Menu Content/Inhalt

July 24, 2008, 06:58:07 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
 
   Overview   Help Search Login Register  
Pages: [1]
  Send this topic  |  Print  
Author Topic: New Special Weapons Ideas  (Read 1552 times)
glenflet
Member

Offline Offline

Posts: 9


Topic starter

WWW
« 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

Logged

You Can't prove somethings impossible, only possible.
DOCa Cola
Administrator
*
Offline Offline

Posts: 2408



« Reply #1 on: May 28, 2008, 11:37:09 AM »

welcome to the forums, glenflet. 
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 Smiley
Logged

Jan
Moderators
*
Offline Offline

Posts: 683



« Reply #2 on: May 28, 2008, 04:06:31 PM »

Sounds awesome!
Logged

glenflet
Member

Offline Offline

Posts: 9


Topic starter

WWW
« Reply #3 on: June 12, 2008, 07:23:38 AM »

welcome to the forums, glenflet. 
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 Smiley

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.
Logged

You Can't prove somethings impossible, only possible.
Blade
Member

Offline Offline

Posts: 161



« Reply #4 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
Logged
glenflet
Member

Offline Offline

Posts: 9


Topic starter

WWW
« Reply #5 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.
Logged

You Can't prove somethings impossible, only possible.
Optec
Staff
*
Offline Offline

Posts: 2245



WWW
« Reply #6 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.
Logged

Please support Fleet Operations by donating

Send a standard greeting... Full spread!
Blade
Member

Offline Offline

Posts: 161



« Reply #7 on: June 12, 2008, 12:33:54 PM »

sounds good how do u find them
Logged
glenflet
Member

Offline Offline

Posts: 9


Topic starter

WWW
« Reply #8 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?
« Last Edit: June 13, 2008, 02:40:49 AM by glenflet » Logged

You Can't prove somethings impossible, only possible.
Optec
Staff
*
Offline Offline

Posts: 2245



WWW
« Reply #9 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
Logged

Please support Fleet Operations by donating

Send a standard greeting... Full spread!
DOCa Cola
Administrator
*
Offline Offline

Posts: 2408



« Reply #10 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.
« Last Edit: June 13, 2008, 08:57:47 AM by DOCa Cola » Logged

glenflet
Member

Offline Offline

Posts: 9


Topic starter

WWW
« Reply #11 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
« Last Edit: June 14, 2008, 01:31:23 AM by glenflet » Logged

You Can't prove somethings impossible, only possible.
Dominus_Noctis
Member

Offline Offline

Posts: 1762


'Tis braver to live than to die.


« Reply #12 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 
Logged

I have not yet begun to fight! -John Paul Jones
We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Strength is irrelevant, resistance is futile.
DOCa Cola
Administrator
*
Offline Offline

Posts: 2408



« Reply #13 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 Wink

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

- 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 Smiley

- you can use fireEventID with weapon ODFs to define an event. however, it is not used by armada 2 at all Wink (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
« Last Edit: June 17, 2008, 05:35:08 PM by DOCa Cola » Logged

Pages: [1]
  Send this topic  |  Print  
 
Jump to:  

© 2003-2008 DOCa Cola. All rights reserved.
Star Trek and related marks are trademarks of Paramount Pictures.
Powered by Joomla
Powered by SMF 1.1.3 | SMF © 2006-2007, Simple Machines LLC
Joomla Bridge by JoomlaHacks.com