Step by step assitance needed... Questions here.
Talk about anything related to old versions of Armada.
posted on July 31st, 2009, 8:29 pm
I have found that most ships that are made for A2 translate well to Fo in terms of scale however always chek the A2 odfs if they come with a ship u download. The scalesod command does indeed work in FO just not for every application of a sod......Ships from A1 in terms of how they scale I dunno but thats why the scalesod command exists....so u can RESCALE them.
Also on fighters...The fighter itself is just like any other ship except with an ignore interface command set to follow a path. Im not exactly sure of the coding but I have swapped the peregrin fighters with the juday class assault ship and my juday class definitly has more than one weapon......I keep meaning to delve deaper into the fighters...Basicly they start off as a replace weapon then switch to automated craft. U can define the health and hitpoints for fighters via their odfs as well as rescale them...to change quantity of fighters u have to add more fighters to the replace weapon.
I dont know yet how to define the flight patterns yet so I cant help u there...
Hope some of this makes sense and hope also it helps.
Also on fighters...The fighter itself is just like any other ship except with an ignore interface command set to follow a path. Im not exactly sure of the coding but I have swapped the peregrin fighters with the juday class assault ship and my juday class definitly has more than one weapon......I keep meaning to delve deaper into the fighters...Basicly they start off as a replace weapon then switch to automated craft. U can define the health and hitpoints for fighters via their odfs as well as rescale them...to change quantity of fighters u have to add more fighters to the replace weapon.
I dont know yet how to define the flight patterns yet so I cant help u there...
Hope some of this makes sense and hope also it helps.
posted on August 1st, 2009, 11:41 am
Figthers are unselectable ships that have physics files specially tuned to making them go around in circles (i think) so they can do anything a normal ship could do.
posted on August 1st, 2009, 5:14 pm
Thanks... I'll ask the devs to see how to program alternative paths... in th men time I have a problem... I've tried and tried and can't get this SOD to work on stock or FO... can someone tell me what i am missing?
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posted on August 1st, 2009, 5:21 pm
Last edited by Anonymous on August 1st, 2009, 5:38 pm, edited 1 time in total.
I will take a look
EDIT -Not a clue. Sorry.
EDIT -Not a clue. Sorry.

posted on August 1st, 2009, 5:40 pm
Are you sure it is actually finished? I've seen quite a few incomplete ships released before.
posted on August 1st, 2009, 5:43 pm
It crashes when I try to place it on the map, and I used a stock FO odf. it should have worked
posted on August 1st, 2009, 5:44 pm
Incomplete, as in the model itself.
posted on August 1st, 2009, 9:14 pm
I understood what you meant. I was just confirming that it definitally had nothing to do with odfs. 

posted on August 10th, 2009, 10:26 pm
Okay... here is a bit of a bigger thing I ran into...
The "secondaryBuildItem" functions... I know when it comes to research the button gets 'replaced' but what I want to know is... does this function work the same with ships as like the prototypes in FO. Or does it open up a secondary build menu (I'm talking about Starbase and shipyard type of building)?
If I cannot do it in STA2 v1.25. Than I'll accept either option.
A: Propose a unique custom shipyard.
B: Explain in further detail how to maximize efficiency of the "Secondary Build" command.
C: Explain how to do multi-funcional build menus (like research and build available)
The "secondaryBuildItem" functions... I know when it comes to research the button gets 'replaced' but what I want to know is... does this function work the same with ships as like the prototypes in FO. Or does it open up a secondary build menu (I'm talking about Starbase and shipyard type of building)?
If I cannot do it in STA2 v1.25. Than I'll accept either option.
A: Propose a unique custom shipyard.
B: Explain in further detail how to maximize efficiency of the "Secondary Build" command.
C: Explain how to do multi-funcional build menus (like research and build available)
posted on August 10th, 2009, 10:39 pm
Is this for the final frontier?
Not sure what you want mean by the first one.
with the second one, you need to make sure you have the pod hardpoints are in the right order. Again, you are being kinda vague.
third, really, you need to explain your questions better. What do you want on the menue. Should it build stations, or ships? What do you mean?!?!?
Not sure what you want mean by the first one.
with the second one, you need to make sure you have the pod hardpoints are in the right order. Again, you are being kinda vague.
third, really, you need to explain your questions better. What do you want on the menue. Should it build stations, or ships? What do you mean?!?!?
posted on August 10th, 2009, 11:40 pm
The secondary build command! You know... for stock! The Upgrade facilities use this to swich from lvl 2 pods to lvl 3 pods! I'm simply asking how does this work in shipyards. Does it act like the prototype system where the original ship's build Icon is replaced by another Icon when a limit is reached, or does it create an expansion of the build menu allowing to build up to 26 ships instead of 13?
posted on August 10th, 2009, 11:54 pm
as far as I know, they work the same.
buildItem1 = "ship1"
secondaryBuildItem1 = "ship2"
It should work the same. However, as you know you can build only one pod, so I don't think it would work unless you used a replace weapon, which in the end wouldn't really be building anything.
As far as I know. You would put
buildItem1 = "ship1"
buildItem2 = "ship2"
and ship1 needs ship2 to be to be built...or in whatever order you want.
buildItem1 = "ship1"
secondaryBuildItem1 = "ship2"
It should work the same. However, as you know you can build only one pod, so I don't think it would work unless you used a replace weapon, which in the end wouldn't really be building anything.
As far as I know. You would put
buildItem1 = "ship1"
buildItem2 = "ship2"
and ship1 needs ship2 to be to be built...or in whatever order you want.
posted on August 11th, 2009, 2:02 pm
Oh... Okay. I thougt it would be where if "Ship1" had a build limit... once reached "Ship2" would take its place... Okay. Thanks anyway. 

posted on August 22nd, 2009, 8:26 pm
Thanks for your help so far... Now this one is much more complicated because the only available software to do this is what other people call crappy.
I was hoping on redoing hardpoints, but I need a decently easy Hardpointer. If possible a drag-and-drop program or something just as easy. Because the Assimsoft thingy is so hard trying to figure out coordinates to put hardpoints. If you know someone who can develope an engine that would be helpful.
Reasons Why:
#1 (And most important) I want to redo all the hardpoints as well as maybe adding some.
#2 I want to put up glows for my ships (so it ain't just lightmaps)
#3 Sometimes for ships that don't come with an HP reference I'd like to know which is where.
#4 I believe that I shouldn't have to deal with wacky hardpoint positions that ruin the ship's beauty of combat.
I was hoping on redoing hardpoints, but I need a decently easy Hardpointer. If possible a drag-and-drop program or something just as easy. Because the Assimsoft thingy is so hard trying to figure out coordinates to put hardpoints. If you know someone who can develope an engine that would be helpful.
Reasons Why:
#1 (And most important) I want to redo all the hardpoints as well as maybe adding some.
#2 I want to put up glows for my ships (so it ain't just lightmaps)
#3 Sometimes for ships that don't come with an HP reference I'd like to know which is where.
#4 I believe that I shouldn't have to deal with wacky hardpoint positions that ruin the ship's beauty of combat.
posted on August 23rd, 2009, 9:12 pm
As far as i know there is no "easier" software than UTMV or ASSIMVIEW 3.0....thats about as simple it gets so....and ms3d is more challenging plus costs money and also needs the "unlocked" version of importer which people just dont hand out like candy. Try over at A2 forums but Im pretty sure your gonna get the same answer as I have given you.
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