Fermion Field

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on July 20th, 2013, 5:06 pm
I'm thinking I can modify the Descent's Special weapon to create the same effect as the Fermion field from STO. But I just need to know which odf to put the hull regen line in. There are four odfs, shieldreset, shieldresetA, shieldresetAo, shieldresetB. I can't figure out which odf to use. What is the purpose of this weapon being a replace weapon? I've looked at the guide for the shieldemitter classlabel but couldn't find any other useful information. What line do I use to have the weapon restore hull? Would it be similar to shieldamout only it would say hullamount?
posted on July 20th, 2013, 6:26 pm
Hull cannot be regenerated except by a negative hull draining weapon, such as available on UniOrdnance.
posted on July 20th, 2013, 9:54 pm
So there's no way of combining the two abilities to have a similar function? I may just have use the shield-reset and just increase the range and time the sprite is visual. Or have a separate weapon that regenerates hull (Hazard Emitters?). One other question....does the corbomite reflector still work in FO or is there something I have to play with to make it work? I want to try and get the same function as the shield bubble.
posted on July 20th, 2013, 10:03 pm
You cannot use the same classlabel for both functions, no. If you use a replaceweapon and uball, you can have affected vessels hit by both effects (using two separate weapons on the uball).

Yes, carbomite works just the same as in A2 :)
posted on July 28th, 2013, 3:39 am
What about using the 'regeneration' classlabel? as i recall that weapon recharged both shields and hull at a steady rate for as long as the ship had special energy. If I also recall there is a mod on A2Filefront that turns most of the special weapons into wave versions. Would that be possible?
Reply

Who is online

Users browsing this forum: No registered users and 13 guests