Fighters/Carriers
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1, 2
posted on July 13th, 2011, 6:11 pm
Adm. Zaxxon wrote:No, its possible. The fighters didn't always use the fighter classlabel you know.
You need:
ignoreinterface = 1 so you can't control them.
avoideme = 0 so they don't push your carrier around.
classlabel destroyer, not fighter
normal physics file,
and your launching odf should look like this.
- Code: Select all
wpnname = "Viper Tube"
tooltip = "Viper Tube"
verbosetooltip = "AUTOTOOLTIP-fed_avalonFR.odf"
buttonslot = 0
replacementaction = 3
replacementkeepowner = 1
replacementresetspecialenergy = 0
selectmode = 2
replacementinstantai = 1
replacementinstantplayer = 1
replacementinstantcycle = 45
concurrentchilds = 12
transferstats = 0
replacement0class0 = "BSG_fighter_viper_mk2.odf"
replacement1class0 = "BSG_fighter_viper_mk2.odf"
replacement1class0position = 0,0,-40
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
speakonattack = 0
attackspeech = 0
and that should do it.
You specifically need the replacementaction = 3 line. the ships that are replaced should protect your ship. and since they are not under your control it should work fine.
The fighter clall label has alot of stuff hardcoded into it, like the inability to stop moving. I didn't like this, as well as some of the ways the fighters acted, so my mod does not use it. It also helped me from having to rewrite all my fighter odfs.
Try that, and if it doesn't work, could you please post your fighter and replaceweapon odf here? I have it working in my mod right now so I know its possible.
Yeah, simply remove the ignoreinterface line from the odf(you might have to remove the fighter class label as well) and they should work. the only problem is that when you control the fighters, as soon as they move they no longer count twards the "currentchilds" limit.
Fantastic that you've got it working I was about to give up hope.
Anyway still no luck for me. The ships follow the previous order given to their carrier then just stop and do nothing. ODFs below:
fed_holoemitter.odf (I modified it to test with just one fighter type until I get that type working
- Code: Select all
wpnname = "Holo-emitter"
tooltip = "Holo-emitter"
verbosetooltip = "AAA-fed_holoemitter.odf"
buttonslot = 110
replacementkeepowner = 1
replacementresetspecialenergy = 1
selectmode = 2
transferstats = 0
replacementaction = 3
replacement0class0 = "fed_incursionF"
replacement0class0position = 100,0,0
replacement0class1 = "fed_incursionF"
replacement0class1position = 100,0,0
replacement1class0 = "fed_incursionF"
replacement1class0position = -100,0,0
replacement1class1 = "fed_incursionF"
replacement1class1position = -100,0,0
concurrentchilds = 2
specialenergycost = 200
preservestatus = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0
fed_incursionF.odf
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#include "fed_incursion.odf"
nextrankxp = 1e6
worthxp = 0
weapon1 = "fedW_incursionF1"
weaponhardpoints1 = "hp01"
weapon2 = "fedW_incursionF2"
weaponhardpoints2 = "hp02"
weapon3 = "fedW_incursionF2"
weaponhardpoints3 = "hp03"
weapon6 = "fed_holoemitterF"
weaponhardpoints6 = "root"
classlabel = "craft"
avoidme = 0
buildtime = 3
crewcost = 0
dilithiumcost = 0
latinumcost = 0
biomattercost = 0
recycledilithium = 0
recyclelatinum = 0
recyclebiomatter = 0
recycletime = 10
ignoreinterface = 1
mapicon = "mapicon_empty"
iamgametothedeathcondition = 0
canrepairshiprepair = 0
clearsfog = 0
fed_incursion.odf works just fine but I'll post it below anyway just in case.
- Code: Select all
basename = "fed_incursion"
animation = 1
unitname = "Incursion Class"
tooltip = "Incursion Class"
verbosetooltip = "AAA-fed_incursion.odf"
xplevel = 1
nextrankclass = "fed_incursionr2"
nextrankxp = 60
healthrate = 0.448
shieldrate = 2.594
shieldgeneratorhitpoints = 63
engineshitpoints = 63
weaponshitpoints = 63
lifesupporthitpoints = 63
sensorshitpoints = 63
maxspecialenergy = 375
specialenergyrate = 3.126
attackpower = 1.000
intrinsicvalue = 1.000
race = "unitedfederation"
buildtime = 10
crewcost = 80
dilithiumcost = 905
latinumcost = 312
biomattercost = 29
worthxp = 105
recycledilithium = 271
recyclelatinum = 93
recyclebiomatter = 9
recycletime = 73
maxhealth = 156
curhealth = 156
maxshields = 916
curshields = 916
physicsfile = "smooth_physics_130.odf"
trekphysicsfile = "smooth_physics_130.odf"
weapon1 = "fedW_incursion1"
weaponhardpoints1 = "hp01"
weapon2 = "fedW_incursion2"
weaponhardpoints2 = "hp02"
weapon3 = "fedW_incursion2"
weaponhardpoints3 = "hp03"
weapon4 = "passive_hdshield"
weaponhardpoints4 = "root"
weapon5 = "fed_deployarmor"
weaponhardpoints5 = "root"
weapon6 = "fed_holoemitter"
weaponhardpoints6 = "root"
enginestargethardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12"
lifesupporttargethardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12"
weaponstargethardpoints = "hp01" "hp02" "hp03"
shieldgeneratortargethardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12"
sensorstargethardpoints = "hp02" "hp03"
hulltargethardpoints = "hp13" "hp14" "hp15" "hp16"
criticaltargethardpoints = "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12"
weapon1iconpos = 67 28
weapon2iconpos = 67 72
weapon3iconpos = 70 50
weapon4iconpos = 80 40
weapon5iconpos = 80 60
weapon6iconpos = 80 20
possiblecraftnames = "USS Incursion" "USS Spectre" "USS Liberty" "USS Pueblo" "USS Langley" "USS Thames" "USS Mead"
shipclass = "battleship"
shiptype = "B"
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
avoidanceclass = 8
weldingradius = 0.25
fireball = "x_large2_explosion"
eventselect = "Basic1BattleshipSelect"
eventacknowledge = "Basic1BattleshipAcknowledge"
eventattack = "Basic1BattleshipAttack"
eventstop = "Basic1BattleshipStop"
eventmove = "Basic1BattleshipMove"
eventrepair = "Basic1BattleshipRepair"
classlabel = "craft"
ainame = "CraftProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
engineshitpercent = 7.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 71.0f
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
combat = 1
can_sandd = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 800
shieldhit = "shield_fed_hitM"
shieldhitcritical = "shield_fed_hitcritM"
shielddown = "shield_fed_down"
I tried to use the destroyer classlabel like you said but I think it's removed from fleetops as it crashes the game.
posted on July 13th, 2011, 6:26 pm
Actually, there is no destroyer classlabel at all, so I assume Adm. Zaxxon meant 'craft' 

posted on July 13th, 2011, 7:31 pm
Last edited by Anonymous on July 13th, 2011, 7:42 pm, edited 1 time in total.
Dominus_Noctis wrote:Actually, there is no destroyer classlabel at all, so I assume Adm. Zaxxon meant 'craft'
Yeah I figured but it still doesn't work which is a shame. I feel I must be missing something. ReplaceAction = 3 does look like enough to do it from the documentation but it just doesn't seem to work.
posted on July 13th, 2011, 7:47 pm
Tried using destroyer as the shipclass where it's meant to go? It's usually around the middle of the odf, beneath where the shipnames are.
posted on July 13th, 2011, 8:00 pm
Tyler wrote:Tried using destroyer as the shipclass where it's meant to go? It's usually around the middle of the odf, beneath where the shipnames are.
As far as I'm aware shipclass is only for Admiral's logs and other things that don't affect the game
posted on July 13th, 2011, 8:14 pm
I know, but if it does anything at all, it's worth a try.
posted on July 13th, 2011, 9:31 pm
ok, here are my odfs for doing it. the first is the launcher, the second is the odf for the fighter. the fighter does not keep moving in circles, and it id controllable, (that would be fixed with the ignore... line)
@dom
Yes, I meant craft. but specifically these parts
shipclass = "destroyer"
shiptype = "D"
classlabel = "craft"
ainame = "CraftProcess"
- Code: Select all
wpnname = "Viper Tube"
tooltip = "Viper Tube"
verbosetooltip = "AUTOTOOLTIP-fed_avalonFR.odf"
buttonslot = 0
replacementaction = 3
replacementkeepowner = 1
replacementresetspecialenergy = 0
selectmode = 2
replacementinstantai = 1
replacementinstantplayer = 1
replacementinstantcycle = 35
concurrentchilds = 20
transferstats = 0
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
speakonattack = 0
attackspeech = 0
replacement0class0 = "BSG_fighter_viper_mk7.odf"
replacement1class0 = "BSG_fighter_viper_mk7.odf"
replacement2class0 = "BSG_fighter_viper_mk7.odf"
replacement3class0 = "BSG_raptor.odf"
replacement4class0 = "BSG_raptor.odf"
replacement1class0position = 0,0,40
replacement2class0position = 0,0,-40
replacement3class0position = 120,0,-40
replacement4class0position = 120,0,40
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weapon1iconpos = 63 50
weapon2iconpos = 73 24
weapon3iconpos = 73 78
weapon4iconpos = 85 50
unitname = "Assult Raptor"
tooltip = "Assult Raptor"
verbosetooltip = "AUTOTOOLTIP-fed_venture.odf"
race = "unitedfederation"
avoidme = 0
buildtime = 80
crewcost = 5
xplevel = 1
nextrankxp = 2
worthxp = 2
nextrankclass = "BSG_raptorA"
maxhealth = 100
curhealth = 100
healthrate = 0.035
maxshields = 0
curshields = 0
shieldrate = 0
shieldgeneratorhitpoints = 0
engineshitpoints = 50
weaponshitpoints = 50
lifesupporthitpoints = 50
sensorshitpoints = 50
maxspecialenergy = 2000
specialenergyrate = 5.0
physicsfile = "BSG_physics_raptor.odf"
trekphysicsfile = "BSG_physics_raptor.odf"
fleetcapfile = "all_cap_bomber.odf"
weapon1 = "BSG_fighter_KEW"
weaponhardpoints1 = "hp08"
weapon2 = "BSG_missile_raptor"
weaponhardpoints2 = "hp01"
weapon3 = "BSG_missile_raptor"
weaponhardpoints3 = "hp02"
weapon4 = "BSG_fighter_FTL"
weaponhardpoints4 = "hp08"
weapon5 = "BSG_board"
weaponhardpoints5 = "hp08"
enginesTargetHardpoints = "hp02"
lifeSupportTargetHardpoints = "hp01"
weaponsTargetHardpoints = "hp02"
shieldGeneratorTargetHardpoints = "hp01"
sensorsTargetHardpoints = "hp02"
hullTargetHardpoints = "hp01"
criticalTargetHardpoints = "hp02"
possibleCraftNames = "Raptor 1" "Raptor 2" "Raptor 3" "Raptor 4" "Raptor 5" "Raptor 6" "Raptor 7" "Raptor 8" "Raptor 9" "Raptor 10" "Raptor 11" "Raptor 12" "Raptor 13" "Raptor 14" "Raptor 15"
shipclass = "destroyer"
shiptype = "D"
attackpower = 0.2
intrinsicvalue = 0.2
enginesrepairtime = 2.0
lifesupportrepairtime = 0.5
weaponsrepairtime = 2.0
shieldgeneratorrepairtime = 2.0
sensorsrepairtime = 2.0
avoidanceclass = 1
weldingradius = 0.25
fireball = "x_BSG_fighter"
scout = 1
combat = 1
can_sandd = 1
eventselect = ""
eventacknowledge = ""
eventattack = ""
eventstop = ""
eventmove = ""
eventrepair = ""
classlabel = "craft"
ainame = "CraftProcess"
creditscost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
engineshitpercent = 2
lifesupporthitpercent = 2
weaponshitpercent = 0
shieldgeneratorhitpercent = 0
sensorshitpercent = 2
crewhitpercent = 2
hullhitpercent = 94
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 0
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
buildablebyownerraceonly = 0
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 1500
shieldhit = "shield_fed_hitS"
shieldhitcritical = "shield_fed_hitcritS"
shielddown = "shield_fed_down"
ScaleSOD = .4
@dom
Yes, I meant craft. but specifically these parts
shipclass = "destroyer"
shiptype = "D"
classlabel = "craft"
ainame = "CraftProcess"
posted on July 13th, 2011, 11:14 pm
Adm. Zaxxon wrote:ok, here are my odfs for doing it. the first is the launcher, the second is the odf for the fighter. the fighter does not keep moving in circles, and it id controllable, (that would be fixed with the ignore... line)
- Code: Select all
wpnname = "Viper Tube"
tooltip = "Viper Tube"
verbosetooltip = "AUTOTOOLTIP-fed_avalonFR.odf"
buttonslot = 0
replacementaction = 3
replacementkeepowner = 1
replacementresetspecialenergy = 0
selectmode = 2
replacementinstantai = 1
replacementinstantplayer = 1
replacementinstantcycle = 35
concurrentchilds = 20
transferstats = 0
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
speakonattack = 0
attackspeech = 0
replacement0class0 = "BSG_fighter_viper_mk7.odf"
replacement1class0 = "BSG_fighter_viper_mk7.odf"
replacement2class0 = "BSG_fighter_viper_mk7.odf"
replacement3class0 = "BSG_raptor.odf"
replacement4class0 = "BSG_raptor.odf"
replacement1class0position = 0,0,40
replacement2class0position = 0,0,-40
replacement3class0position = 120,0,-40
replacement4class0position = 120,0,40
- Code: Select all
weapon1iconpos = 63 50
weapon2iconpos = 73 24
weapon3iconpos = 73 78
weapon4iconpos = 85 50
unitname = "Assult Raptor"
tooltip = "Assult Raptor"
verbosetooltip = "AUTOTOOLTIP-fed_venture.odf"
race = "unitedfederation"
avoidme = 0
buildtime = 80
crewcost = 5
xplevel = 1
nextrankxp = 2
worthxp = 2
nextrankclass = "BSG_raptorA"
maxhealth = 100
curhealth = 100
healthrate = 0.035
maxshields = 0
curshields = 0
shieldrate = 0
shieldgeneratorhitpoints = 0
engineshitpoints = 50
weaponshitpoints = 50
lifesupporthitpoints = 50
sensorshitpoints = 50
maxspecialenergy = 2000
specialenergyrate = 5.0
physicsfile = "BSG_physics_raptor.odf"
trekphysicsfile = "BSG_physics_raptor.odf"
fleetcapfile = "all_cap_bomber.odf"
weapon1 = "BSG_fighter_KEW"
weaponhardpoints1 = "hp08"
weapon2 = "BSG_missile_raptor"
weaponhardpoints2 = "hp01"
weapon3 = "BSG_missile_raptor"
weaponhardpoints3 = "hp02"
weapon4 = "BSG_fighter_FTL"
weaponhardpoints4 = "hp08"
weapon5 = "BSG_board"
weaponhardpoints5 = "hp08"
enginesTargetHardpoints = "hp02"
lifeSupportTargetHardpoints = "hp01"
weaponsTargetHardpoints = "hp02"
shieldGeneratorTargetHardpoints = "hp01"
sensorsTargetHardpoints = "hp02"
hullTargetHardpoints = "hp01"
criticalTargetHardpoints = "hp02"
possibleCraftNames = "Raptor 1" "Raptor 2" "Raptor 3" "Raptor 4" "Raptor 5" "Raptor 6" "Raptor 7" "Raptor 8" "Raptor 9" "Raptor 10" "Raptor 11" "Raptor 12" "Raptor 13" "Raptor 14" "Raptor 15"
shipclass = "destroyer"
shiptype = "D"
attackpower = 0.2
intrinsicvalue = 0.2
enginesrepairtime = 2.0
lifesupportrepairtime = 0.5
weaponsrepairtime = 2.0
shieldgeneratorrepairtime = 2.0
sensorsrepairtime = 2.0
avoidanceclass = 1
weldingradius = 0.25
fireball = "x_BSG_fighter"
scout = 1
combat = 1
can_sandd = 1
eventselect = ""
eventacknowledge = ""
eventattack = ""
eventstop = ""
eventmove = ""
eventrepair = ""
classlabel = "craft"
ainame = "CraftProcess"
creditscost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
engineshitpercent = 2
lifesupporthitpercent = 2
weaponshitpercent = 0
shieldgeneratorhitpercent = 0
sensorshitpercent = 2
crewhitpercent = 2
hullhitpercent = 94
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 0
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
buildablebyownerraceonly = 0
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 1500
shieldhit = "shield_fed_hitS"
shieldhitcritical = "shield_fed_hitcritS"
shielddown = "shield_fed_down"
ScaleSOD = .4
@dom
Yes, I meant craft. but specifically these parts
shipclass = "destroyer"
shiptype = "D"
classlabel = "craft"
ainame = "CraftProcess"
This is driving me nuts. still no luck the fighters don't move until either I give them an order or there's an enemy near by. Is there anything out of the ordinary in the physics file or the carrier? Also are you using fleetops 3.2.5? I wonder if it's a bug stopping the replaceAction command working properly.
posted on July 14th, 2011, 12:06 am
Last edited by Anonymous on July 14th, 2011, 12:12 am, edited 1 time in total.
I will double check that it still works, but I"m pretty sure. and they use standard physics.
EDIT: now that is strange. Only some of the fighters move around. most of the are replaced in spot and don't move, and a few will work properly. Something must have been changed in the last patch or two, because it worked a couple patches ago.
I'm sorry, I guess it is not possible at the moment.
EDIT: now that is strange. Only some of the fighters move around. most of the are replaced in spot and don't move, and a few will work properly. Something must have been changed in the last patch or two, because it worked a couple patches ago.
I'm sorry, I guess it is not possible at the moment.

posted on July 14th, 2011, 9:53 am
you should be able to get what you want similar to the coverfire effect. depending on what you want to change on your vessel, you might not even have to use replace weapons. replace weapons should be considered your last choice and will be replaced in many occurances in fleet operations throughout the patches, too
posted on July 14th, 2011, 11:00 am
Adm. Zaxxon wrote:Something must have been changed in the last patch or two, because it worked a couple patches ago.
confirmed: Star Trek Armada II: Fleet Operations - ReplacementAction

posted on July 14th, 2011, 12:08 pm
DOCa Cola wrote:confirmed: Star Trek Armada II: Fleet Operations - ReplacementActioni removed the command from the guide accordingly
That's a shame, created a feature request here perhaps another solution will be found. I guess until then I'll just make the fighters controllable and give the player an incentive to keep them near the carrier.
For anyone else doing this here's an idea I think I might try; having fighters disappear if they move to far from the carrier. Not sure how to make it work yet, no doubt using a replace weapon and perhaps a special energy draining weapon on the carrier that stops the fighters replacing themselves.
posted on July 14th, 2011, 4:21 pm
DOCa Cola wrote:confirmed: Star Trek Armada II: Fleet Operations - ReplacementActioni removed the command from the guide accordingly
Will this be added back into the next patch? the reason I ask is because almost my entire fighter system revolved around the usage of this line.

posted on July 14th, 2011, 7:15 pm
I'm trying to get my carrier to drain the special energy of my fighters while they stay in a certain range from my carrier. This stops them firing their replace weapon which removes them. This system is supposed to force the player to keep their controllable fighters near the carrier.
The problem is my special energy draining weapon doesn't seem to work at all. I've got it set to special at the moment but firing it doesn't do anything. The code is below:
weapon odf:
ordinance odf:
I'm not sure if I'm going the right way with this. Is there a way to continually drain the special energy of allied ships?
The problem is my special energy draining weapon doesn't seem to work at all. I've got it set to special at the moment but firing it doesn't do anything. The code is below:
weapon odf:
- Code: Select all
ordname = "fed_holoemitterBo"
wpnname = "Holo-emitter"
tooltip = "Holo-emitter"
verbosetooltip = "AAA-fed_holoemitter.odf"
buttonslot = 92
shotdelay0 = 5
useprimarytarget = 0
basetargets = 2
needtarget = 0
hitmode = 5
hitcloaked = 0
specialenergycost = 200
classlabel = "cannonimp"
showrange = 1
beneficial = 1
validtargets = 0
"fed_incursionF.odf" 1
"fed_incursionFM.odf" 1
special = 1
speakonattack = 0
attackspeech = 0
range = 400
ordinance odf:
- Code: Select all
classlabel = "micro"
damagebase = 0
damagevariance = 0
damagethreshold = 0
shieldcrewmodifier = 0
hullcrewmodifier = 0
lifespan = 8.0
shotgeometry = "empty.SOD"
rollrate = 12
affectedsystem = 1
drainrate = 500
draintime = 1
particleart = "empty"
radius = 2.0f
shotspeed = 500.0
I'm not sure if I'm going the right way with this. Is there a way to continually drain the special energy of allied ships?
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