Menu Content/Inhalt

December 05, 2008, 12:40:57 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 2 [3] 4
  Send this topic  |  Print  
Author Topic: Replaceweapon / Separation  (Read 8968 times)
Lt.Cmdr Worf

Offline Offline

Posts: 145



« Reply #30 on: January 23, 2008, 05:28:24 PM »

the odf name for the weapon on the Akira is

weaponx = "DeploySquad"
weaponHardpointsx = "hpx"


now.. in the techtree i have

DeploySquad.odf                0

And thats it.

There is nothing you need to put in the fighters or anything like that. Because they are just by-products of the separation. I wanted it to replace the akira with an akira and fighters so i created an odf for the akira that doesn't launch any. So that I can't keep spawning fighters endlessly.

However, again I must ask, is your game crashing when you use the weapon? or when you build the ship with the weapon? If its crashing when you use the weapon. check the odfs of the ships thats replacing your carrier. My prometheus was constantly crashing because I had a weapon odf on the Prom Saucer section that i had taken out of the techtree  but forgot to take off the ship. So I loaded each section of the prometheus until the game crashed and low and behold I discovered my error. I took the weapon off, and BANG the separator worked like a charm. So I need more info about your crash. Thanks in advance.
Logged
Greathor

Offline Offline

Posts: 4


« Reply #31 on: January 24, 2008, 03:28:01 AM »

Thanks for the help, got it workking now. I looked over it carefully and saw I misspelled a command.
Logged
Thun

Offline Offline

Posts: 38



WWW
« Reply #32 on: February 01, 2008, 03:49:55 AM »

I have been working on a MVAM Mod for release soon. I just wanted to go ahead and offer my most sincere thanks to DOCA, the FleetOps team, and anyone that worked on the Patch Project that have made my mini-mod possible. Once again guys, thank you.



Best of luck on all your work.
Logged

Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger
Blade
*
Offline Offline

Posts: 301



« Reply #33 on: February 01, 2008, 10:03:55 AM »

is there a way to put more than one replaceweapon weapon on to a single ship for lauching different fighters or different mvam eg one for only the saucer seperation for the prommie (mid and low section still stay on) and another for full mvam
Logged
Thun

Offline Offline

Posts: 38



WWW
« Reply #34 on: February 01, 2008, 03:15:34 PM »

It would involve several odf's defining each ship, but I believe it could definitely be done. It's all worked out in my head 


Thun
Logged

Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger Badger
Atlantis

Offline Offline

Posts: 279



« Reply #35 on: February 01, 2008, 05:51:44 PM »

It can also be used for factions/avatars...

You start with just a starbase, which can't build anything but has 2 replaceweapons, swapping the starbase for ones which can build different things...

It won't do the event thing, but everything else theoretically works...
Logged

"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..."
Blade
*
Offline Offline

Posts: 301



« Reply #36 on: February 01, 2008, 08:58:56 PM »

yh i was thinkin this for a mod (to have a hidden special avatar that has all the benifits) but i cnt seem to get more than one replaceweapon on the station
Logged
Captain Rand

Offline Offline

Posts: 4


« Reply #37 on: March 04, 2008, 12:03:31 PM »

is there a way to put more than one replaceweapon weapon on to a single ship for lauching different fighters or different mvam eg one for only the saucer seperation for the prommie (mid and low section still stay on) and another for full mvam

Can someone put an example up (including using the "replacementkeepName" command for each seperate weapon)?
Logged
DOCa Cola
*
Offline Offline

Posts: 2604



« Reply #38 on: March 08, 2008, 10:55:26 AM »

being limited to one button of each special weapon type is a known limitation in armada 2. there will be a fix in one of the next versions of the patch project to solve this.

@Captain Rand
Star Trek Armada II: Fleet Operations - Modding features guide <- is it that what you were looking for?
Logged

Captain Rand

Offline Offline

Posts: 4


« Reply #39 on: March 09, 2008, 01:53:01 PM »

DOca Cola... thanks. I've already seen the page you hyperlinked to, but that didn't give the information I wanted. However, you HAVE kinda answered the question to my problem here. I wanted to modify a ship so I could transform into two or more variants, and have these choices available via multiple instances of the replace weapon command. I didn't realize you could only have one at a time. Glad to see you'll be addressing the problem though.
Logged
Achilles

Offline Offline

Posts: 54


« Reply #40 on: March 10, 2008, 12:15:59 AM »

you could use the fusion weapon for the second one.

This fricking classlabel is a godsend, some of the weapons you can come up with, not even mentioning the ship deployment. I made realistic mine field deployment, scatter turrets, launchable smart missiles... Thanks guys.

Bummer is the AI wont use it, even if it's in the build list... at least I think so.
Logged
Blade
*
Offline Offline

Posts: 301



« Reply #41 on: April 04, 2008, 09:01:50 AM »

during a beta test of my andromeda acendant i have been alerted to an error which is the seperated/launced fighters share system damage with there mothership (if the carriers life support is disabled and launchers fighters then their life support will also be disabled)
Logged
DOCa Cola
*
Offline Offline

Posts: 2604



« Reply #42 on: April 29, 2008, 02:37:59 PM »

i will add a command that sets health of separated vessels back to 100% instead of setting it relative to the owner ships health in the next version
Logged

Blade
*
Offline Offline

Posts: 301



« Reply #43 on: April 29, 2008, 07:00:19 PM »

kool thats good to here will it be a togable command so u can enable it if ur launching fighters but disable it if making seperations
Logged
Optec
*
Offline Offline

Posts: 2427



WWW
« Reply #44 on: April 30, 2008, 07:28:25 AM »

how would a not-toggleable command look like?  Azn
Yep it will be toggleable of course
Logged

Please support Fleet Operations by donating

Send a standard greeting... Full spread!
Pages: 1 2 [3] 4
  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 1.1.7 | SMF © 2006-2008, Simple Machines LLC
Joomla Bridge by JoomlaHacks.com