Star Trek Armada II: Fleet Operations

Star Trek: Armada II Patch 1.2 Project => PP General => Topic started by: glenflet on May 22, 2008, 08:19:09 AM



Title: New Special Weapons Ideas
Post by: glenflet on May 22, 2008, 08:19:09 AM
Would you be able to create new classlabels for the following.
Weapons that pass through shields
Weapons that that only cause shield damage
Armor, Reduce damage applyed to hull, base on armor integity



Title: Re: New Special Weapons Ideas
Post by: DOCa Cola on May 28, 2008, 11:37:09 AM
welcome to the forums, glenflet.  :thumbsup:
the above should all be possible if it isn't already with some odf trickery.
i'd like to add a weapon in a future version where you are able to exactly adjust what type of damage a weapon can do to allow creating weapons for example that eat up shields fast but have problems with the hull or can do damage to defined ships systems the same time. all packed into a single weapon which allowes endless damage tuning in terms of armadas possibilities :)


Title: Re: New Special Weapons Ideas
Post by: Jan on May 28, 2008, 04:06:31 PM
Sounds awesome!


Title: Re: New Special Weapons Ideas
Post by: glenflet on June 12, 2008, 07:23:38 AM
welcome to the forums, glenflet.  :thumbsup:
the above should all be possible if it isn't already with some odf trickery.
i'd like to add a weapon in a future version where you are able to exactly adjust what type of damage a weapon can do to allow creating weapons for example that eat up shields fast but have problems with the hull or can do damage to defined ships systems the same time. all packed into a single weapon which allowes endless damage tuning in terms of armadas possibilities :)

I fairly sure its not all ready possible, as I when throught the executable to find all the unused commands and tryed eveyone I could find with out any luck.

the best thing I found was a bit about doing shield/ hull damage seperatly, but it didn't seem to work for me, it may have been a debug output though.


Title: Re: New Special Weapons Ideas
Post by: Blade on June 12, 2008, 08:58:20 AM
these un used commands are they usable (with out altering the exe files) if so wot do they do


Title: Re: New Special Weapons Ideas
Post by: glenflet on June 12, 2008, 10:50:39 AM
yes, things like Disableshieldsontransport, if you set it to 0, the shield stay up when transporting, there were a few otheres I found but I don't rember them.


Title: Re: New Special Weapons Ideas
Post by: Optec on June 12, 2008, 11:52:24 AM
Fleet Operations already has weapons that deal direct hull damage, thats possible in vanilla armada2. Shield-Only weapons should be impossible without new features.


Title: Re: New Special Weapons Ideas
Post by: Blade on June 12, 2008, 12:33:54 PM
sounds good how do u find them


Title: Re: New Special Weapons Ideas
Post by: glenflet on June 13, 2008, 02:31:59 AM
sounds good how do u find them

Open the .exe with a Text editer or HEX editer, then search for a command you know, the other ones grouped with in should be comands for the same file, or so.

i.e if you enter a classlabel, they should be classlabels
if you enter a command for a ship odf, they shoud work in a ship odf

Fleet Operations already has weapons that deal direct hull damage, thats possible in vanilla armada2. Shield-Only weapons should be impossible without new features.

What ones, how do they work?


Title: Re: New Special Weapons Ideas
Post by: Optec on June 13, 2008, 05:21:37 AM
the Klingon Shield Breaking Torpedo for example. it uses the damage-over-time classlabel just with a very short duration so it simulates instant hull damage


Title: Re: New Special Weapons Ideas
Post by: DOCa Cola on June 13, 2008, 08:56:12 AM
yes, things like Disableshieldsontransport, if you set it to 0, the shield stay up when transporting, there were a few otheres I found but I don't rember them.
i think there are actually quite few commands that are actually 'hidden', i only have found one so far, that i have documented in the a2f.com forums. there are a lot commands that are only used once on a vessel or weapon where you might think that these are 'hidden' commands, but believe me, the developers have used 99% all commands available in armada where the remaining 1% is under guarantee obsolete without any function or not much of use for anything. there are actually some odf commands that are used but have no effect at all.


Title: Re: New Special Weapons Ideas
Post by: glenflet on June 14, 2008, 01:08:57 AM
I belive that at least 5 should be useful, that how many I think I orginal found, but that was 2 years ago, so I don't rember them all, heres the stuff I've been albe to find again.

healthRate - sets the rate at which the hull is repaired, like shieldrate dose for shields
disableShieldsOnTransport - Sets whether shields drop when transporting

These ones don't appear to do any thing from my experiments
  • ShieldPad, Related to Costs and build time etc.
  • fireEventID, Related to weapons
  • VampireEffect, Possibly a classlabel


Title: Re: New Special Weapons Ideas
Post by: Dominus_Noctis on June 14, 2008, 05:03:48 PM
Oooh, I can imagine vampire effect already...: sucks life of enemy ships and gives it to you. Would work well for Borg nannite attack  :shifty:


Title: Re: New Special Weapons Ideas
Post by: DOCa Cola on June 17, 2008, 05:33:08 PM
I belive that at least 5 should be useful, that how many I think I orginal found, but that was 2 years ago, so I don't rember them all, heres the stuff I've been albe to find again.

healthRate - sets the rate at which the hull is repaired, like shieldrate dose for shields
disableShieldsOnTransport - Sets whether shields drop when transporting

These ones don't appear to do any thing from my experiments
  • ShieldPad, Related to Costs and build time etc.
  • fireEventID, Related to weapons
  • VampireEffect, Possibly a classlabel
- ah, you are right, we use healthrate in FO v3 (also in 3PR). haven't noticed it was not used in armada 2 ;)

- disableShieldsOnTransport is also not used in armada 2, that is true, but i think that was for a reason ;)

- shieldPad can be used with all gameobjects, it expects a float value, the default value if nothing is defined in the odf files is 0.5 . i am not sure what it does, i have tried to track it down once but that was a long time ago and it seems that it is atleast used by armada somehow. for some reason i haven't investigated it further. i will put that on todo :)

- you can use fireEventID with weapon ODFs to define an event. however, it is not used by armada 2 at all ;) (although i think we haven't tried with all weapons)

- vampireeffect is used "passively" by borg bore, shield inversion and the resource extraction beam. it cannot be used directly in odfs