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Hardcoded Weapon Sprites
December 02, 2008, 04:20:27 AM
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Star Trek Armada II: Fleet Operations
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Hardcoded Weapon Sprites
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Topic: Hardcoded Weapon Sprites (Read 986 times)
Lt.Cmdr Worf
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Posts: 145
Hardcoded Weapon Sprites
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on:
December 04, 2007, 01:56:56 AM »
Hey..I was wondering since we are going to all of this trouble to make Armada 2 more like the game that we want..is there a way to get certain textures that are hardcoded into the game..to not to be hardcoded or to be changed...some examples would be the shield remodulation weapon..and the Klingon Death Chant. I have a weapon called the FTCS(Fleet Tactical Command System) in my game..and the texture for the Klingon Deathchant is hardcoded into the game so that no matter what the Klingon Empire Logo always comes up..now i have changed it to something more generic..but I would like to make it so that the Klingons have their version and I can have a version with the Federation Logo as well...
The other item that is hardcoded is the shield texture for the shield remod. I would like to be able to make the shield remod texture be different for my starfleet ships and different for the Borg. I want to use the shield remod weapon as a base for a form of the borg adapting..which would make a borg ship impervious to weapons fire for a short time..Now my borg ships don't have shields but that shouldn't matter should it? Any chance that Doca or Optec can possibly help out with these?
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Meredith
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^Seraphim^
Re: Hardcoded Weapon Sprites
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Reply #1 on:
December 04, 2007, 03:11:17 AM »
sounds nice for moders like the idea
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DOCa Cola
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Posts: 2597
Re: Hardcoded Weapon Sprites
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Reply #2 on:
December 04, 2007, 05:22:13 PM »
yea, i will take a look into it sooner or later
for the shields - we have an option to specify a custom shield sod for every single vessel. it is not yet in the patch as i like to refine some code first. my first code wasn't effiecient enought and i started from scratch again with a much better and clean version. it's one of those bigger modifications where i have to take care that i don't break anything else
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Lt.Cmdr Worf
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Re: Hardcoded Weapon Sprites
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Reply #3 on:
December 04, 2007, 07:53:25 PM »
How about incorporating a self targeting shield remodulation weapon.. that would allow the Borg to adapt to weapons fire for a brief time. I am working to get something like this to work. However when I use the weapon and make special weapon autonomoy at Red the game crashes..but when its not..it works fine...I dont' know what the problem is.
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DOCa Cola
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Re: Hardcoded Weapon Sprites
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Reply #4 on:
December 05, 2007, 02:38:38 PM »
how was the weapon made?
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Lt.Cmdr Worf
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Re: Hardcoded Weapon Sprites
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Reply #5 on:
December 05, 2007, 04:15:38 PM »
its a toggleweapon in the odf file..special = 1 in the ordinance file its got the remodulation classlabel. when the ship isn't being attacked and and SWA is set to red the weapon works fine.. if the ship is in combat and SWA is set to red and the AI tries to engage the weapon it crashes. If SWA is set to green and i engage the weapon while in combat it works like its supposed to..So i set special = 1 to special = 0 and the weapon works but targets enemy vessels and not itself..even though the odf is coded to target allies..idk what the problem is.. so i just leave it as special=1 and leave SWA on green for the cube that i'm using and that works fine...but If i have to go away and pay attention to another part of the map then the cube won't ever engage the weapon. I really want it to be a passive ability and not have to have a toggle button to engage it. What do you think?
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