Well There U Go An Another Bump Into The Wall
I Was Trying To Make Coverts Into Gunships And Then Assign Them To The Carrier Capital Ships, With Research
All Went Fine, Research Worked, Gunships Assigned To The Carrier .. Everything Worked Perfectly As Expected ... Except
One Thing. They Were Never Built ... They Always Stay At 0% It Shows The Progress Bar As They Were Built But It Just
Stays At 0% For Ever .. Not Even A Single Gunship Ever came Out Of That Capital Ships... What Could Have Went Wrong ?
Below Are The Entity Codes
FighterTechGunShip -
----------------------
TXT
entityType "Fighter"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack TRUE
numRandomDebrisLarge 0
numRandomDebrisSmall 0
numSpecificDebris 0
armorType "VeryLight"
hudIcon "HUDICON_SQUADTECHCOMBAT"
smallHudIcon "HUDICONSMALL_SQUADTECHCOMBAT"
infoCardIcon "INFOCARDICON_SQUADTECHCOMBAT"
minZoomDistanceMult 5.000000
nameStringID "IDS_CORVETTE_TECHREBEL_NAME"
counterDescriptionStringID "IDS_COUNTERDESC_CORVETTE_TECH"
statCountType "FighterCombat"
formationOffsetDistance 200.000000
mass 800.000000
maxAccelerationLinear 250.000000
maxAccelerationStrafe 100.000000
maxDecelerationLinear 1000.000000
maxAccelerationAngular 49.999992
maxDecelerationAngular 99.999985
maxSpeedLinear 2700.000000
maxRollRate 2.000000
maxRollAngle 35.000000
NumWeapons 3
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTILIGHT"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "ENERGY"
WeaponClassType "LASERTECH"
DamagePerBank:FRONT 33.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 3000.000000
PreBuffCooldownTime 12.500000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.300000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.250000
fireDelay 0.000000
muzzleEffectName "Weapon_Tech_FrigateLaser_Muzzle"
muzzleSoundMinRespawnTime 0.400000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE"
sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT2"
hitEffectName "Weapon_Tech_FrigateLaser_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
projectileTravelEffectName "Weapon_Tech_FrigateLaser_Travel"
Weapon
WeaponType "Projectile"
damageEnums
AttackType "ANTILIGHT"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 20.000000
DamagePerBank:RIGHT 20.000000
Range 3000.000000
PreBuffCooldownTime 10.000000
CanFireAtFighter TRUE
SynchronizedTargeting FALSE
PointStaggerDelay 0.300000
TravelSpeed 4000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.100000
fireDelay 0.000000
muzzleEffectName "Weapon_Tech_AutoCannonFighter_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONLIGHT_MUZZLE"
sound "WEAPON_TECHCAPITALAUTOCANNONLIGHT_MUZZLE_ALT1"
hitEffectName "Weapon_Tech_AutoCannonFighter_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALLIGHT_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
projectileTravelEffectName "Weapon_Tech_AutoCannonFighter_Travel"
Weapon
WeaponType "Missile"
damageEnums
AttackType "ANTILIGHT"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "MISSILE"
DamagePerBank:FRONT 0.000000
DamagePerBank:BACK 25.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 3500.000000
PreBuffCooldownTime 15.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.150000
TravelSpeed 1300.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Missile"
burstCount 3
burstDelay 0.250000
fireDelay 0.000000
muzzleEffectName "Weapon_Tech_MissileFighter_Muzzle"
muzzleSoundMinRespawnTime 0.500000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
hitEffectName "Weapon_Tech_MissileFighter_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
missileTravelEffectName "Weapon_Tech_MissileFighter_Travel"
missileStartTurningDistance 150.000000
missileSlowTurnRate 3.141593
missileMaxSlowTurnTime 6.000000
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 1
TargetCountPerBank:LEFT 1
TargetCountPerBank:RIGHT 1
canOnlyTargetStructures FALSE
meshName "Corvette_TechRebel"
exhaustParticleSystemName "Exhaust_TechCorvette"
ExplosionName "Fighter0"
exhaustTrailTextureName "ExhaustTrail"
exhaustTrailWidth 5.000000
engineSoundID "ENGINE_TECHCAPITALSHIP"
MaxHullPoints 350.000000
HullPointRestoreRate 0.800000
BaseArmorPoints 1.000000
experiencePointsForDestroying 3.500000
minShadow 0.100000
maxShadow 0.800000
SquadTechGunship -
---------------------
TXT
entityType "Squad"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
hudIcon "HUDICON_SQUADTECHCOMBAT"
smallHudIcon "HUDICONSMALL_SQUADTECHCOMBAT"
infoCardIcon "INFOCARDICON_SQUADTECHCOMBAT"
fighterEntityDef "FighterTechGunship"
fighterIllusionEntityDef ""
scuttleTime 10.000000
fighterConstructionTime 22.000000
decayWithoutOwnerRate 0.010000
baseMaxNumFighters 3
role "Combat"
statCountType "SquadCombat"
mainViewIcon "MAINVIEWICON_SQUADTECHCOMBAT"
picture "PICTURE_SQUADTECHCOMBAT"
launchIcon "HUDICONLAUNCH_SQUADTECHCOMBAT"
dockIcon "HUDICONDOCK_SQUADTECHCOMBAT"
nameStringID "IDS_CORVETTE_TECHREBEL_NAME"
descriptionStringID "IDS_CORVETTE_TECHREBEL_DESCRIPTION"
researchPrerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_CORVETTEACCESS_TECHREBEL"
Level 1
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0
NumSoundsFor:ONATTACKORDERISSUED 2
SoundID "CORVETTE_TECHREBEL_ONATTACKORDERISSUED_0"
SoundID "CORVETTE_TECHREBEL_ONATTACKORDERISSUED_1"
NumSoundsFor:ONCREATION 0
NumSoundsFor:ONGENERALORDERISSUED 2
SoundID "CORVETTE_TECHREBEL_ONGENERALORDERISSUED_0"
SoundID "CORVETTE_TECHREBEL_ONGENERALORDERISSUED_1"
NumSoundsFor:ONSELECTED 2
SoundID "CORVETTE_TECHREBEL_ONSELECTED_0"
SoundID "CORVETTE_TECHREBEL_ONSELECTED_1"
NumSoundsFor:ONSTARTPHASEJUMP 0
minShadow 0.000000
maxShadow 0.000000
ability:0 "AbilityCrippleDefense"
ability:1 ""
ability:2 ""
ability:3 ""
ability:4 ""
Any Help In This Is Greatly Appreciated