StA2_Classic Mod: Different Questions & Modeling Mods After

Talk about anything related to old versions of Armada.
1 ... 3, 4, 5, 6, 7, 8, 9
posted on March 3rd, 2013, 6:48 am
By the way, I'm always hunting through the guide, I always have a guide page open on my iPad to quickly get to, it's this one: http://guide.fleetops.net/guide/information/fo_vs_a2
Not only because of the Do inion ships on the top or the stock verse FleetOps pictures but because it has a small guide menu/index on the side.
posted on March 4th, 2013, 5:36 pm
I touched briefly on your questions in my personal mod thread but thought I'd come back here to keep yours in one place. I've tried re-reading this thread from the start and...... WOW. You've asked about 50 questions, come up with 20 new ideas and to me it looks like you started trying all these ideas even though you are still having problems with the original questions. Not always specifically saying if your questions got answered and worked? So, let's start over and take this in steps if that's alright?

1. Your personal mod works fine in Stock Armada 2 as you've stated. You then made a folder in
Fleet Ops/mods/mymodname and you copied "everything" from your mod into this correct?

2. For arguements sake, you followed all directions in the "converting a stock mod" section. Delete your label.map, add the lines of code to the gui_config and gui_glob whatever. Make you ini file and after all that your mod crashed?

3. In the error report what was the file or code or texture stated in the stackdump tab?

4. I noticed you kept asking about how to take the Patch Project stuff out of your mod. Did you do that? The PP was just a couple of files to plop in your Armada 2 directory so just take those back out. Try firing up your mod again.

This should get us started and I'm sorry if it's slow and structured and repetitious but try and humor me.
posted on March 4th, 2013, 9:06 pm
@Rifraf: All my questions that I have asked even though there are like 50 of them, I haven't tried anything regarding them yet from the beginning since I'm still waiting for answers. In fact the only modding I've done is for the stock version of the mod when it comes to adding anything new since the GUI_Global.spr, Weapons.spr, and tech1.TT files can be replaced to incorporate any addition that works in the stock version of the mod. Really though, all I've been doing in modding my mod is working on AI files, editing some if my ships and stations ODF files for locating certain text easier and in the weapons area if each ship and station trying to keep all primary weapons before special weapons, that way special weapons don't exceed the limit of 6 per ship or station so if a ship has that much (or less) I know quicker.

So really no major real change modding is going on. In fact for the ship, station and AI modding, it's taking lace on files copied from the main stock mod to separate race folders on my desktop. No file within the mod versions are being changed except the tech1 and GUI_Global files. So the files still giving problems are their original, the ones with new stuff (GUI_Global & tech1) have the extra stuff commented out. Thus what ever was in the game directly from the moment if my first question are exactly 100% the same. I haven't even started replacing the "Max Buildable Number" coding from the FleetOps version without my full questions on that part being answered completely.

****

You can easily start over taking this in steps because that's all I've been waiting for, because the reason I've been only working on the AI files is because the rest if the mod(s) without answers to my questions is all at a standstill or should I say at a "deadhalt"?

****

(1) I actually answered how I fully did this in your mods thread.
When I started my STA2_Generational Mod in FleetOps, I totally copied the STA2_Classic Mod's folder and pasted it into the FleetOps Mods Directory with a new name (my mod's name) and then I deleted its AI, Animations, Bitmaps, BZN, misc, missions, objectives, ODF, SOD, Sounds, and Textures folders from that STA2_Classic Mod copy. Then I replaced all of those deleted folders with my own folders with modded content. For the textures folder I copied all the textures in the RGB folder and placed them directly in the Textures folder. Lastly I replaced the sprites directory files in the STA2_Classic Mod with the ones from STA2_Generational ones that were modded. Did the same with the files within the Techtree folder. Lastly replaced the main directory files with my modded files for: armada2.map, ART_CFG.H file, Dynamic_Localized_Strings.H file, events.DAT, game_cfg.H file, input.MAP, label.MAP, mshell.SET and lastly the RTS_CFG.H file since all if them had changes


(2) I originally followed the steps for converting a stock mod to FleetOps using the STA2_Classic Mod as a parent and followed the changes that it said to make. It's end result was crash after crash after crash. Right after trying to launch the mod from inside FleetOps through: "Launching FleetOps", "clicking on: Options", "then clicking on: Mod Settings", "and finally I'd select: STA2_Generational as the mod to launch" and that's when the game would crash. It would crash with no bug report, no nothing, just would totally crash. That crash stopped the moment I stopped having the mod use the STA2_Classic Mod as a Parent Mod. After that it worked for a while to the point of the first bug reports, took the suggestion of why mission names (text in game weren't showing up) and then it crashes again the moment I click to launch my mod again, but this time the option for a bug report appears along with a box saying "FleetOps has stopped responding", and it affects even the bug report box that I can't even click on it to even get to the bug report.

(3) I've posted the entire bug reports. There was never any texture, ODF file, or even name of a SOD file at all. I posted all the numbers and all the important sections of the bug reports using the "code tags" when people only looked at the file but said nothing. Those sections included the: "stackdump tab".
Here is an example from one of those posted bug reports:
Code: Select all
stack dump
0018fa64  01 00 00 00 00 00 00 00 - 18 55 45 05 00 00 00 00  .........UE.....
0018fa74  08 06 4a 02 94 fa 18 00 - 63 f3 5e 00 54 00 00 00  ..J.....c.^.T...
0018fa84  01 00 00 00 00 00 00 00 - 18 55 45 05 00 00 00 00  .........UE.....
0018fa94  c4 fa 18 00 45 f6 5e 00 - 14 7c 45 05 0a 00 00 00  ....E.^..|E.....
0018faa4  02 00 00 00 01 00 00 00 - a0 02 4f 02 18 55 45 05  ..........O..UE.
0018fab4  00 00 00 00 18 fc 18 00 - 43 a0 6a 00 ff ff ff ff  ........C.j.....
0018fac4  24 fc 18 00 05 04 5f 00 - 00 ef 4f 02 01 00 00 00  $....._...O.....
0018fad4  04 00 00 00 a0 02 4f 02 - 00 ef 4f 02 00 00 00 00  ......O...O.....
0018fae4  00 00 00 00 00 00 00 00 - 8c e3 50 77 06 e6 09 77  ..........Pw...w
0018faf4  04 00 00 00 c4 01 3c 00 - 00 00 3c 00 00 00 00 00  ......<...<.....
0018fb04  00 00 00 00 20 00 fa 00 - 7e 2c 0a 09 00 00 00 00  ........~,......
0018fb14  00 00 00 00 00 00 00 00 - 00 00 00 00 21 00 f2 00  ............!...
0018fb24  7e 2c 0a 09 00 00 00 00 - 00 00 00 00 58 03 42 02  ~,..........X.B.
0018fb34  00 00 00 00 34 00 00 00 - 00 00 00 00 00 00 00 00  ....4...........
0018fb44  50 54 4d 02 48 00 42 02 - 74 01 42 02 a0 02 4f 02  PTM.H.B.t.B...O.
0018fb54  48 06 42 02 00 00 00 00 - f0 fa 18 00 00 00 00 00  H.B.............
0018fb64  70 fd 18 00 d5 71 55 77 - 2a cf 41 00 fe ff ff ff  p....qUw*.A.....
0018fb74  8c e3 50 77 f2 e0 50 77 - 04 00 00 00 34 00 00 00  ..Pw..Pw....4...
0018fb84  46 e0 50 77 00 00 00 00 - 00 00 00 00 00 00 00 00  F.Pw............
0018fb94  00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00  ................


(4) the only reason I wanted to take out the Patch Project 1.2.5 Patch files out of my mod is because Dominus_Noctis had told me here before that the Patch Project coding will not work inside FleetOps because they had removed it from FleetOps itself for higher up coding I'm guessing (Like Fleet Caps for example which I still don't get/understand). The Patch Project 1.2.5 Patch IS needed for the stock version of the STA2_Generational Mod since it does use the "Max Buildable Number" coding, the "Replace Weapon" coding for upgrading to say refit versions of ships (Galaxy-class X-Refit and Sovereign-class X-Refit Enhanced Deterrence Explorer comes to mind right away for my mod along with shuttle craft and fighters). I used the auto-installer version of the Patch Project to install it (not the .zip version because I couldn't get the file to open after downloaded, said it was corrupt), so I just wanted to know what additional files were added to A2 so I could remove them for the FleetOps version since they were in the main directory (at least hopefully). SquireJames' Comparison Sheets (pictures) took care of that for at least the game's main directory.

Attachments

exceptArmada2_STA2_Generational.txt
Full Bug Report for the STA2_Generational Mod (Again)
(26.94 KiB) Downloaded 360 times
Here's What Happens When STA2_Generational crashes, this is from clicking on Instant Action. As you can see the game and the box for getting to, saving, and sending a bug report has also frozen and won't work..jpg
Here's What Happens When STA2_Generational crashes, this is from clicking on Instant Action. As you can see the game and the box for getting to, saving, and sending a bug report has also frozen and won't work.
Here's What Happens When STA2_Generational crashes, this is from clicking on Instant Action. As you can see the game and the box for getting to, saving, and sending a bug report has also frozen and won't work..jpg (58.12 KiB) Viewed 1184 times
Is It Possible To Go Back To the Stock Armada II Screen For These Options. How..jpg
Is It Possible To Go Back To the Stock Armada II Screen For These Options? How?
Is It Possible To Go Back To the Stock Armada II Screen For These Options. How..jpg (50.74 KiB) Viewed 1184 times
posted on March 4th, 2013, 9:44 pm
Hold up, Dominus and Squire James answered a bunch of your questions on page 1 and 2. Which questions are you still needing answered?
posted on March 4th, 2013, 10:31 pm
Most of my posted questions that Dominus_Noctis and SquireJames answered on page one and throughout this thread weren't fully answered except for just saying the Patch Project 1.2.5 Patch wouldn't work in FleetOps and comparing the stock game's main directory with that patch to the STA2_Classic Mod was answered by SquireJames along with what other files had information changed in the main directory.

Really with all do respect to Dominius and SquireJames, all my questions need answering except the ones that were about my game not launching when clicking on the FleetOps executable file that was solved as you know.

For one thing, Dominius has still left me with more questions and answers on:
(1) FleetCaps, how to get them working, the minimal coding.

(2) Warp-Ins (if that's here might be in another one of my threads)

(3) I even still got what seems like over a hundred or so more questions to ask or for ideas, especially involving fighters directly for FleetOps (since they are supposed to work differently than they do with the Patch Project).

Really if you want to know what questions need to be answered, starting on the first page with my first post is the best bet to start at because none if them were fully answered, instead they were answered with cryptic answers giving rise to even more questions, sadly.
posted on March 5th, 2013, 10:23 am
I can't help you with 1 and 2 I'm afraid, since i've no interest in warp-ins or fleetcaps at the moment (although, I seem to recall the max units thingy still working in the FleetOps version of KA2. I use it to limit Torpedo Cruisers to 5).

However, fighters, I can help with :)

Fighters in FleetOps are programmed to constantly circle, and to only stray a certain distance from their carrier. The carrier and the distance they stray can be programmed in the ODF. Only thing I've found is that fighters cannot use special weapons, although it might have just been the special weps I was trying to get them to use.
posted on March 5th, 2013, 2:17 pm
Thanks SquireJames, I'll check the fighters out, I hope I can have the fighters use special weapons, I had some with weapons. The Enterprise Era (2151 - 2161) Romulan ships have the Arrenhe'hwiua Telecapture Device (from the Enterprise Romulan War books) as do my Romulan Bird-of-Prey Motherships that are slightly bigger than my standard Bird-of-Prey and Warp 7 Refit Bird-of-Preys from that era.

I'll also re download KA2 to take alook at the Torpedo Cruisers and also I guess play it again. Maybe Dominus_Noctis might have been mistaken about the " Max Buildable Number" coding, all depends if it worked for you and is what you used.
posted on March 8th, 2013, 8:28 am
At the request of rifraf, I am re-asking all of the questions that I still need answered. Hopefully this will make getting answers easier, don't feel you have to answer all of them, just take those you can answer and put the questions' # before your answer.

Blade wrote: errr right codes that are needed in a standalone mod tbh i can not really remember the way i made the a2 mod was to start off with it being for fo so add the ships/stations etc and slowly transfer the files over (it was a long time ago sorry) but it took a lot of trial and error in order to get it working you are probably best either making a copy of the a2 mod and then mod that like you would modify normal a2 that way you know everything thats needed is there) one thing to know tho if you are wanting your own standalone then you'll need your own maps, map objects with odfs, textures, sods and sprite entries and the command odfs

Or simply make a mod for fo so all thats not needed i guess the main question is what do you want the mod to include (feature wise)


I have really thought that making a mod for FleetOps' Mods Directory would be like modding stock A2 because of how similar they actually really are.

About The: STA2_Generational Mod:
All my mod is about is keeping the stock A2 Campaigns in the game, the removal of all of the tutorials and replacing them with standalone Mission Maps that I've given Objectives to, don't yet know if the Objectives actually get completed or not yet but they're supposed to play like a campaign that you select the mission you want to do.

The Instant Action (and hopefully the Multiplayer) playable parts of the game is/(are) where the Generational features of the mod are supposed to take place for the person/AI playing the game.

That's mostly everything. The stock mission maps are the same, I have placed extra ships and stations on some of them though. I have also added more playable maps to the game as well.

****
Ok, now for my official questions:

(1A) What is the exact coding I need to use out of the Fleet Caps section to actually get the effect of capping the amount of ships if a class I want?

(1B) Is this the exact coding I'm asking about? How do I actually set this up if it is? How do I use it to get the effects I'm asking below in question (1C)?
Code: Select all
Fleetcap Configuration Files (removed in FO4.0)
Command (and example)
Description
 
fleetCapClassX = ""
example: fleetcapclassX = "kli_bortasr2"
This indicates that when a ship with this ODF name attempts to use this fleetcap, it should count.
fleetCapClassXcapValue = X
example: fleetcapclassXcapvalue = 4
If present, this indicates that the ship listed takes more than one slot out of the cap. If negative, it increases the cap by the amount indicated by the negative value.
maxCap = 3
This is the maximum number of ships you can have of this cap.
simpleCapMode = 1
This means that any ship that says it uses this cap can only be built the specified number of times.
capTooltip = "( %d / %d )"
example: capTooltip = "Collective Features ( %d / %d )"
This is the text attached to the appropriate ships' tooltips to indicate the max cap and the currently used cap. the first "%d" in the string is replaced with the used amount of cap and the second "%d" is replaced with the maximum cap.
capTooltipReached = "Already Researched"
This is the tooltip used when you hover over a buildbutton of a ship whose cap is full.
capTooltipOver     
affectsAI    If 0, the fleetcap does not restrict the AI
countconstructions = 1    If the unit is in the build queue then it would be counted toward the fleet cap if set to 0 then it's not


(1C) is it possible to have a Fleet Cap that goes by the number of ships directly named in the ships' ODF file and when all or some of them are destroyed to replace them?
(With the Max Buildable Number coding, I could get this kind of effect.)

(2A) How do I create Warp-Ins directly for each race?

(2B) For Warp-Ins, are they controllable by the player or are something the player can't directly use?

(2C) For Warp-Ins, can the AI player use them as well?
(I got hero ships I'd love to see the AI Warp-In so I can play against them and those that eventually play the mod.)
I've created a sample Warp-In file for my hero USS Excelsior NCC 2000, and I'm wondering if its done correctly and what is supposed to use it to activate/call-in the Warp-In ship?

(3A) What is the special features for fighters in FleetOps?
(Besides the ones SquireJames said in the quote below if there are any extras)

(3B)
Fighters in FleetOps are programmed to constantly circle, and to only stray a certain distance from their carrier. The carrier and the distance they stray can be programmed in the ODF. Only thing I've found is that fighters cannot use special weapons, although it might have just been the special weps I was trying to get them to use.

I know that fighters can stay around their carrier ship like SquireJames said, but its there a way to send them off to do some hit and run raids?
Can I get fighters to act like they do in Star Trek Online with Vesta-class (and Variant) starships?

(3C) The ODF that SquireJames is referencing, is that the Special Weapon ODF that launches the fighters or is that the fighters' ODF files itself?

(4) Regarding the info.ini file for making a FleetOps Mod:
Code: Select all
[mod]
Name=mymod
Description=my mega mod
Author=me
Version=0.0
Icon=icon.ico
Screenshot=splash.bmp
AssetVersion=30205
ParentMod=STA2 Classic
Website=http://www.mymod.com
Email=me@mymod.com

(4A) I have noticed some mods have PNG files for the screenshot instead of a BMP file, I am using a BMP file with no problem. What is the exact purpose for BMP images being turned into PNG files for the splash file and the ShipImages for example? Would not having PNG files result in a crash?

(4B) What is an "AssetVersion? What does this number have to do with the creation of a mod?

(4C) To not use the STA2_Classic Mod as a Parent Mod do I leave the Parent Mod section blank or commented out?
(I noticed it commented out in Adm. Zaxxon's Star Wars Mod, what exactly did this do, what effect does it have on the mod and FleetOps?)

(5A) Blade said in another thread that adding another race into the STA2_Classic Mod is hard to do. How is this hard to do?
It was easy to do in stock A2, I was hoping that it would be the same with the STA2_Classic Mod.

(5B) Is there extra coding that needs to be added to individual race.odf files or their GUI files and files in the Misc folder?

(6A) I have noticed extra Font files in the Sprites Directory for the STA2_Classic Mod but my mods text I have noticed isn't showing up. Why is this?

(6B) What file governs the text for the text that appears in the game? ( I mean the text that appears on the buttons that are for the missions, saving/launching the game after setting up matches).

(6C) Is this file that I'm asking about the label.map file? If it is, I copied the STA2_Classic Mods' label.map file and added in the mission names for my additional mission maps yet now my text isn't showing up in the game on the buttons I've mentioned, others have it. Why is this the case and what do I edit to fix it?

The following questions have to do with information SquireJames gave me through his replies to my inquiries on files what files were edited in the STA2_Classic Mod and through his Comparison Charts...

(7) For the Input.map file, what is the new shortcut for opening up the Map Editor well playing the game? Is it the same for FleetOps directly?
I've never used it or tried it to get into FleetOps' Map Editor.

(8) For the textures folder, in the STA2_Classic Mod, it still has the RGB file in it with its textures as well, but they are also now directly in the textures folder. I've noticed that SquireJames' KA2:EaW doesn't have the RGB folder anymore. Is it safe to delete this folder (RGB) from both the STA2_Classic Mod as well as my STA2_Generational Mod?

(9A) For both the stock game and the STA2_Classic Mod and my STA2_Generational Mod, is it possible to remove the CTF units/coding from the GUI_Global.spr file and also remove those extra type of game options totally out of A2?

(9B) If it is how does one go about doing this?

(10A) Regarding SquireJames' problem with textures that had the _1 & _2 in their names, do I really need to keep them in my mod!

(10B) If I can remove the _1 & _2 textures, does it only have to be the stock ones? What if I removed those type of textures that came with other mods, would that cause a problem with how the ships stations and other things look in the game?
What is/are their affect on the ships and stations?

(10C) What exactly do the _1 & _2 textures really do?
I've noticed that they are smaller, I've even noticed that the _2 textures are the smallest.

(11) For the Events.dat file, why did Blade delete the Borg, Species 8472 and add a little coding for Picard in some entries from some of the Sounds?

(12A) I don't understand this set of coding or this change:
Code: Select all
Now, game_cfg. Only a single change. Perhaps significant? Not finding a suitable AI etc will crash the game..

Armada 2 1.1
char AI_DIRECTORY[256] = ".\AI";

STA2 Classic
char AI_DIRECTORY[256] = "AI";


(12B) How does the above coding affect the game with the change between Armada II 1.1 version and the STA2_Classic Mod's changing?

(13A) How does this change in the STA2_Classic Mod affect the game?
Code: Select all
RTS_Cfg is the most interesting.
Both have this line, but the Classic Mod has it commented out
#include "Network_CFG.h"


(13B) With this commented out of the STA2_Classic Mod, I'm guessing it cancels out the Network Connection for playing the game online. Is this right?

(14) What does this following change mean?
Here are those resource changes
Armada 2 1.1
Code: Select all
{
   "ol_normal",      SINGLE_PLAYER_OFFICER_LIMIT,
   "ol_restricted",   SINGLE_PLAYER_OFFICER_LIMIT / 2,
   "ol_more",         SINGLE_PLAYER_OFFICER_LIMIT + 200,
   "ol_max",         MAX_OFFICERS
};

***
STA2 Classic
Code: Select all
{
   "credits_20",         SINGLE_PLAYER_OFFICER_LIMIT,
   "credits_22",         SINGLE_PLAYER_OFFICER_LIMIT / 2,
   "credits_24",         SINGLE_PLAYER_OFFICER_LIMIT + 200,
   "credits_26",         MAX_OFFICERS
};


(15) Is this set of coding irrelevant as I was thinking it is in the STA2_Classic Mod or is it really important? It's in the RTS_CFG file.
Code: Select all
#define cfgSOUND_VOICE_SAMPLE "borg_transmit1.ogg"
#define cfgSOUND_EFFECTS_SAMPLE "federation_phaser_small.wav"
#define cfgSOUND_BUTTON_SAMPLE "federation_click.wav"
#define cfgSOUND_SHELL_BUTTON_HOVER "Beep1.ogg"
#define cfgSOUND_SHELL_BUTTON_CLICK "Beep2.ogg"
#define cfgSOUND_INGAME_CHAT_SEND "Chatsend.ogg"
#define cfgSOUND_INGAME_CHAT_RECEIVE "Chatreceive.ogg"
#define cfgSOUND_SHELL_MUSIC "Mfed300.wav"
#define cfgSOUND_LOADING_MUSIC "loading.mp3"
#define cfgSOUND_INGAME_CHEAT "cheater.ogg"

#define SYSTEM_REPAIR_SPARK_SPRITE "xempty"

#define cfgBUTTON_COLOR "ffffff";
#define cfgTEXT_COLOR "ffffff";

int GAME_OPTIONS_RANDOM_MAP = 1;
int GAME_OPTIONS_MOTHERSHIP = 1;
int GAME_OPTIONS_OFFICERS = 1;
int GAME_OPTIONS_WARP = 1;
int GAME_OPTIONS_MAP_DEPTH = 1;

int cfgCINEMATIC_WINDOW_ENABLED = 1;

int cfgSINGLE_PLAYER_ENABLED = 1;
int DISABLE_HEIGHT_CHANGE = 0;

float REPAIR_SHIP_DISTANCE = 350;

#define cfgDEFAULT_MAP "mp08walr.bzn";
#define cfgDEFAULT_MAP_TITLE "Warzone";


The following questions are not based on the Comparison Charts or Comparing the stock A2 and STA2_Classic Mod's files:

(16) SquireJames said that he transferred (copied) the FleetOps Shield SOD directly into his mod, should I do this if I am using different shields for my mod that aren't stock and are based on "The Project Orange Mod"?

(17) What do you mean by this SquireJames?
posted on Sat Feb 23, 2013 12:25 pm
When I first converted KA2, a dodgy icon file caused the whole thing (even FleetOps itself) to no longer run. So yes, that is a possibility


(18A) How do I get this type of information to have an effect in my mod?
Code: Select all
//FLEET OPS EXPANDED CODES
 
// Shield SOD used when we are hit
shieldhit = ""
 
// Shield SOD used if shields are low health
shieldhitcritical = ""
 
// Shield SOD used when shields are lowered
shielddown = ""


(18B) If I use the above coding will it actually work in a mod?
Would it cause a crash if added to the STA2_Classic Mod for an example?

The following questions have to do with an idea SquireJames gave me:
Regarding having ships become obsolete, I haven't tried this myself, but could you use the same functionality as research pods?

For example, take a Constitution. When you get the right research to get a Refit version, the build button changes to a Refit version and ergo you (as the player) can't build originals any more.

The AI has no such limitations, since it doesn't use build buttons etc.


(19) Are other stations (or Construction Ships) that have build menus able to use Research Pods and not lose them? Actually can anything have pods if they have the line:
Code: Select all
research = 1


(20) I know that the Upgrade Station for all races has two build menus; a primary build list and then a secondary build list for the upgraded upgrade pods. Is this possible for Construction Ships, Starbases and Shipyards?
If it is, how does one go about implementing this type of scenario/idea?

(21) I want to try implementing SquireJames' idea about ships functioning as research pods when being built from their build buttons in the shipyards and possibly even the different starbases in my mod.

I just don't understand how a shipyard could have a secondary build menu.
If it can though, doing so would actually save on the number of shipyards I will fully need for the mod for each Generational Era.
Each shipyard could then be based on this setup: ENT Era (2151 - 2161) and the TOS Era in one shipyard as the main build set, then a secondary build menu taking on the ships of the TMP Era and the TLE (The Lost Era). Then pickup away from this "Advancing Idea" for the stock shipyards and on, that way the campaign missions aren't affected by the "Generational Concept".


(22) How would SquireJames' idea affect the AI? I still want the AI to get to build every possible ship in the mod, even the upgrade versions (if it can't use the Replace Weapon coding/Special Weapon to do upgrades).

Last but not least, this relates to one of my last posts and is about the "Max Buildable Number" coding from the Patch Project 1.2.5 Patch and SquireJames' KA2:EaW Mod:

(23)
(although, I seem to recall the max units thingy still working in the FleetOps version of KA2. I use it to limit Torpedo Cruisers to 5).

I can not find the "Max Buildable Number" coding you thought you used on Torpedo Cruisers, I might just be looking at the wrong files though, but if it still would work, part of my questions that I've asked regarding Fleet Caps would already be solved.
posted on March 8th, 2013, 11:00 pm
In questions 2A - 2C in the above questions posting, I was asking about "Warp-Ins" and how to make them and how to get them to work.

This is a mock Warp-In ODF file I created for the hero ship USS Excelsior NCC 2000.
(I'm including .txt version of the ODF file)
Is any of this correct?
How do I get this to work?
How do I actually get the ship to come into the game, what is actually supposed to get the weapon?

Code: Select all
//Display name for this weapon
wpnname = "Warpin"

//Tooltips
tooltip = "Federation Warpin"
verboseTooltip = "Warpins Federation Hero Ships for each Era. This brings in the USS Excelsior NCC 2000 under the command of Captain Hikaru Sulu."

//Special Weapon
special = 1

//Location of the button in the speed panel
buttonslot = 0

//Replacement Class
replacement0class0 = "fexcelsior"

//Replacement Event
//replacementevent = "FederationWarpinExcelsior"

//Replacement Keep Name
replacementkeepname = 1

//Replacement After Warpin
replacementafterwarpin = 1

//Programming Stuff DO NOT CHANGE
classlabel = "replaceweapon"

//Replacement Maintain Orders
replacementmaintainorders = 1

//Replacement Register As New
replacementregisterasnew = 0

//Replacement Creation Type
replacementcreationtype = 1

//Do We Speak On Attack?
speakonattack = 0

//Do We Have An Attack Speech?
attackspeech = 0

Attachments

warpin_Excel.txt
warpin_Excel
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posted on March 10th, 2013, 6:57 am
Looking through the different mods I have downloaded for FleetOps' Mods Directory, I have found certain coding that isn 't in the STA2_Classic Mod.

SquireJames' KA2:EaW Mod has this coding in the GUI_Global.spr file:
Code: Select all
# Must include this first to ensure texture animations are found
@include tex_anim_gui.spr
@include miniimages.spr            
@include systembackgrounds.spr
@include systemimages.spr


The only code that is in the Stock GUI_Global.spr file is:
Code: Select all
# Must include this first to ensure texture animations are found
@include tex_anim_gui.spr


It is also in Adm. Zaxxon's Star Wars Mod, and it doesn't even use the STA2_Classic Mod as a Parent Mod:
Code: Select all
sprite_table
@include tex_anim_gui.spr   
@include miniimages.spr
@include systembackgrounds.spr
@include systemimages.spr                           
@skip=off


***

Also, I have a few other questions regarding the CutDown Folder for SquireJames' KA2:EaW Mod:
(1) How do you make the Parent Mod not show up in the game via the Mods Settings? If its not the mod itself why does it need to show up? It just takes up space that isn't needed.
(2) Can the info file be deleted from a Parent Mod?
(3) What would "hiding" the CutDown folder from the Mods Directory do? Is that someting that can be done with a Parent Mod?

Questions involving sections in the guide for Converting Stock Mines:
In this section, it says to "add the include gui_glob16x12.cfg to the file with the same namw with in a mod but even though the STA2_Classic Mod has the extra coding to the GUI_interface.cfg file, it doesn't have it on this one.
Why?
posted on March 10th, 2013, 3:56 pm
The extra includes in KA2 are for the weapon icons on the GUI, and the associated new ship images
posted on March 10th, 2013, 8:22 pm
@SquireJames: So in other words its like for the extra coding you have with the weapon sections in the ships (and possibly stations) ODF files?

****

Any possible answers to my other inquiries/questions? I hate to ask more questions with out answers to the other ones and I keep coming up with questions, some go with questions I've already asked but could just as easily be answered through the answers to my other questions. :thumbsup:






:P (Just had to see if it will work, typed it in, I have a friend and she loves that type of face!)
posted on March 12th, 2013, 7:16 am
First, I have been going by each race in my mod (ships and stations of each race) and checking each of their ODF files and commenting out the "Max Buildable Number" coding from there ODF files to see if that is why both the Campaign and Instant Action won't launch and just crash the game. I predict this is going to take a few weeks to actually complete and test.
***I am only commenting out the coding for the "Max Building Number" code because the sooner my questions are answered about "FleetCaps" I can replace it with that correct FleetOps coding.***

This post isn't about that though. Instead it is still about the text not showing up in my mod. Please note, that some of the buttons actually do have text, only certain ones don't. I have a screenshot for the starting of the Federation's Campaign Selection Menu with only the first mission available, you can clearly see in this picture that the text: "Invasion" is totally missing. I have made the neccessary changes to the label.map file correctly (copied over the one from the STA2_Classic Mod) and only removed the Tutorials from that file in the missions area and replaced them with the Mission Maps I have mentioned before.
I have also placed the extra STA2_Classic Mods Fonts in the Sprites Directory (they were automatically copied over when I first copied the STA2_Classic Mod's directory and renamed it for my mod before copying over the files that I edited in the Sprites Directory).
Today (prior to posting this and testing this) I checked to see if there were any texture files in the STA2_Classic Mod for the Fonts and found that there was so I added them to my mod's texture directory and overwrote the ones already there with the corresponding textures in the STA2_Classic Mod.
As you can see in this in-game screenshot, the text does not show up still. Why is this? What else do I need to edit?
Text Doesn't Show Up... Still.jpg
Text Doesn't Show Up... Still
Text Doesn't Show Up... Still.jpg (125.34 KiB) Viewed 1013 times
posted on March 15th, 2013, 7:06 pm
First, for each question that I haven't gotten an answer for I am almost inclined to start a thread for each individual question, that would be about 23 or so individual threads. You all know that won't be fun for any of you and I surely won't like having to do that. (I planned this thread to be used for ALL OF MY QUESTIONS yet really none if them have been answered. Plus really one (1) (if not two (2) I have figured out on my own by trying them out. [that would be that one mod that was preventing FleetOps' executable from launching and a more recent question on what would happen if you hid the folder for a CutDown/Parent Mod that isn't playable since "Why should it be able for selection in the Mods Settings in the game?"

****

Well here is another question!

(1) To use a Special Weapon in a mod (or regular weapons) custom to FleetOps would its ODF files have to be copied from the ODF.fpq and placed directly in the mod or would the mod be able to get them directly from the ODF.foq file within FleetOps itself?

[From playing FleetOps I've come to like some weapons that I'd like to add to my mods ships and or stations.]
posted on March 15th, 2013, 10:04 pm
Je_mezu24 wrote:(1) To use a Special Weapon in a mod (or regular weapons) custom to FleetOps would its ODF files have to be copied from the ODF.fpq and placed directly in the mod or would the mod be able to get them directly from the ODF.foq file within FleetOps itself?


Could of just found out yourself minutes after posting this ya know. Though if I had to guess id say as long as all the entries are there and your mod is linked to FO itself I think it should work.
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