3.1.4 Code questions.

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on December 4th, 2010, 2:23 am
Hey guys, so I"m exploring some of the new code and I'm wondering what some of the additions are, and what they mean.  a couple of examples are shown here.

preferredselect = 0 ???
concurrentchilds = 4 ???
preservestatus = 1 ???
overridesubsystem = 1 ???

These are just pertaining to the fighters. If anyone knows all the new code additions and what they mad do, i would love to know them. :sweatdrop:
posted on December 4th, 2010, 2:37 am
Wow... can't wait to see what other easter eggs we'll have to find!  :woot:

Yeah... here are some guesses.

preferredselect = if unit can be selected or not
CCC (concurrentchilds) = no idea
preservestatus = keep the same status (rank?)
overridesubsystem = not affected by disabled subsystems
posted on December 4th, 2010, 2:42 am
Last edited by Dominus_Noctis on December 4th, 2010, 2:58 am, edited 1 time in total.
Doca will be editing the guide at some point to add them in soon I believe - in the meantime

concurrentchilds refers to how many ships (fighters) can be had at one time for that parent I believe.
preferredselect can you select with parent or not.
overridesubsystem refers to not being affected if the weapon subsystem is down I believe.
preservestatus refers to spawned ships keeping the alert status of the parent (when parent is green, they are green, when red, they are red etc)

I'm currently building a list of new codes for 3.1.4 - there are a few more I believe, like:

ignoreinterface = 1
buffertime = 1

And ninja'd ARGH :D
posted on December 4th, 2010, 2:56 am
Ha! I answered my own question!  :woot: I think preferredselect is that line I asked for a while ago that will have the same affect as when you try to box select a construction ship with combat ships.

As to the ccc line, is that needed, and does it limit the max fighters at onetime, or over time?   nvm, I got it.  This will be sweet for the BSG mod. Now a ship can actually support a certain numbers of fighters. :woot:

Thanks for the quick responses guys. :thumbsup:
posted on December 4th, 2010, 2:58 am
Last edited by Dominus_Noctis on December 5th, 2010, 1:27 am, edited 1 time in total.
I corrected one I just figured out :)

EDIT:
For those of you wondering (so far as I know...):

classlabel = fighter

preferredselect

classlabel = replaceweapon
preservestatus
overridesubsystem
concurrentchilds

classlabel = trigger
buffertime
posted on December 4th, 2010, 1:24 pm
alright, cool.

What about this(I know its not something new to 3.1.4, but whatever)

Code: Select all
classlabel = "UniTorpedo"
sprite = "wbsgpulsedual"
radius = 12.0
length = 100.0
lifespan = 2.0
shotcolor = 227
spriteduration = 1.0
hitsound = "empty.wav"
damagebase = 2.5
damagevariance = 0
damagethreshold = 0
shieldcrewmodifier = 0
hullcrewmodifier = 0
shotspeed = 400.0
explosionhit = "fedW_photonH"
explosionshieldhit = "fedW_photonHS"


My pulses come out square, I assume due to the radius size.  My question is, can I make a unitorpedo with a width and length or does it only use the radius line?
posted on December 4th, 2010, 6:38 pm
I've not experimented with that, but shouldn't radius (radius = 12.0) and length (length = 100.0) be all that's needed?  :blush:
posted on December 4th, 2010, 6:42 pm
Maybe there's a problem with the sprite entry or texture? If the numbers telling it what part of the texture to use doesn't match the pulse, it could look wrong.

I've had square toyprdoes before because the torp in the texture was twice the size of the dimentions the sprite entry made it use.
posted on December 4th, 2010, 6:50 pm
white squares indicate missing or incorrect sprite definitions
posted on December 4th, 2010, 6:56 pm
Last edited by Tyler on December 4th, 2010, 7:11 pm, edited 1 time in total.
If they're white, mine weren't. The textures appeared, they just showed up wrong.

I only get white for missing textures, missing or incorrect sprites just crashed the game.
posted on December 5th, 2010, 4:15 am
they aren't white. White means the texture is corrupt, or missing.  They are square.  instead of reacting to L x W they react to R(squared) 

I changed from classlabel pphaser to unitorpedo and it is treating the sprite entries as circular torpedo sprites instead of rectangular pulse sprites. 

What I want is a unitorpedo with pulse sprites instead of a SOD and use the fed pulse-hit effects.  It is taking my pulse sprite and using a radius measurement to define shape instead of length and width like a pulse.  Is there a way around it?
posted on December 5th, 2010, 5:30 am
I think with Unitorps you need to have an (preferably invisible) SOD with the sprite attached to it, though I could be wrong about that. Unitorps and sprites don't seem to get along with me unless I do it via SOD's

Also I just have to say: THE NEW FIGHTER CODES IS FREAKING EPIC.  :hungry:
posted on December 5th, 2010, 5:36 am
Yeah, definitly.  I have ms3d now, so I should be able to just break down and make some sod's.
posted on December 5th, 2010, 7:46 am
The Undying Nephalim wrote:
Also I just have to say: THE NEW FIGHTER CODES IS FREAKING EPIC.  :hungry:


You're telling me, I can't wait to try it out after I get some fighters built. :)
posted on December 6th, 2010, 3:08 pm
ah yep, the uniTORPEDO is based on torpedoes and does not suppor the "pulse like" automated sprites from the pphaser.

You can produce the same result by doing a sod for this purpose (you can actually do more using this solution, like adding glows or freaky emitters). Check the FO pulse sods for reference
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