Creating a 'Shockwave' Weapon

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posted on June 25th, 2010, 2:00 pm
Ok, I have been doing some experimenting. Unfortunately, I am kinda stuck. See, I am trying to make the shockwave able to disable either engines or weapons, AND drain special energy. Unfortunately changing from Stock to FO code is not my expertise. I'd be happy to receive any helpful feed back you have.

##Trigger or base file
Code: Select all
//Programming Stuff DO NOT CHANGE
classLabel = "areacannon"

//Name of the ODF file for the ordinance for this weapon
ordName = "prot4"

//Special
special = 1

//Time Delay between shots
shotDelay = 60.0

// Range within which the weapon will fire.
range = 1000.0f

// Percent chance of hitting the target.
hitChance = 1.00
hitCondition = 2

//Should not be used
wpnReticle = "gblast"

//UNKNOWN
wpnPriority = 0

//UNKNOWN
wpnCategory = "CANN"

//Display name for this weapon
wpnName = "**********"
tooltip = "************"
verboseTooltip = "************************"

//Location of the button in the speed panel
buttonSlot = 1

// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 10

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 1

// set wave effect
waveEffect = 1

// set wave name
waveName = "prot2"

//don't switch to attack mode after shot
switchToAttack = 0


## Effect Odf 1
Code: Select all
// Programming Stuff DO NOT CHANGE
classLabel = "fireballexplode"

// Explosion sound.
explSound = "xlarge2.wav"

// Name of the SOD.
dbName = "w_Qshock"

// Length of the explosion.
length = 2.5

// Standard shockwave.
shockwave = "prot3"

// Delay before creating shockwave.
shockwaveDelay = 0.25

// Minimum radius to generate shockwave.
shockwaveMinimum = 25.0


#Effect Odf 2
Code: Select all
// Programming Stuff DO NOT CHANGE
classLabel = "omegaexplode"

// Rate of expansion.
rate = 1000

// Name of the texture.
texture = "w_shockwave_quantum"

// Color of the shockwave.
color =   1.0   1.0   1.0

// Multiplier for the ship radius to get the shockwave radius.
radiusFactor = 7.5

// Percentage before the shockwave starts to fade.
fadeFactor = 0.25

// Number of rays in effect.
rays = 128

// How tall is the wave?
waveHeight = 999.0;

// How far in do we want the top and bottom edge of the explosion
topEdgeModifier = 0.25


#Damage Properties Modifier
Code: Select all
//Programming Stuff DO NOT CHANGE
classlabel = "UniTorpedo"
lifespan = 4
omegaturn = 0
shotaccel = 9999
spriteduration = 1
shotcolor = 227
shotspeed = 600.0
shotGeometry = "empty.sod"
lightcolor = 0.0 0.0 1.0
lightfalloffstart = 5.0
lightfalloffrange = 2000.0
specialEnergyCost = 550

damagebase = ****
*****

damagevariance = 0
damagethreshold = 0
shieldcrewmodifier = 0
hullcrewmodifier = 0
disablelifesupportpercent = 0
disablelifesupporttime = 0
disablesensorspercent = 0
disablesensorstime = 0
disableweaponspercent = 0.500
*****

disableweaponstime = 5
*****
disableenginespercent = 0.500
*****
disableenginestime = 5
*****

rollRate = 12
affectedsystems = 1
damagemode = 1
effectSOD = "w_Qeffect"
radius = 2.0f
hitSound = "x_shockQ.wav"

*****The Variations were trimmed because of character limit.


This is still a WiP. But I of course wish to know the following:
- Would this work? If not, for what reason?
- Will it do the intended effects?


I attached a mini-pack of it so that you can mess around with it. If you find a solution, or have questions on its intended appearence. Post it and I can help elaborate.

Attachments

Weapon.zip
(224.52 KiB) Downloaded 224 times
posted on June 25th, 2010, 2:20 pm
Have you tried it there is no way i can look at a peice of code and tell you if it works or not.
posted on June 25th, 2010, 2:40 pm
I have been trying to figure it out. I have provided a copy of the odfs if you want to try it yourself. Who knows, you could figure out the problem faster than me.
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