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Title: Replaceweapon / Separation Post by: DOCa Cola on January 16, 2008, 06:45:10 PM I have assembled a list with all modding features the Patch Project has as overview and also added info for the replaceweapon (separation) that is coming with 1.2.5
Star Trek Armada II: Fleet Operations - (Upcoming) Modding features list (http://www.fleetops.net/component/option,com_smf/Itemid,3/topic,3545.0/) If you have questions, you can ask them in this thread here. Title: Re: Replaceweapon / Separation Post by: Blade on January 16, 2008, 08:04:33 PM errrrr one word wow. thats a lot of usefull stuff kool just makes me to want it sooner
Title: Re: Replaceweapon / Separation Post by: Crazy Moose on January 16, 2008, 09:10:31 PM Very Nice can't wait for 1.2.5 to be released. :thumbsup:
One question, will maxbuildable number affect the replaceweapon, in other words. Can you limit the number of advanced ships, ie you can only have one superDefiant at once, so if one defiant becomes a super defiant then no others can use the weapon until its destroyed. (personally I doubt it because it's a weapon not a buildable ship, if not is there perhaps a chance this can be implimented) Turned out to be two questions: if you have a prometheus hero ship that can split into 3 and then recombine, the prometheus is limited to 1 using MaxBuildable but if its seperated can another prometheus be built while its seperated, hence allowing 2 to be built in total? Anyway ill stop thinking up problems now :sweatdrop: great work guys Title: Re: Replaceweapon / Separation Post by: DOCa Cola on January 16, 2008, 09:42:51 PM yes, maxbuildable number does not work with the replaceweapon as the new vessels aren't build ;) i may implement that in the future, but i like to release 1.2.5 with fully tested features only.
Title: Re: Replaceweapon / Separation Post by: Blade on January 17, 2008, 01:40:49 AM ok any ideas wen it wil be released (now i feel chhecky and impatiant doh)
Title: Re: Replaceweapon / Separation Post by: Lt.Cmdr Worf on January 17, 2008, 05:41:47 AM can you use the standard fusion weapon to reintegrate the Prometheus or other class?
Also will these be weapons that you will need to put on the ship itself? for instance I need to configure the mvam of the prometheus as a replace weapon and make it a special toggle on the prom herself correct? and the same thing for fighter deployment..i can use the akira and the shelley to deploy peregrine fighters the same way with the multiple replace/keep? Title: Re: Replaceweapon / Separation Post by: DOCa Cola on January 17, 2008, 09:29:34 AM yes, for mvam you have to to put the replaceweapon on the unseparated prometheus.
sure, the standard fusion weapon will works for every kind of reintegration. :) i'd say i can release it within a week. i still need to test the patch with vista, test that the odf commands still work correctly and of course that the patch isn't intefering with the stock game. Title: Re: Replaceweapon / Separation Post by: Blade on January 17, 2008, 04:51:45 PM dnt suppose that when you release the next patch you could also release the odf's needed for a mvam promethius (might help the explanation of wot to do
Title: Re: Replaceweapon / Separation Post by: Crazy Moose on January 17, 2008, 06:05:16 PM First a question, what classlabel does the replaceweapon use, or is ReplaceWeapon the classlabel?
@Blade Seeings as im feeling very creative today: It would be very easy to create MVAM, first the prometheus has a replace weapon with the following lines of code Code: replacement0Class0 = "fPromLow.odf" // Create Lower Stardrive replacement1Class0 = "fPromMid.odf" // Create Upper Stardrive replacement2Class0 = "fPromUpp.odf" // Create Saucer replacementCreationType = 3 // Vessel is reported as separated in Admirals Log Then in the 3 seperate ships you add a Fusion weapon, for an example look at the borg cubes fusion weapon (gcubeintegrator) and it should be fairly obvious, replacing Code: // Converts it into bbattle3 fusedClass = "bbattle3" // How much metal must we spend to fuse this? fusingMetalCost = 750 // Multiweapon, requires 8 Borg cubes multiReqClass0 = "bbattle1" multiReqMin0 = 8 with Code: //Recombines to Prometheus fusedClass = "fProm" // Requires the 3 pieces multiReqClass0 = "fPromLow" multiReqMin0 = 1 multiReqClass1 = "fPromMid" multiReqMin1 = 1 multiReqClass2 = "fPromUpp" multiReqMin2 = 1 That should get you started at least, anyway as you can see, piece of cake. Title: Re: Replaceweapon / Separation Post by: Optec on January 17, 2008, 06:22:10 PM replacement0Class0 = "PromLow" // Create Lower Stardrive
replacement1Class0 = "PromMid" // Create Upper Stardrive replacement2Class0 = "PromUpp" // Create Saucer Would be the code :) your code would cause armada to create the lower stardrive and either the upper stardrive or the saucer, randomly selected Title: Re: Replaceweapon / Separation Post by: Crazy Moose on January 17, 2008, 06:45:45 PM Ahh I knew there was somthing I forgot to change :P I was copying and pasting your code for the experimental super deffiant, Ive edited accordingly. Does it need .odf after the odf name, in your thread explaining the new features it has it but you have not put it just there.
Thanks Optec. Title: Re: Replaceweapon / Separation Post by: Optec on January 17, 2008, 06:59:29 PM at least the FO i work with swallows the stuff without the file extensions :) DOCa can give you more info here
Title: Re: Replaceweapon / Separation Post by: DOCa Cola on January 17, 2008, 08:53:04 PM yes, it does work without odf extension too. i just added it in order that my example was easier to understand ;) the replacement vessels can be defined with or without .odf extension.
Title: Re: Replaceweapon / Separation Post by: Crazy Moose on January 17, 2008, 09:08:44 PM Thanks for the clarification,
Great Work you guys keep it up :) Title: Re: Replaceweapon / Separation Post by: Atlantis on January 19, 2008, 10:33:59 PM Wow, this is great!
Haven't tried it out yet, but I'm about it. Having read the guide on it now, i have one suggestion/request for the "replacementCreationType", for a future version, if you have time and want to, of course. Is there any chance of adding more options to the admirals log thing, such as "launched", or even the ability to add our own? I would extend this to all ships in general, but I'll leave that for a new thread, heh Title: Re: Replaceweapon / Separation Post by: Knight on January 20, 2008, 12:34:43 AM I'm still not understanding how to make this work. I'm not completely inexperienced when it comes to odf mods, I just need to know what weapon i need to modify to make this work.
I know your busy with both the patch project and fleet ops, but can i suggest a guide for the newbies who may like to implement this very cool addition? please ignore the last part, i just found the guide :blush: Since we have the guide, may i suggest an example, completed ODF for it? Title: Re: Replaceweapon / Separation Post by: Blade on January 20, 2008, 12:46:33 AM Quote //Display name for this weapon wpnName = "Galaxy Class Separation" //tooltips tooltip = "FED_GALSEPARATOR" verboseTooltip = "FED_GALSEPARATOR_V" //Time Delay between shots - not used //shotDelay = 0.0 //Location of the button in the speed panel //buttonSlot = 4 // location of the button in the popup palette //popupSlot = 5 // Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 10 //Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. //buttonBorder = 2 special = 1 //Programming Stuff DO NOT CHANGE classLabel = "ReplaceWeapon" //this special weapon can be assimilated by the borg tech assimilator //assimilatable = "fedpod1" replacement0Class0 = "fprombridge.odf" // Create Lower Stardrive replacement1Class0 = "fpromsaucer.odf" // Create Upper Stardrive replacement2Class0 = "fpromlow.odf" replacementCreationType = 3 // Vessel is reported as separated in Admirals Log replacementkeepName = 1 replacement0Class0Position = 0,0,0 replacement1Class0Position = 0,0,10 replacement2Class0Position = 0,0,-10 eventFire = "replaceweapon" hotkeyLabel = "HOTKEY_F6" there ya go Title: Re: Replaceweapon / Separation Post by: Knight on January 20, 2008, 02:00:23 AM Thanks Blade :) much appreciated
Title: Re: Replaceweapon / Separation Post by: Blade on January 20, 2008, 02:14:00 AM no problem but can sum one give me an actual situation were the random replace would b used as it seems intresting but i cnt think were to use it
Title: Re: Replaceweapon / Separation Post by: Atlantis on January 20, 2008, 11:32:45 AM An example would be the Chimera from StarFleet Academy. A ship which alters its appearance to look like any other ship (not just the one it's encountering). So giving it an auto-firing replacement weapon with a random choice between various ships (or versions of those ship odf's, modified to include the chimera weapon) and you've got yourself a ship which changes into a random ship every few seconds...
Another use would be Babylon 5 Omega-class Destroyers. These can carry either Aurora or Thunderbolt-class fighters, so this gives it a random chance, as opposed to making a different ship odf for every combination. As for more conventional uses, I'm not sure at the moment, other than the example given in the guide. Title: Re: Replaceweapon / Separation Post by: Blade on January 20, 2008, 03:18:34 PM ah ok that makes sence kool didnt think of using it to randomly select different fighters being launched
Title: Re: Replaceweapon / Separation Post by: Lt.Cmdr Worf on January 20, 2008, 08:24:20 PM Or if you want to have a couple of different refits for say the Rhien in FLOPS the torpedo or disruptor variant. you just build however many you want and then refit them and it'll randomly pick either disruptor or torpedo.
Or you can put two replaceweapons on one ship. and choose either to refit to disruptor or torpedo. Title: Re: Replaceweapon / Separation Post by: hellewellth on January 22, 2008, 09:17:52 PM "Metalcost" is not listed under "Replaceweapon" Commands in the other form, but is it just not listed or unavailable?
Title: Re: Replaceweapon / Separation Post by: DOCa Cola on January 22, 2008, 09:33:02 PM oh, you are right. no it's there, i just forgot to add it to the list. thanks
Title: Re: Replaceweapon / Separation Post by: Greathor on January 23, 2008, 02:33:04 AM I'm having a lot of trouble trying to use this to deploy fighters. I've edited the above odf to seperate into fighters and the carrier, but is there anything I need to add to the odf's of the ships i'm using? It's crashing everytime I try and build the ship.
Title: Re: Replaceweapon / Separation Post by: Lt.Cmdr Worf on January 23, 2008, 03:33:34 AM does it crash when you use the replaceweapon? or is it crashing when you build the ship that uses the replace weapon?
Be sure you are putting the replaceweapon in the techtree so the computer knows how to use it. I have fighters on my Akira and it works great. here is the code for it ******************************************************** //Display name for this weapon wpnName = "Fighter Squadron Deployment" //tooltips tooltip = "Fighter Squadron Deployment" verboseTooltip = "Allows the Akira class starship to deploy two squadrons of Peregrine Fighters to harrass enemy vessels." //Time Delay between shots - not used //shotDelay = 0.0 //Location of the button in the speed panel //buttonSlot = 4 // location of the button in the popup palette //popupSlot = 5 // Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 10 //Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. //buttonBorder = 2 special = 1 //Programming Stuff DO NOT CHANGE classLabel = "replaceweapon" //this special weapon can be assimilated by the borg tech assimilator //assimilatable = "fedpod1" replacement0Class0 = "fperegrine.odf" // Peregrine Squadron replacement1Class0 = "fperegrine.odf" // Peregrine Squadron replacement2Class0 = "fperegrine.odf" // Peregrine Squadron replacement3Class0 = "fperegrine.odf" // Peregrine Squadron replacement4Class0 = "fperegrine.odf" // Peregrine Squadron replacement5Class0 = "fperegrine.odf" // Peregrine Squadron replacement6Class0 = "fperegrine.odf" // Peregrine Squadron replacement7Class0 = "fperegrine.odf" // Peregrine Squadron replacement8Class0 = "fperegrine.odf" // Peregrine Squadron replacement9Class0 = "fperegrine.odf" // Peregrine Squadron replacement10Class0 = "fperegrine.odf" // Peregrine Squadron replacement11Class0 = "fperegrine.odf" // Peregrine Squadron replacement12Class0 = "fcruise1WO.odf" // Akira Class wo/ fighters replacementCreationType = 3 // Vessel is reported as separated in Admirals Log hotkeyLabel = "HOTKEY_F6" *************************************************** Title: Re: Replaceweapon / Separation Post by: Blade on January 23, 2008, 03:42:02 AM u tried replacing the class lable to ReplaceWeapon instead i think its case sensitive
Title: Re: Replaceweapon / Separation Post by: Greathor on January 23, 2008, 04:57:43 AM For some reason the crash is still happening...
Could you tell me exactly what code you wrote in for the Akira and fighter and the techtree so I can see if i'm missing something? thanks Title: Re: Replaceweapon / Separation Post by: Blade on January 23, 2008, 11:38:46 AM ok this may b a reeally dumb q but u have installed the 2.5patch aint u
Title: Re: Replaceweapon / Separation Post by: DOCa Cola on January 23, 2008, 01:42:08 PM For some reason the crash is still happening... you could also generate a bug report and send it to my email adress. put your name in the description and i will see if i can help you with itCould you tell me exactly what code you wrote in for the Akira and fighter and the techtree so I can see if i'm missing something? thanks Title: Re: Replaceweapon / Separation Post by: Lt.Cmdr Worf on January 23, 2008, 05:28:24 PM the odf name for the weapon on the Akira is
weaponx = "DeploySquad" weaponHardpointsx = "hpx" now.. in the techtree i have DeploySquad.odf 0 And thats it. There is nothing you need to put in the fighters or anything like that. Because they are just by-products of the separation. I wanted it to replace the akira with an akira and fighters so i created an odf for the akira that doesn't launch any. So that I can't keep spawning fighters endlessly. However, again I must ask, is your game crashing when you use the weapon? or when you build the ship with the weapon? If its crashing when you use the weapon. check the odfs of the ships thats replacing your carrier. My prometheus was constantly crashing because I had a weapon odf on the Prom Saucer section that i had taken out of the techtree but forgot to take off the ship. So I loaded each section of the prometheus until the game crashed and low and behold I discovered my error. I took the weapon off, and BANG the separator worked like a charm. So I need more info about your crash. Thanks in advance. Title: Re: Replaceweapon / Separation Post by: Greathor on January 24, 2008, 03:28:01 AM Thanks for the help, got it workking now. I looked over it carefully and saw I misspelled a command.
Title: Re: Replaceweapon / Separation Post by: Thun on February 01, 2008, 03:49:55 AM I have been working on a MVAM Mod for release soon. I just wanted to go ahead and offer my most sincere thanks to DOCA, the FleetOps team, and anyone that worked on the Patch Project that have made my mini-mod possible. Once again guys, thank you.
Best of luck on all your work. Title: Re: Replaceweapon / Separation Post by: Blade on February 01, 2008, 10:03:55 AM is there a way to put more than one replaceweapon weapon on to a single ship for lauching different fighters or different mvam eg one for only the saucer seperation for the prommie (mid and low section still stay on) and another for full mvam
Title: Re: Replaceweapon / Separation Post by: Thun on February 01, 2008, 03:15:34 PM It would involve several odf's defining each ship, but I believe it could definitely be done. It's all worked out in my head :pinch:
Thun Title: Re: Replaceweapon / Separation Post by: Atlantis on February 01, 2008, 05:51:44 PM It can also be used for factions/avatars...
You start with just a starbase, which can't build anything but has 2 replaceweapons, swapping the starbase for ones which can build different things... It won't do the event thing, but everything else theoretically works... Title: Re: Replaceweapon / Separation Post by: Blade on February 01, 2008, 08:58:56 PM yh i was thinkin this for a mod (to have a hidden special avatar that has all the benifits) but i cnt seem to get more than one replaceweapon on the station
Title: Re: Replaceweapon / Separation Post by: Captain Rand on March 04, 2008, 12:03:31 PM is there a way to put more than one replaceweapon weapon on to a single ship for lauching different fighters or different mvam eg one for only the saucer seperation for the prommie (mid and low section still stay on) and another for full mvam Can someone put an example up (including using the "replacementkeepName" command for each seperate weapon)? Title: Re: Replaceweapon / Separation Post by: DOCa Cola on March 08, 2008, 10:55:26 AM being limited to one button of each special weapon type is a known limitation in armada 2. there will be a fix in one of the next versions of the patch project to solve this.
@Captain Rand Star Trek Armada II: Fleet Operations - Modding features guide (http://www.fleetops.net/component/option,com_smf/Itemid,3/topic,3545.0/) <- is it that what you were looking for? Title: Re: Replaceweapon / Separation Post by: Captain Rand on March 09, 2008, 01:53:01 PM DOca Cola... thanks. I've already seen the page you hyperlinked to, but that didn't give the information I wanted. However, you HAVE kinda answered the question to my problem here. I wanted to modify a ship so I could transform into two or more variants, and have these choices available via multiple instances of the replace weapon command. I didn't realize you could only have one at a time. Glad to see you'll be addressing the problem though.
Title: Re: Replaceweapon / Separation Post by: Achilles on March 10, 2008, 12:15:59 AM you could use the fusion weapon for the second one.
This fricking classlabel is a godsend, some of the weapons you can come up with, not even mentioning the ship deployment. I made realistic mine field deployment, scatter turrets, launchable smart missiles... Thanks guys. Bummer is the AI wont use it, even if it's in the build list... at least I think so. Title: Re: Replaceweapon / Separation Post by: Blade on April 04, 2008, 09:01:50 AM during a beta test of my andromeda acendant i have been alerted to an error which is the seperated/launced fighters share system damage with there mothership (if the carriers life support is disabled and launchers fighters then their life support will also be disabled)
Title: Re: Replaceweapon / Separation Post by: DOCa Cola on April 29, 2008, 02:37:59 PM i will add a command that sets health of separated vessels back to 100% instead of setting it relative to the owner ships health in the next version
Title: Re: Replaceweapon / Separation Post by: Blade on April 29, 2008, 07:00:19 PM kool thats good to here will it be a togable command so u can enable it if ur launching fighters but disable it if making seperations
Title: Re: Replaceweapon / Separation Post by: Optec on April 30, 2008, 07:28:25 AM how would a not-toggleable command look like? ^-^
Yep it will be toggleable of course Title: Re: Replaceweapon / Separation Post by: Blade on April 30, 2008, 10:44:13 PM kool thx
Title: Re: Replaceweapon / Separation Post by: Dr. Lazarus on May 01, 2008, 12:04:39 AM (http://comiccoverage.typepad.com/photos/uncategorized/ww_72.jpg)
Title: Re: Replaceweapon / Separation Post by: Dominus_Noctis on May 01, 2008, 12:11:31 AM Ummm, I think I'm missing the point here, doc :(
Title: Re: Replaceweapon / Separation Post by: Dr. Lazarus on May 01, 2008, 12:15:18 AM :D :blush:
Title: Re: Replaceweapon / Separation Post by: Blade on May 21, 2008, 11:18:53 PM dumb question but does buildTIme work with replace weapon
Title: Re: Replaceweapon / Separation Post by: k_merse on July 02, 2008, 11:00:17 AM Ok, we know now how to make starship refit "weapons". But how could we make the AI to use it? It is a special weapon and only have we set the AI special weapon using rate to high, or have we put the refit weapons row in the AIP file?
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