Cloak
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on September 27th, 2011, 11:34 am
hi guys complete newbie to modding here so sorry if i ask stupid questions
over the next few days gonna be lookin around at tryin to mod a few ships etc and download what i need but i was wondering for example how would you go about changing federation vessels to include cloaking devices similar to the defiant that comes out of rom mixed tech
thanx mark
over the next few days gonna be lookin around at tryin to mod a few ships etc and download what i need but i was wondering for example how would you go about changing federation vessels to include cloaking devices similar to the defiant that comes out of rom mixed tech
thanx mark
posted on September 27th, 2011, 12:01 pm
Last edited by Tyler on September 27th, 2011, 12:04 pm, edited 1 time in total.
Extract the odf of the Fed ship from the ODF archive (ODF.fpq in the main directory and FPQEdit is the program for it), copy the entry for a cloaking device into the extracted odfs.
The weapon and weaponhardpoints should be ended by a number 1 higher than the highest weapon number currently done (if the last weapon is weapon5, the new one should be weapon6), miss a number and the weapon should be skipped by the game I think.
Also, you should make sure the ship has enough total special energy (maxspecialenergy = X) to use whichever cloak you add (Fed/Klingon cloaks use no energy, Romulan ones use 15 energy and Breen ones use 100 energy).
The weapon and weaponhardpoints should be ended by a number 1 higher than the highest weapon number currently done (if the last weapon is weapon5, the new one should be weapon6), miss a number and the weapon should be skipped by the game I think.
weaponX = "fed_cloak"
weaponhardpointsX = "root"
Also, you should make sure the ship has enough total special energy (maxspecialenergy = X) to use whichever cloak you add (Fed/Klingon cloaks use no energy, Romulan ones use 15 energy and Breen ones use 100 energy).
posted on September 27th, 2011, 12:11 pm
app the help give me something to play about with over the next day or two
posted on November 5th, 2011, 7:55 am
ok found all the defiant ships etc in the odf, i'm presuming that if i update defiant 1 then all the rest will update too? also just wondering how hard is it to add xtra weapons to the likes of excelsior 2 and soverign class? or is there a way to build them as vets without having to use up any of your vets slots?
thanx mark
thanx mark
posted on November 5th, 2011, 8:18 am
also i would presume that if i wanted to build the veteran out of the yard i would just copy over all of the data from the veteran unit i wanted and replace it with the basic models file and add the xtra weapon as the cloak? been looking round the odf's cause theres a few mixed tech ships i would like as rank 6 and cloaked namely the dom akiras and miranda 2's and the rom excelsior 2's. i know i'm prob a pain on the ass but i take it if i wanted to i could add the miranda 2 mixed tech into a shipyards build list?
posted on November 5th, 2011, 12:16 pm
you could add 'r6' to whatever class in the shipyard build list but you'd probably break the Fed AI, if you wanted to play against feds you'd have to mod the AI build lists as well. What you could do instead is copy the odf, sod and texures of 'fed_classnamer6.odf' to a temp file and rename them. then you'd add it to the build list in the shipyard and the techtrees. depending on what you wanted you could have it require nothing in which case you'd put 'classname.odf 0' or if you wanted it to included something you'd put 'classname.odf X where X is the number of items needed, you'd have to specify the item though. (I could be wrong about having to copy the Textures). You'd need to rename a buildbutton texture too.
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