FO Code Uses/Explinations

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posted on January 31st, 2010, 12:17 am
ok well since RCIX has disappeared and no more work has been dne on defining the new fo coding i'm starting this thread to see if we can clear the rest of the codes not covered in his guide.

well to start things off does anyone know what

preloadunitsX actually does (found in the race odf)

also how do you define the different cloak levels and detection levels
posted on January 31st, 2010, 12:37 am
Actually, when taking that line out, it did nothing, so i would guess that it is un used for now.
posted on January 31st, 2010, 1:06 am
it would seem to me that preload units is based on what avatar you pick..it builds two construction ships based on said avatar...
posted on January 31st, 2010, 1:12 am
Last edited by Tyler on January 31st, 2010, 1:16 am, edited 1 time in total.
The start ships you get after avatar selection seem to be dictated by the 'pushbuilditem' code in the Starbase odfs.

'preloadunits' probably has them load at the game start up or while the game's loading.
posted on January 31st, 2010, 1:21 am
Thats what I thought, but as I said, taking out the lines makes no difference at all.
posted on January 31st, 2010, 2:23 am
same here unless it helps speed the start up more guess we need the devs to let us know

another mystery code to me is

checkvalidresourceinterval = 10.0f
posted on January 31st, 2010, 2:31 am
that has to do with building ships.  not sure exactly, but I think ryderstorm knows.
posted on January 31st, 2010, 3:27 pm
Actually I dont know...I see it mostly with research and such but my guess would be that its to check to make sure you have a valid level of resources to activate the weapon/research...when I have some time Ill try to experiment with it.

Btw...

How many Hitcondition states are there? and what do the different states do?
posted on January 31st, 2010, 4:26 pm
// HIT_EVERYONE = 0,
// HIT_ALLIES = 1,
// HIT_ENEMIES = 2
hitCondition = 2
posted on January 31st, 2010, 4:30 pm
yeah, i guess alot of this stuff is explained by the comments in stock a2.  its just some of the FO additions that i don't understand.
posted on January 31st, 2010, 5:51 pm
just replying to ryderstorm
posted on February 1st, 2010, 9:53 pm
there are more than that.....looking at FO odf's And I will sight an example from all_tachyon_pingALA.odf

Code: Select all
ordname = "all_tachyon_pingSAo"
special = 0
useprimarytarget = 0
basetargets = 20
needtarget = 0
hitcondition = 8
classlabel = "cannonimp"
wpnname = "cannonimp"
shotdelay0 = 0.1
speakonattack = 0
attackspeech = 0
range = 800

I have also seen hitcondition=5 before in FO odfs as well......just like to know how many ther are and what condition goes with each or if they are classlabel dependent or what.
posted on February 1st, 2010, 9:58 pm
oh nva saw those guess there for different states of the vessel (cloak)
posted on February 2nd, 2010, 2:20 am
Some borg weapons have hitcondition=5......I still havent a clue as to what it actually means. perhaps its a damage extension modifyer maybe....ah mysteries :shifty: :whistling:
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