicken. haha

Hello Everyone!

Getting back to this problem:

@Nathanius added the latch orientation node to the Grendel, but it still doesn’t work right.

image

@Dom2 could you please have a look at this video of the problem to see if you know what it could be? Thanks!

My first YouTube video! :

Thanks guys!

2 Likes

Cool, a mention in a YouTube video, what an honour…

Where exactly is the capture node? From memory it won’t work if it is too close to the ship’s collision mesh…

For all the STC ships I have a capture node at 0,0,0 aligned to the ship’s orientation and for the capturers (the Klingon ship in the original post, for example) I had the latch orientation a few hundred metres below the ship.

I added a latch to the Grendel in the video with it 600m fore of the root joint and oriented 90 degrees around on the X axis (or -90 degrees? I forget which).

It’s already got 4 views - you’re gonna be FAMOUS! It’s going VIRAL! =D

1 Like

I assume you guys are both hard at work trying to sove my stupid problems… please have this done by the end of the week. Thanks. I expect you to report back to me without me haveing to ask you again. Thaaaaaanks! =D

I was thinking about this, does anybody know if people ever got the beast infection beam working? I saw a couple drafts here on the forum, but I couldn’t find the files for a working one. Maybe the Gorn could get a really short-ranged beast beam as a work around? (In lizard-green, or course!)

Can you post the dae, ship and events files? I’ll try to have a look.

Cool, thanks! Nathanius has the DAE file, but here is the ship file:

--------------------------------------------------
--- Created with Homeworld 2 Ship Editor 1.2.1
--------------------------------------------------

NewShipType = StartShipConfig()

--------------------------------------------------
--- Shipinfo
--------------------------------------------------

NewShipType.displayedName = "Gorn Slaver Barge"
NewShipType.sobDescription = "Into the Null, slave. No light. No Rest."

--------------------------------------------------	
--- Main Ship Data	
--------------------------------------------------	

NewShipType.controllerType = "Ship"
NewShipType.militaryUnit = 1
NewShipType.isTransferable = 0
NewShipType.unitCapsNumber = 2
--no  added unit caps--
NewShipType.mass = 40000
NewShipType.collisionMultiplier = 4

--------------------------------------------------
--- Families
--------------------------------------------------

NewShipType.BuildFamily = "SuperCap_TMP_Fed"
NewShipType.AttackFamily = "Grendelstc"
NewShipType.DockFamily = "Capital"
NewShipType.AvoidanceFamily = "BattleCruiser"
NewShipType.DisplayFamily = "Capital"
NewShipType.AutoFormationFamily = "CapShip"
NewShipType.CollisionFamily = "Big"
NewShipType.ArmourFamily = "HeavyArmour"
NewShipType.UnitCapsFamily = "Capital"

--------------------------------------------------
--- Supply
--------------------------------------------------

setSupplyValue(NewShipType, "Capital", 1.0)
setSupplyValue(NewShipType, "Battlecruiser", 1.0)
setSupplyValue(NewShipType, "LayoutBattleCruiser", 1.0)

NewShipType.AttackPriorityMultiplier=0.1

--------------------------------------------------	
--- Construction	
--------------------------------------------------	

NewShipType.buildCost = 6500
NewShipType.buildTime = 300
NewShipType.buildPriorityOrder = 30

--------------------------------------------------	
--- Health and Armour	
--------------------------------------------------	

NewShipType.maxhealth = 2000000000
NewShipType.regentime = 8000
NewShipType.minRegenTime = 8000
NewShipType.sideArmourDamage = 1
NewShipType.rearArmourDamage = 1
NewShipType.dustCloudDamageTime = 750
NewShipType.nebulaDamageTime = 750

--------------------------------------------------	
--- Sensors	
--------------------------------------------------	

NewShipType.retaliationRange = 6500 -- = 12620
NewShipType.retaliationDistanceFromGoal = 160
NewShipType.visualRange=1000
NewShipType.prmSensorRange=7000
NewShipType.secSensorRange=8000
NewShipType.detectionStrength = 1
NewShipType.visibleInSecondary = 1

--------------------------------------------------	
--- Movement	
--------------------------------------------------	

NewShipType.thrusterMaxSpeed = 650
NewShipType.thrusterAccelTime = 12.4010989010989
NewShipType.thrusterBrakeTime = 6.20054945054945
NewShipType.mainEngineMaxSpeed = 650
NewShipType.mainEngineAccelTime = 12.4010989010989
NewShipType.mainEngineBrakeTime = 6.20054945054945
--NewShipType.rotationMaxSpeed = 42.2465
--NewShipType.rotationAccelTime = 11.285
--NewShipType.rotationBrakeTime = 5.6425

NewShipType.rotationMaxSpeed = 200
NewShipType.rotationAccelTime = 2
NewShipType.rotationBrakeTime = 1

--------------------------------------------------	
--- Advanced Movement	
--------------------------------------------------	

NewShipType.accelerationAngle = 120
NewShipType.mirrorAngle = 0
NewShipType.secondaryTurnAngle = 0
NewShipType.maxBankingAmount = 10
NewShipType.descendPitch = 70
NewShipType.thrusterUsage = 0.3
NewShipType.slideMoveRange = 67
NewShipType.goalReachEpsilon = 40
NewShipType.relativeMoveFactor = 1
NewShipType.MinimalFamilyToFindPathAround = "MotherShip"
NewShipType.useEngagementRanges = 1

--------------------------------------------------	
--- Special Flight Maneuvers	
--------------------------------------------------	

--no maneuvers--
--no maneuvers--
--no maneuvers--
--no maneuvers--

--------------------------------------------------	
--- Swaying	
--------------------------------------------------	

--no SWAY entry--
--no SWAY entry--
--no SWAY entry--
--no SWAY entry--
--no SWAY entry--
--no SWAY entry--

--------------------------------------------------	
--- Tactics And Multipliers
--------------------------------------------------	

NewShipType.defaultStance = "Neutral"  -- Agressive, Neutral or Evasive 
NewShipType.defaultROE = "Defensive"  -- Offensive, Defensive, Passive
setTacticsMults(NewShipType, "MAXSPEED", 0.85, 1.10, 1.0)
setTacticsMults(NewShipType, "ENGINEACCEL", 0.85, 1.0, 1.0)
setTacticsMults(NewShipType, "ENGINEBRAKE", 1.15, 1.0, 1.0)
setTacticsMults(NewShipType, "THRUSTER", 1.0, 1.0, 1.0)
setTacticsMults(NewShipType, "THRUSTERACCEL", 0.85, 1.0, 1.0)
setTacticsMults(NewShipType, "THRUSTERBRAKE", 1.0, 1.0, 1.0)
setTacticsMults(NewShipType, "ROTATION", 1.15, 1.05, 1.0)
setTacticsMults(NewShipType, "ROTATIONACCEL", 1.0, 1.0, 1.0)
setTacticsMults(NewShipType, "ROTATIONBRAKE", 1.15, 1.0, 1.0)
setTacticsMults(NewShipType, "WEAPONACCURACY", 1.05, 0.85, 1.0)
setTacticsMults(NewShipType, "WEAPONDAMAGE", 1.25, 0.75, 1.0)
setTacticsMults(NewShipType, "BULLETSPEED", 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, "DAMAGEAPPLIED", 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, "FIRERATE", 1.0, 1.25, 1.0)

--------------------------------------------------	
--- Formations	
--------------------------------------------------	

NewShipType.paradeData = "Dummy_Parade"
NewShipType.buildBatch = 1
NewShipType.SquadronSize = 1
NewShipType.formationSpacing = 300
NewShipType.passiveFormation = "Broad"
NewShipType.defensiveFormation = "Broad"
NewShipType.aggressiveFormation = "Broad"
NewShipType.batchFormation= "Batch_delta"
NewShipType.canJoinStrikeGroup = 1
NewShipType.canSurround = 1

--------------------------------------------------
--- Launching
--------------------------------------------------

NewShipType.launchTimeBeforeStart = 0.5
NewShipType.launchFormation = "Dockline"
NewShipType.launchNrOfShipsInDockFormation = 1
NewShipType.launchTimeBetweenTwoFormations = 0.5

--------------------------------------------------
--- Docking
--------------------------------------------------

NewShipType.holdSlots=1
NewShipType.ignoreRaceWhenDocking = 0
NewShipType.dontDockWithOtherRaceShips = 0
NewShipType.queueFormation = "Dockline"
NewShipType.dockTimeBeforeStart = 3
NewShipType.dockFormation = "Dockline"
NewShipType.dockNrOfShipsInDockFormation = 1
NewShipType.dockTimeBetweenTwoFormations = 3

--------------------------------------------------
--- Ship Counter Rating
--------------------------------------------------

NewShipType.fighterValue = 0
NewShipType.corvetteValue = 0
NewShipType.frigateValue = 80
NewShipType.neutralValue = 30
NewShipType.totalValue = 110
NewShipType.antiFighterValue = 0
NewShipType.antiCorvetteValue = 5
NewShipType.antiFrigateValue = 60

--------------------------------------------------
--- Damage & Death
--------------------------------------------------

NewShipType.battleScarCoverage=4
NewShipType.battleScarBudgetLow = 800
NewShipType.battleScarBudgetNext = 1200
NewShipType.battleScarMaxTriBase = 175
NewShipType.battleScarMaxTriInc = 250
NewShipType.sobDieTime = 6
NewShipType.sobSpecialDieTime = 1
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0
NewShipType.deadSobFadeTime = 0

--------------------------------------------------
--- Explosion Damage
--------------------------------------------------
--these are pretty much from the hig BC
NewShipType.explosiveDamageOnDeath = 800
NewShipType.explosiveScuttleDamageOnDeath = 3800
NewShipType.maxFalloffForce = 5000
NewShipType.minFalloffDamageDist = 300
NewShipType.maxFalloffDamageDist = 800
NewShipType.maxFalloffScuttleDamageDist = 1500
NewShipType.radiusDamageEvadeMod = 1.1

--------------------------------------------------
--- Death Tumble
--------------------------------------------------

NewShipType.tumbleStaticX = 10
NewShipType.tumbleStaticY = 20
NewShipType.tumbleStaticZ = 5
NewShipType.tumbleDynamicX = 2
NewShipType.tumbleDynamicY = 10
NewShipType.tumbleDynamicZ = 5
NewShipType.tumbleSpecialDynamicX = 2
NewShipType.tumbleSpecialDynamicY = 10
NewShipType.tumbleSpecialDynamicZ = 5

--------------------------------------------------
--- Random Targets
--------------------------------------------------

NewShipType.useTargetRandom = 0
NewShipType.targetRandomPointXMin = -0.08
NewShipType.targetRandomPointXMax = 0.08
NewShipType.targetRandomPointYMin = -0.31
NewShipType.targetRandomPointYMax = 0.84
NewShipType.targetRandomPointZMin = -0.57
NewShipType.targetRandomPointZMax = 0.24
	
--------------------------------------------------	
--- Layout Boundary	
--------------------------------------------------	
	
NewShipType.useLayoutBounds = 	0
NewShipType.layoutBoundX = 	381
NewShipType.layoutBoundY = 	381
NewShipType.layoutBoundZ = 	750
NewShipType.layoutCenterX = 	0
NewShipType.layoutCenterY = 	0
NewShipType.layoutCenterZ = 	0

--------------------------------------------------	
--- Selection	
--------------------------------------------------	

NewShipType.selectionLimit = 5000000
--no selection entry--
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 75

--------------------------------------------------	
--- Tactical Icon	
--------------------------------------------------	

NewShipType.TOIcon = "Arrow"
NewShipType.TOScale = 2

NewShipType.TODistanceFade0=11000
NewShipType.TODistanceDisappear0=9000
NewShipType.TODistanceFade1=1500
NewShipType.TODistanceDisappear1=700
NewShipType.TODistanceFade2=12000
NewShipType.TODistanceDisappear2=35000

NewShipType.TOGroupScale = 1
NewShipType.TOGroupMergeSize = 0

--------------------------------------------------	
--- Overlays	
--------------------------------------------------	

NewShipType.healthBarStyle = 2
NewShipType.mouseOverMinFadeSize = 0.045
NewShipType.mouseOverMaxFadeSize = 0.1
NewShipType.SMRepresentation = "Mesh"
--no SM entry--
--no SM entry--

--------------------------------------------------	
--- Rendering	
--------------------------------------------------	

NewShipType.meshRenderLimit = 35000
NewShipType.dotRenderLimit = 10
NewShipType.goblinsStartFade = 9500
NewShipType.goblinsOff = 12000
NewShipType.minimumZoomFactor = 0.6

--------------------------------------------------
--- Non linear Scaling
--------------------------------------------------


--------------------------------------------------
--- Level of Detail
--------------------------------------------------


--------------------------------------------------
--- alternative Hyperspace Gate
--------------------------------------------------


--------------------------------------------------
--- Abilities
--------------------------------------------------
addAbility(NewShipType,"MoveCommand",1,0)
addAbility(NewShipType,"WaypointMove")

--addAbility(NewShipType,"CaptureCommand",1,1000)

addAbility(NewShipType,"CaptureCommand",1,500)

AddShipMultiplier(NewSubSystemType, "Capture", "EnemyShipsWithinRadius", "Linear", 1.01, 1.01, 2000)

addAbility(NewShipType,"ParadeCommand",1)
--addAbility(NewShipType,"CanAttack", 1, 1, 1, 0, 0.35, 1,"Mothership, BigCapitalShip, SmallCapitalShip, Frigate, Corvette, Fighter, Capturer, Utility, Munition","Frontal", {Hull = "frontal"}, {Fighter = "FlyBy_Corvette_vs_Corvette"}, {Corvette = "FlyBy_Corvette_vs_Corvette"}, {Frigate = "FlyBy_Corvette_vs_Corvette"}, {SmallCapitalShip = "frontal"}, {BigCapitalShip = "frontal"}, {Munition = "MoveToTargetAndShoot"}, {SubSystem = "FrontalVsSubSystem"}, {Mothership = "frontal"})


addAbility(NewShipType,"CanAttack",1,0,1,1,0.35,1,"Fighterstc, Fighter, Fighter_hw1, Corvettestc, Corvette, Corvette_hw1,,,,,,,, Capturer, Grendelstc, Brelstc, Iff, Frigatestc, Frigate, Sdh, Utility, SmallCapitalShipstc, Firehawkstc, SmallCapitalShiphd,SmallCapitalShip, BigCapitalShipmr,BigCapitalShipdnstc, BigCapitalShipdn,BigCapitalShipbc,BigCapitalShip, Mothership","MoveToTargetAndShoot2");


addAbility(NewShipType,"GuardCommand",1,3000,500)
addAbility(NewShipType,"CanDock",1,1)
addAbility(NewShipType,"CanLaunch")
addAbility(NewShipType,"CanBeCaptured", 57, 0.3,"CapCap")
addAbility(NewShipType,"CanBeRepaired","RepCap")
addAbility(NewShipType,"RetireAbility",1,0)
addAbility(NewShipType,"HyperSpaceCommand",1,1,200,1000,1,5)
addAbility(NewShipType,"HyperspaceViaGateCommand",1,3,1,0.3)


--------------------------------------------------
LoadModel(NewShipType, 1)
--------------------------------------------------

----addCustomCode(NewShipType,"data:scripts/continuum/stc_starship.lua","","Create_STC_Starship","Update_STC_Starship","Destroy_STC_Starship","grn_TMP_grendel", 0.01)

--------------------------------------------------
--- Weapons
--------------------------------------------------

StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse1","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse2","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse3","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse4","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse5","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse6","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse7","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse8","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse9","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse10","")
StartShipWeaponConfig(NewShipType,"grn_TMP_pulse_heavy","Weapon_Pulse11","")

StartShipWeaponConfig(NewShipType,"g_cap_beam","Weapon_Torpedo1","")
StartShipWeaponConfig(NewShipType,"g_cap_beam","Weapon_Torpedo2","")

--StartShipWeaponConfig(NewShipType,"grn_TMP_torpedo_plasma","Weapon_Torpedo1","")
--StartShipWeaponConfig(NewShipType,"grn_TMP_torpedo_plasma","Weapon_Torpedo2","")

--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse1","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse2","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse3","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse4","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse5","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse6","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse7","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse8","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse9","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse10","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_pulse_heavy","Weapon_Pulse11","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_torpedo_plasma","Weapon_Torpedo1","")
--StartShipWeaponConfig(NewShipType,"X_grn_TMP_torpedo_plasma","Weapon_Torpedo2","")

--------------------------------------------------
--- HardPoints
--------------------------------------------------

--StartShipHardPointConfig(NewShipType,"Shield","Hardpoint_Experience","System","Innate","Indestructible","ALL_grn_TMP_grendel","","","","","","","","")
--StartShipHardPointConfig(NewShipType,"XP","Hardpoint_Experience","System","Innate","Indestructible","ALL_XP_subsystem","","","","","","","","")

--------------------------------------------------
--- Latch Points
--------------------------------------------------

-- loadLatchPointList(NewShipType,"CapCap","CapturePoint0");
-- loadLatchPointList(NewShipType,"SalCap","SalvagePoint0","SalvagePoint1","SalvagePoint2","SalvagePoint3");
-- loadLatchPointList(NewShipType,"RepCap","RepairPoint0","RepairPoint1","RepairPoint2");

--------------------------------------------------
--- Multiplier
--------------------------------------------------


SpawnSalvageOnDeath(NewShipType,"Slv_Chunk_Lrg06",1, 1,0,0,0, 25,150,-100,30,35,75,62,75,0,0,0,80,0,0,0,50);

--AddShipMultiplier(NewShipType, "WeaponAccuracy", "OwnShipsWithinRadiusExcludingThisShip", "Linear", 1, 0, 0)
--AddShipMultiplier(NewShipType, "WeaponDamage", "OwnShipsWithinRadiusExcludingThisShip", "Linear", 1, 0, 0)
--AddShipMultiplier(NewShipType, "HealthRegenerationRate", "OwnShipsWithinRadiusExcludingThisShip", "Linear", 1, 0, 0)
--AddShipMultiplier(NewShipType, "ResourceCapacity", "OwnShipsWithinRadiusExcludingThisShip", "Linear", 1, 0, 0)

--------------------------------------------------
--- Addendum
--------------------------------------------------

addShield(NewShipType,"EMP", 855, 33)
loadShipPatchList(NewShipType, "data:sound/sfx/ship/", 0, "AUX_GRN_Engine", "")
NewShipType.hideNormalAttackUICooldown=1

--------------------------------------------------
--- Da Shader Things
--------------------------------------------------

setShaderChannels(NewShipType, 0, 0, 200000, 1, 0);
-- setShaderChannels(ship, base channel, value for base, value for base+1, value for base+2, etc)...
-- Base channel is zero, value for channel 0 is 1.0, but it's sorta placeholder.

addShaderProp(NewShipType, "SOB_BorgProgress", 0, 2);
-- addShaderProp(ship, shader param, base channel, channel count)
-- blah-blah-blah, base is zero, one channel. SOB_BorgProgress is called in shader code somehow.

and here’s the events:

effects = 
{ 
    animations = 
    { 
		Death = 
		{ 
			name = "Death", 
			length = 6, 
			loop = 0, 
			parent = "", 
			minimum = 0, 
			maximum = 0, 
			markers = { "" },
		}, 
		Damage = 
		{ 
			name = "Damage", 
			length = 1, 
			loop = 1, 
			parent = "", 
			minimum = 0, 
			maximum = 0, 
			markers = { "" },
		}, 
		dmg01 = 
		{ 
			name = "dmg01", 
			length = 1, 
			loop = 1, 
			parent = "Damage", 
			minimum = 0.76, 
			maximum = 1, 
			markers = { "" },
		}, 
		dmg02 = 
		{ 
			name = "dmg02", 
			length = 1, 
			loop = 1, 
			parent = "Damage", 
			minimum = 0.80, 
			maximum = 1, 
			markers = { "" },
		}, 
		dmg03 = 
		{ 
			name = "dmg03", 
			length = 1, 
			loop = 1, 
			parent = "Damage", 
			minimum = 0.90, 
			maximum = 1, 
			markers = { "" },
		}, 
		shield_off = 
		{ 
			name = "shield_off", 
			length = 1.5, 
			loop = 0, 
			parent = "", 
			minimum = 0, 
			maximum = 0, 
			markers = { "" },
		}, 
		shield_on = 
		{ 
			name = "shield_on", 
			length = 1.5, 
			loop = 0, 
			parent = "", 
			minimum = 0, 
			maximum = 0, 
			markers = { "" },
		}, 
		xp_blue = 
		{ 
			name = "xp_blue",
			length = 0.5,
			loop = 0,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		xp_red = 
		{ 
			name = "xp_red",
			length = 0.5,
			loop = 0,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		xp_gold = 
		{ 
			name = "xp_gold",
			length = 0.5,
			loop = 0,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		xp_silver = 
		{ 
			name = "xp_silver",
			length = 0.5,
			loop = 0,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
				
		xp_blue_loop = 
		{ 
			name = "xp_blue_loop",
			length = 0.5,
			loop = 1,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		xp_red_loop = 
		{ 
			name = "xp_red_loop",
			length = 0.5,
			loop = 1,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		xp_gold_loop = 
		{ 
			name = "xp_gold_loop",
			length = 0.5,
			loop = 1,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		xp_silver_loop = 
		{ 
			name = "xp_silver_loop",
			length = 0.5,
			loop = 1,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 			
		borgbit1 = 
		{ 
			name = "borgbit1",
			length = 10000,
			loop = 1,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		borgbit2 = 
		{ 
			name = "borgbit2",
			length = 10000,
			loop = 1,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		borgbit3 = 
		{ 
			name = "borgbit3",
			length = 10000,
			loop = 1,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		borgbit4 = 
		{ 
			name = "borgbit4",
			length = 10000,
			loop = 1,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		borgbit5 = 
		{ 
			name = "borgbit5",
			length = 10000,
			loop = 1,
			parent = "",
			minimum = 0,
			maximum = 0,
			markers = { "" },
		}, 
		},				
-------------------------------------------------------------------------------------------------- 
--======EXPLOSION EFFECTS=======================================================================--
--------------------------------------------------------------------------------------------------		
       events = 
    { 
		blast1 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.6", }, 
				{ "marker", "marker3", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.15", }, 
			}, 
		debris1 =
			{
				{ "anim","death",},
				{ "animtime","0.6",},
				{ "marker","marker3",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast2 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0", }, 
				{ "marker", "marker1", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.2", }, 
			}, 
		debris2 =
			{
				{ "anim","death",},
				{ "animtime","0",},
				{ "marker","marker1",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast3 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.3", }, 
				{ "marker", "marker2", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.25", }, 
			}, 
		debris3 =
			{
				{ "anim","death",},
				{ "animtime","0.55",},
				{ "marker","marker2",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast4 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.25", }, 
				{ "marker", "marker4", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.2", },
			},		
		debris4 =
			{
				{ "anim","death",},
				{ "animtime","0.55",},
				{ "marker","marker4",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast5 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.35", }, 
				{ "marker", "marker5", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.15", },
			},
		debris5 =
			{
				{ "anim","death",},
				{ "animtime","0.35",},
				{ "marker","marker5",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast6 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.45", }, 
				{ "marker", "marker1", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.1", },
			},
		debris6 =
			{
				{ "anim","death",},
				{ "animtime","0.45",},
				{ "marker","marker1",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast7 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.55", }, 
				{ "marker", "marker2", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.15", },
			},
		debris7 =
			{
				{ "anim","death",},
				{ "animtime","0.55",},
				{ "marker","marker2",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast8 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.65", }, 
				{ "marker", "marker3", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.2", },
			},
		debris8 =
			{
				{ "anim","death",},
				{ "animtime","0.65",},
				{ "marker","marker3",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast9 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.7", }, 
				{ "marker", "marker2", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.25", },
			},
		debris9 =
			{
				{ "anim","death",},
				{ "animtime","0.55",},
				{ "marker","marker2",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast10 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.775", }, 
				{ "marker", "marker4", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.2", },
			},
		debris10 =
			{
				{ "anim","death",},
				{ "animtime","0.55",},
				{ "marker","marker4",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast11 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.8", }, 
				{ "marker", "marker5", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.15", },
			},
		debris11 =
			{
				{ "anim","death",},
				{ "animtime","0.8",},
				{ "marker","marker5",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast12 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.825", }, 
				{ "marker", "marker1", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.1", },
			},
		debris12 =
			{
				{ "anim","death",},
				{ "animtime","0.55",},
				{ "marker","marker1",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},
		blast13 = 
			{ 
				{ "anim", "Death", }, 
				{ "animtime", "0.850", }, 
				{ "marker", "marker4", }, 
				{ "fx", "xplosion_KA_EXP01_combo,xplosion_KA_EXP02_combo,xplosion_KA_EXP03_combo,xplosion_KA_EXP04_combo,xplosion_KA_EXP05_combo,xplosion_KA_EXP06_combo,xplosion_KA_EXP07_combo,xplosion_KA_EXP08_combo,xplosion_KA_EXP09_combo,xplosion_KA_EXP10_combo,xplosion_KA_EXP11_combo,xplosion_KA_EXP12_combo", }, 
				{ "sound", "Explosion/Small/ETG_Explode_Small_Plasma", }, 
				{ "fx_scale", "0.15", },
			},
		debris13 =
			{
				{ "anim","death",},
				{ "animtime","0.85",},
				{ "marker","marker4",},
				{ "fx","dmg_panel_chunks_spray_bentusi,dmg_hull_panel_combo",},
				{ "fx_scale","2.5",},
			},

-- detonation
-------------------------------------------------------------------------------------------------- 
--======DAMAGE EFFECTS==========================================================================--
--------------------------------------------------------------------------------------------------
		dmg01 = 
			{ 
				{ "anim", "dmg01", }, 
				{ "animtime", "-1", }, 
				{ "marker", "marker1,marker2", }, 
				{ "fx", "dmg_damage_puff_combo,dmg_damage_steam_combo,empty_combo,dmg_damage_spark_combo", }, 
				{ "sound", "DAMAGE/SMOKE/DAMAGE_SMOKE_EXHAUST_HEAVY", }, 
				{ "fx_scale", "6", }, 
				{ "fx_nlips", "on", }, 
			}, 
		dmg02 = 
			{ 
				{ "anim", "dmg02", }, 
				{ "animtime", "-1", }, 
				{ "marker", "marker3", }, 
				{ "fx", "dmg_damage_puff_combo,dmg_damage_steam_combo,empty_combo,dmg_damage_spark_combo", }, 
				{ "sound", "DAMAGE/SMOKE/DAMAGE_SMOKE_EXHAUST_HEAVY", }, 
				{ "fx_scale", "7", }, 
				{ "fx_nlips", "on", }, 
			}, 
		dmg03 = 
			{ 
				{ "anim", "dmg03", }, 
				{ "animtime", "-1", }, 
				{ "marker", "marker4,marker5", }, 
				{ "fx", "dmg_damage_puff_combo,dmg_damage_steam_combo,empty_combo,dmg_damage_spark_combo", }, 
				{ "sound", "DAMAGE/SMOKE/DAMAGE_SMOKE_EXHAUST_HEAVY", }, 
				{ "fx_scale", "6", }, 
				{ "fx_nlips", "on", }, 
			}, 
-------------------------------------------------------------------------------------------------- 
--======EXPERIENCE EFFECTS======================================================================--
--------------------------------------------------------------------------------------------------
		experience_blue = 
			{ 
				{ "anim", "xp_blue", }, 
				{ "animtime", "0", }, 
				{ "marker", "root", }, 
				{ "fx", "xp_blue", },
				{ "sound", "SPECIAL/LEVEL_UP", },
				{ "fx_scale", "0.4", },
			},
		experience_red = 
			{ 
				{ "anim", "xp_red", }, 
				{ "animtime", "0", }, 
				{ "marker", "root", }, 
				{ "fx", "xp_red", },
				{ "sound", "SPECIAL/LEVEL_UP", },
				{ "fx_scale", "0.4", },
			},
		experience_gold = 
			{ 
				{ "anim", "xp_gold", }, 
				{ "animtime", "0", }, 
				{ "marker", "root", }, 
				{ "fx", "xp_gold", },
				{ "sound", "SPECIAL/LEVEL_UP", },
				{ "fx_scale", "0.4", },
			},
		experience_silver = 
			{ 
				{ "anim", "xp_silver", }, 
				{ "animtime", "0", }, 
				{ "marker", "root", }, 
				{ "fx", "xp_silver", },
				{ "sound", "SPECIAL/LEVEL_UP", },
				{ "fx_scale", "0.4", },
			},						
		experience_blue_loop = 
			{ 
				{ "anim", "xp_blue_loop", }, 
				{ "animtime", "-1", }, 
				{ "marker", "root", }, 
				{ "fx", "xp_blue_loop", },
				{ "fx_scale", "0.4", },
			},
		experience_red_loop = 
			{ 
				{ "anim", "xp_red_loop", }, 
				{ "animtime", "-1", }, 
				{ "marker", "root", }, 
				{ "fx", "xp_red_loop", },
				{ "fx_scale", "0.4", },
			},
		experience_gold_loop = 
			{ 
				{ "anim", "xp_gold_loop", }, 
				{ "animtime", "-1", }, 
				{ "marker", "root", }, 
				{ "fx", "xp_gold_loop", },
				{ "fx_scale", "0.4", },
			},
		experience_silver_loop = 
			{ 
				{ "anim", "xp_silver_loop", }, 
				{ "animtime", "-1", }, 
				{ "marker", "root", }, 
				{ "fx", "xp_silver_loop", },
				{ "fx_scale", "0.4", },
			},
-------------------------------------------------------------------------------------------------- 
--======SHIELD EFFECTS==========================================================================--
--------------------------------------------------------------------------------------------------
		shield_off = 
			{ 
				{ "anim", "shield_off", }, 
				{ "sound", "SHIELD/FALL/SHlowGor", }, 
				{ "animtime", "0", }, 
				{ "marker", "Root", }, 
				{ "fx", "shield_flicker_grn_TMP_grendel", }, 
				{ "fx_scale", "1", }, 
			},
		shield_on = 
			{ 
				{ "anim", "shield_on", }, 
				{ "sound", "SHIELD/RAISE/SHraiGor", }, 
				{ "animtime", "0", }, 
				{ "marker", "Root", }, 
				{ "fx", "shield_flicker_grn_TMP_grendel", }, 
				{ "fx_scale", "1", }, 
			},	
-------------------------------------------------------------------------------------------------- 
--======BORGIFICATION EFFECTS============================================================================--
--------------------------------------------------------------------------------------------------
		borgbit1 = 
			{ 
				{ "anim", "borgbit1", }, 
				{ "sound", "", }, 
				{ "animtime", "0", }, 
				{ "marker", "marker1", }, 
				{ "fx", "borgFX_borgbit1,borgFX_borgbit2,borgFX_borgbit3,borgFX_borgbit4,borgFX_borgbit5", }, 
				{ "fx_scale", "2.8", }, 
				{ "fx_nlips", "on", }, 
			},
		borgbit2 = 
			{ 
				{ "anim", "borgbit2", }, 
				{ "sound", "", }, 
				{ "animtime", "0", }, 
				{ "marker", "marker2", }, 
				{ "fx", "borgFX_borgbit2,borgFX_borgbit3,borgFX_borgbit4,borgFX_borgbit5,borgFX_borgbit1", }, 
				{ "fx_scale", "3.5", }, 
				{ "fx_nlips", "on", }, 
			},
		borgbit3 = 
			{ 
				{ "anim", "borgbit3", }, 
				{ "sound", "", }, 
				{ "animtime", "0", }, 
				{ "marker", "marker3", }, 
				{ "fx", "borgFX_borgbit3,borgFX_borgbit4,borgFX_borgbit5,borgFX_borgbit1,borgFX_borgbit2", }, 
				{ "fx_scale", "4", }, 
				{ "fx_nlips", "on", }, 
			},
		borgbit4 = 
			{ 
				{ "anim", "borgbit4", }, 
				{ "sound", "", }, 
				{ "animtime", "0", }, 
				{ "marker", "marker4", }, 
				{ "fx", "borgFX_borgbit4,borgFX_borgbit5,borgFX_borgbit1,borgFX_borgbit2,borgFX_borgbit3", }, 
				{ "fx_scale", "3.6", }, 
				{ "fx_nlips", "on", }, 
			},
		borgbit5 = 
			{ 
				{ "anim", "borgbit5", }, 
				{ "sound", "", }, 
				{ "animtime", "0", }, 
				{ "marker", "marker5", }, 
				{ "fx", "borgFX_borgbit5,borgFX_borgbit1,borgFX_borgbit2,borgFX_borgbit3,borgFX_borgbit4", }, 
				{ "fx_scale", "4", }, 
				{ "fx_nlips", "on", }, 
			},

--try to put in capture stuff
        event13 =
        {
            { "anim", "Boarding" },
            { "animtime", "-1" },
            --{ "marker", "markerb1" },

		{ "marker", "marker5", }, 

            { "fx", "boarding_beam_combo" },
            { "sound", "SPECIAL/SPECIAL_ABILITIES_HGN_MARINE_FRIGATE_CAPTURE" },
            { "fx_scale", "1" },
        },


      }, 
}

I’ll send you an invitation for the steam tester files so that you can try stuff out if you want. I don’t think this ship file will work unless you add all the classes and stuff too.

@Nathanius : Could you please send him the DAE? Thanks!

Sure, @Dom2 just ping me on Discord and I’ll drop you the file there

Hi guys,

I was just checking out the Race Expansion mod and the Beast infection beam works!

I’m gonna have a look how he did it!

Aw man. I tried to unpack it with Archive and MOD Packer, but it gives and error and stops before it gets to the ships. I’m guessing the Beast beam is in the ship.lua.

Does anybody know another way to get the files out of a .big file?