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Author Topic: Classlabels...  (Read 1247 times)
redmanmark86

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« on: November 17, 2007, 03:12:34 AM »

Hi there Doca Cola and Optec,

hope all is well in the world of FO modding... i have been digging around your lovely .odf's in FO V3 PR and wonder if you could explain some of your new classlabels in a bit more detail and tell me any i have missed out since you have created quite a few...

the ones i have found our as follows...

TargetSelf = which i believe causes the ship to gain some benefit when firing the weapon (which also fires another weapon) that also leads onto the next classlabel...

EventStart = which basically is the start of your custome made triggers, which literally tells it what trigger odf to use...

Trigger = has a set amount of special energy that can be split to fire multiple weapons at the same time automatically allowing upto however many you say special weapons to go at once (these weapons usually use some form of areacannon to fire another weapon)...

Modifier = i believe it mods the targetted ship or the ship thats firing the weapons to what you state, i dunno if it only changes specific values though, be nice if you could explain this one further...

FighterLauncher = i believe this is self explainatory but it would be ncie if you could say what options it has...

any there any other classlabels that you have created you could mention and if possible explain more about these ones a little further...

regards, mark
Posted on: November 16, 2007, 11:16:40 pm
instantenergy = can be combined with "cannon" to launch a wepaon that recharges friendly ships special energy, can it do anything else?

more code that is yours

PulseHitMod=-10
TorpedoHitMod=-10

controls the chance of a torp or pulse hitting a ship, used for sabers passive ability... by anychance did you make one for phasers?

drainer = not sure what this classlabel does, care to explain?

revealing = not sure what this classlabel does, care to explain?
« Last Edit: November 17, 2007, 04:06:37 AM by redmanmark86 » Logged
Optec
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« Reply #1 on: November 17, 2007, 04:01:15 PM »

Heyho,
we have ideas in mind to write a few modding tutorials for Fleet Operations after the v3 release, cause we do currently have less time to care for documentation, all energies are put into v3 completion Wink till then a brief explenation:

targetself = advances in the odf tree with the firing unit set as target

eventstart = creates a trigger reference and executes it

trigger = fires additional odf trees, weapons and the like

modifier = improves or alters the combat effectiveness of an unit, damage, rate of fire and repair rate

fighterlauncher = the odf tree for fighter handling, will probably be reworked in v3

pulsehitmod and torpedohitmod are not read by armada, these are temporary entries made in the development. same es the offensive, defensive and system values. wont be in v3

drainer = drains hull hitpoints or special energy per second

revealing = reveals what target unit sees - wont have effect on allied units

pls reference the existing odfs, it should not be hard to find out what they do, most attributes are well namend.. most at least 
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redmanmark86

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« Reply #2 on: November 17, 2007, 04:19:00 PM »

thanks optec for explaining what they do in better detail...

just testing how they all link together now...

i have managed to make my first trigger weapon though, its a bit basic but was just to test my understanding, i just made it so the rhien fires multi phasers and multi torps when ya hit the button, not planning on using it but more proof of concept...

once again, thanks for explaining
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