Knight
Major, CBK Squad, Rainbow Six
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« Reply #15 on: January 20, 2008, 12:34:43 AM » |
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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  Since we have the guide, may i suggest an example, completed ODF for it?
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« Last Edit: January 20, 2008, 12:40:15 AM by Knight »
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"Looks pretty. What do we blow up first?" ―Wraith Squadron Motto
"Would you like a large or a small crater, sir?" "Just get us inside without killing the squad, okay Scorch?" ―Scorch and Boss
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Blade
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« Reply #16 on: January 20, 2008, 12:46:33 AM » |
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//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
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Knight
Major, CBK Squad, Rainbow Six
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Posts: 7
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« Reply #17 on: January 20, 2008, 02:00:23 AM » |
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Thanks Blade  much appreciated
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"Looks pretty. What do we blow up first?" ―Wraith Squadron Motto
"Would you like a large or a small crater, sir?" "Just get us inside without killing the squad, okay Scorch?" ―Scorch and Boss
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Blade
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Posts: 301
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« Reply #18 on: January 20, 2008, 02:14:00 AM » |
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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
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Atlantis
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Posts: 279
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« Reply #19 on: January 20, 2008, 11:32:45 AM » |
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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.
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« Last Edit: January 20, 2008, 11:44:17 AM by Atlantis »
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"I need to know if we did serious harm to this life form." "Let's see. You ran your ship through it, fired phasers at it, and blew a hole in it with a photon torpedo. I'd say it's a pretty good chance..."
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Blade
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Posts: 301
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« Reply #20 on: January 20, 2008, 03:18:34 PM » |
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ah ok that makes sence kool didnt think of using it to randomly select different fighters being launched
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Lt.Cmdr Worf
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Posts: 145
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« Reply #21 on: January 20, 2008, 08:24:20 PM » |
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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.
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« Last Edit: January 20, 2008, 08:27:43 PM by Lt.Cmdr Worf »
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hellewellth
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« Reply #22 on: January 22, 2008, 09:17:52 PM » |
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"Metalcost" is not listed under "Replaceweapon" Commands in the other form, but is it just not listed or unavailable?
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DOCa Cola
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« Reply #23 on: January 22, 2008, 09:33:02 PM » |
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oh, you are right. no it's there, i just forgot to add it to the list. thanks
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Greathor
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« Reply #24 on: January 23, 2008, 02:33:04 AM » |
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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.
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Lt.Cmdr Worf
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« Reply #25 on: January 23, 2008, 03:33:34 AM » |
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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
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//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"
***************************************************
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« Last Edit: January 23, 2008, 03:37:48 AM by Lt.Cmdr Worf »
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Blade
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Posts: 301
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« Reply #26 on: January 23, 2008, 03:42:02 AM » |
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u tried replacing the class lable to ReplaceWeapon instead i think its case sensitive
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Greathor
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« Reply #27 on: January 23, 2008, 04:57:43 AM » |
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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
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Blade
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Posts: 301
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« Reply #28 on: January 23, 2008, 11:38:46 AM » |
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ok this may b a reeally dumb q but u have installed the 2.5patch aint u
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DOCa Cola
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« Reply #29 on: January 23, 2008, 01:42:08 PM » |
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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
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 it
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