Corbomite problem
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on July 25th, 2009, 4:24 pm
I have attempted to add the Corbomite Reflector back into my game onto the Sovereign Class (veteran for Mayson, all ranks for Risner) and for the most part it works well; the SOD shows up, the button works, the Special Energy last long enough to be useful and it doesn't reflect all torps back.
But I am having a problem that I cannot solve...the Reflector is twice the size of the ship using it! I have tried several types of code to resize it; the code that determines the size of other Special's (like the Holding beam), the code that determines the size of regular torps and the 'ScaleSOD = X.X' used by Vessels and Stations but it won't work.
Can anyone think of something that might help with this? I have a screenshot so you can see that actual problem.
But I am having a problem that I cannot solve...the Reflector is twice the size of the ship using it! I have tried several types of code to resize it; the code that determines the size of other Special's (like the Holding beam), the code that determines the size of regular torps and the 'ScaleSOD = X.X' used by Vessels and Stations but it won't work.
Can anyone think of something that might help with this? I have a screenshot so you can see that actual problem.
posted on July 25th, 2009, 7:03 pm
The sheild stretch almost as far... it is probably stacking outside of the sheild... though to me I personally like the big sheild. Makes the Sovy look slightly more powerful! 

posted on July 25th, 2009, 7:49 pm
I think it has to do with the lines cur shields, and range scan. I have fount however that in some instances the /scale sod line doesn't work.
posted on July 25th, 2009, 8:19 pm
Wow... The Sov looks... out of place. But, as a simple answer: Make it a low-grade passive ability, and don't use an SOD. Or, you could make it a replaceweapon that makes the shields li,e that with an ivisible SOD for the actual Corbomite Reflector!
posted on July 26th, 2009, 12:12 am
Last edited by Tyler on July 26th, 2009, 12:16 am, edited 1 time in total.
1337_64M3R wrote:The sheild stretch almost as far... it is probably stacking outside of the sheild... though to me I personally like the big sheild. Makes the Sovy look slightly more powerful!
The only problem is that the Torps go through the Reflector, hit the regular shields and then bounce away....
Megaman3321 wrote:Wow... The Sov looks... out of place. But, as a simple answer: Make it a low-grade passive ability, and don't use an SOD. Or, you could make it a replaceweapon that makes the shields li,e that with an ivisible SOD for the actual Corbomite Reflector!
The odf doesn't have a line to tell it to use an SOD; it's just there and come up with the rotating error if I remove it.
I think I'll try an invisible SOD and pretend the Reflector is a replacement for the normal shield for the duration of the Special Energy. I think FO comes with one, if I try to set it to use the Reflector SOD as the shield, wouldn't I just get the same problem?
posted on July 26th, 2009, 12:19 am
Sooo, use a tempory replaceweapon that replaces the ship with one that has a duel shielding effect, and whose shields reflect torpedoes. Would that work?
posted on July 26th, 2009, 1:25 am
the scaleSOD command DOES work, just not entirely. Sometimes shield effects and related effects (corbomite reflector, remodulation, etc.) just don't scale with it... Depends on the SOD.
posted on July 26th, 2009, 12:06 pm
Adm. Zaxxon wrote:Sooo, use a tempory replaceweapon that replaces the ship with one that has a duel shielding effect, and whose shields reflect torpedoes. Would that work?
I think I'll try that. I can use the same invisible Special weapon for them all. I think I'll use the 'last for X seconds' type instead of the 'Lasts until cancelled' one.
posted on July 26th, 2009, 12:33 pm
Last edited by Anonymous on July 29th, 2009, 1:17 am, edited 1 time in total.
right, also, you can change the shield hit effect, so it is doubled like the descent's, or a different effect from whatever ship you want. 

posted on July 27th, 2009, 2:09 pm
Ok, it is a replace weapon (like the Ambassador's weapon), and the weapon is a passive using the invisible SOD. It works.
posted on July 31st, 2009, 11:44 am
Shield SODs are scaled larger in Fleet Operations, in order to achieve some new effects and to establish room for more effects in the future (will be added with one of the next patches). That will also affect all special weapons that behave similar to shields, like the corbomite deflector. You could fix that by making a new sod, thats smaller and will fit again if its scaled up. For example by enlarging the bounding box
Who is online
Users browsing this forum: No registered users and 4 guests