Step by step assitance needed... Questions here.

Talk about anything related to old versions of Armada.
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posted on July 8th, 2009, 7:34 pm
Hi forum members! I'm currently working on a mod as is. And I need some help trying to put my ideas into it. I'm working on my personal project called: Star Trek Armada III: All Out War. I'm basically going to try in put everything into it that I can think of. But, some ideas I don't know how to make it happen. So this is what this thread is for.

I've got 1.1 and 1.25 patches installed. I've got the thing where there is a limit on constructions. And quite a few other things too. My first few things I'm going to ask you guys are...

1] How do I make those ship limit caps where multiple vessels would appy to the same vessel limit class.

2] How can I make a ship that you can only have one of (more specifically a hero ship) be made to where no two teams can have their own copy? Because I don't want 3 Enterprises or 2 Voyagers.

3] How can I apply that certain things require specific allies?

I await your replies. :rolleyes:
posted on July 8th, 2009, 7:50 pm
No offence, but this is a forum for Fleet operations not for creating a stock mod.  However, I will help if I can.

1. I don't think ships limits are in the patch project.

2.  Give it at the beginning, don't let the player build it.

3.  In the tech tree, say it needs another ship or station that you can't build.

Example: old  fscout.odf  0
              new  fscout.odf  1  rscout.odf

this means, that to build a federation scout, you need a romulan scout. 
posted on July 8th, 2009, 7:57 pm
Adm. Zaxxon wrote:No offence, but this is a forum for Fleet operations not for creating a stock mod.


Zaxx, I've specifically posted it under the forum seperate from the FO. Besides, the reason I posted here is because Doca probably knows the patches better than anyone else. I was hoping he could help me. As well as other people who worked with 1.25 patched Armada. I'm not demanding, I am just looking for advice on how to make my ideas happen.

Adm. Zaxxon wrote:3.  In the tech tree, say it needs another ship or station that you can't build.

Example: old   fscout.odf  0
              new  fscout.odf  1  rscout.odf

this means, that to build a federation scout, you need a romulan scout. 


I don't want a ship to require another ship from another race... I want to do something similar to what the Devs did... Where you can build a Kling mixed tech yard just because you have Klingons as your ally.
posted on July 8th, 2009, 8:01 pm
Ah, then I don't think that is possible with the patch, because that is a new feature to 3.0
posted on July 15th, 2009, 9:25 pm
Here are some new questions...

1] How do I make a multi-targeting phaser? And how do I make sure it only attacks ships and stations?

2] How do I make a multi-target Torpedo? And make sure it only attacks ships and stations...

3] What is the best way to create a multi-stage Artillery torpedo?

4] How do I create a spray weapon (much harder I believe, like an emmitter spray that causes damage)?

5] How do I make a weapon that effects cloaked enemies only?

Waiting for your advice...
posted on July 15th, 2009, 9:38 pm
Both the areacannon and cannonimp classlabels are very usefull when making mutitargeting weapons...since ur modding a stock version though I dont belive cannonimp is avalable to you....so I would sugest you explore areacannon and area missile classlabels. Also the hitcondition command is needed with the areacannon....do a lil more reading of the bbom its very usefull....also use trial and error. Thats how I learned lol. :lol:
posted on July 16th, 2009, 3:41 pm
Can I have som help with these questions?
1337_64M3R wrote:3] What is the best way to create a multi-stage Artillery torpedo?

4] How do I create a spray weapon (much harder I believe, like an emmitter spray that causes damage)?

5] How do I make a weapon that effects cloaked enemies only?


Those are the questions I mostly wanted...
FYI: The mod uses Armada 2 version 1.25.
posted on July 17th, 2009, 2:56 pm
Star Trek Armada II: Fleet Operations - Modding features guide

Also try using the Jach'engs super weapon for spray type weapons.
posted on July 27th, 2009, 12:48 am
Ok, this is an important one. I'm trying to have a modded Reflection Sheild (whatever it is called). Of course, I need sod. But that is besides the point, I need to know how I can pull off these things:

- Reflects pulse weapons
- Modifies the damage of reflected weapons when 're-shot' to the shooter
- Make it automatically disengage when cloaking or warping

Can someone help? Any help pulling this off is highly appreciated. If you want I can mention the appearance I'm looking for. But this is major for one of my planed races. And to refit the olde one.
posted on July 27th, 2009, 1:06 am
ok, is this still for Stock?  if it is, I don't think it is possible to select what a shield reflects, it just reflects everything or nothing.  I don't think the modifiers would work either.

However there are lines of code that say stuff like cloakenble which means 1/0 can it or can it not be used while cloaking, and There is a line like warpenable which does the same thing.  I don't know if that is them exactally, but it is close.
posted on July 27th, 2009, 1:10 am
Actually, version 1.25 and for FO... separate the two please though...
posted on July 27th, 2009, 1:20 am
ok, I had a look through the refractor thing, and you can get it to reflect pulse and torpedoes, or phasers, or both. So if you wanted to only reflect torpedoes and pulses, the lines would be

// Reflect Missiles
reflectMissile = 1

// Reflect Beams
reflectBeam = 0

If I understand it correctally.

There are ways to change the rate of reflection, and how often the things will go through the shields, but
I can't find anything about reflected projectile damage modifying.


The lines you want are something like this(you need to look up the correct lines, cus Idon't know if they are spelled correctally)

cloakenable  0
warpenable  0
posted on July 27th, 2009, 1:23 am
ok, the correct line for the cloak is this

cloakEnable = 0

This means it isn't able to be used while cloaked.
posted on July 27th, 2009, 1:48 pm
THX, but what about pulse reflection? how do I pull that off? ???

Plus the old effect of the Corbonite is horrible. I as hoping if someone could provide a redesign giving it more of a 'liquid' or 'fluid' look. Like a watersheild. But personally I dunno if anyone has it or can make it. :(
posted on July 27th, 2009, 11:26 pm
dunno about the liquid thing. I will look and see, but it is verry unlikely.

Like I said, I don't think it is possible to deflect just pulse phasers.  Only pulse phasers, and torpedoes.
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