Help needed with "ToHit" modifiers.
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posted on March 16th, 2010, 2:58 pm
Hey,
I'm having some issues with the following .odf parameters.
impulsetohitmodifier
stoptohitmodifier
tohitimpulsemodifier
tohitstopmodifier
I'm trying to add moving accuracy penalties but they simply won't.. work. I can reduce phaser accuracy (graphics bug and all) using "hitchance" but these parameters seem to have no effect.
I tried setting their base values and targeting them, correctly, at a ship class directly, didn't work.
Are these paramaters just artefacts? Or is there a specific way to make them work that I don't understand..?
I'm having some issues with the following .odf parameters.
impulsetohitmodifier
stoptohitmodifier
tohitimpulsemodifier
tohitstopmodifier
I'm trying to add moving accuracy penalties but they simply won't.. work. I can reduce phaser accuracy (graphics bug and all) using "hitchance" but these parameters seem to have no effect.
I tried setting their base values and targeting them, correctly, at a ship class directly, didn't work.
Are these paramaters just artefacts? Or is there a specific way to make them work that I don't understand..?
posted on March 16th, 2010, 3:38 pm
that has to do with the ship in question. you change those for how much those subsystems are hit. what you need to look at is the weapon odf. you will see a line like hitchance = 0.8 or whatever. that means the weapon will hit roughly 80% of the time, and you can make ships exceptions to this. just look in the weapon odfs and you can find the correct code 

posted on March 16th, 2010, 5:12 pm
The weapon ODF's are:
FedW_intrepidY1 (this one determines a number of aesthetic factors and also the hitchance)
FedW_intrepidY1o (this "ordinance" file determines other aesthetic factors as well as damage per ship)
Please not, that there is a HUGE list used to determine the hitchance on each and every ship. This list is created by a formula generator that Optec and Doca created. Not only would it be exceedingly difficult to adjust even 1 ODF, but there are 12 weapon ODF's per weapon as they have to be adjusted for the vessel ranking up.
FedW_intrepidY1 (this one determines a number of aesthetic factors and also the hitchance)
FedW_intrepidY1o (this "ordinance" file determines other aesthetic factors as well as damage per ship)
Please not, that there is a HUGE list used to determine the hitchance on each and every ship. This list is created by a formula generator that Optec and Doca created. Not only would it be exceedingly difficult to adjust even 1 ODF, but there are 12 weapon ODF's per weapon as they have to be adjusted for the vessel ranking up.
posted on March 16th, 2010, 7:16 pm
Last edited by kllthdyrctr on March 16th, 2010, 7:19 pm, edited 1 time in total.
Thanks for the swift responses but I probably should have said I understand all of the basics of modding weapons, ships and so on (especially the volume of work required across so many .odf files, for the various ranks).
I understand fully the hitchance modifier, and I know I can make ships exceptions to these. However I got the above code from a weapon .odf and my point is that they do not appear to work as intended.
They're also not to do with subsystems at all, unless all other references to them I've found (third party and here) are wrong. They are for creating moving accuracy modifiers and this is exactly what I want them for..
So, can someone tell me:
A. If they can still be used for their intended purpose?
B. What the correct way of using them is?
I understand fully the hitchance modifier, and I know I can make ships exceptions to these. However I got the above code from a weapon .odf and my point is that they do not appear to work as intended.
They're also not to do with subsystems at all, unless all other references to them I've found (third party and here) are wrong. They are for creating moving accuracy modifiers and this is exactly what I want them for..
So, can someone tell me:
A. If they can still be used for their intended purpose?
B. What the correct way of using them is?
posted on March 16th, 2010, 7:28 pm
I assume you are referring to the famous "change hit chance when the ship is moving" dealio? I seem to recall a conversation with Optec about this, and I don't think he (maybe Doca knows differently) was certain whether it was working correctly. Supposedly the Saber is using this mechanic
.

posted on March 16th, 2010, 7:38 pm
*facepalm* I"m sorry, my bad. I didn't even read the code. yeah they are at the end of all the weapon odfs, but they are all set to 0, so I would say that they arn't being used at the moment. 

posted on March 16th, 2010, 7:40 pm
Adm. Zaxxon wrote:*facepalm* I"m sorry, my bad. I didn't even read the code. yeah they are at the end of all the weapon odfs, but they are all set to 0, so I would say that they arn't being used at the moment.
Well, more the question was whether they do work I think


posted on March 17th, 2010, 1:50 pm
if you want those modifiers, you should use the stock armada2 cannon, not the Fleet Operations cannonimp. we dont use them in Fleet Operations (and probably never will)
posted on March 17th, 2010, 2:05 pm
It's unrealistic crap anyway. A moving ship is as easy to hit as a standing one. Accelerating, manuvering ships are difficult to hit, but i quess theres next to NO chance to implement this 

posted on March 17th, 2010, 2:08 pm
Is it possible for me to make them work within FleetOps, or is it something tied into the game engine?
posted on March 17th, 2010, 2:13 pm
just use the stock cannon and they should work 

posted on March 17th, 2010, 2:14 pm
he said you just use "cannon" as the weapon classlabel instead of "cannonimp" 



posted on March 17th, 2010, 2:32 pm
Sorry, I only picked up this modding stuff about an hour before I posted this. I got to grips with alot pretty fast, but I didn't know what you meant.
What's the difference between the two cannons (what would be the adverse effects of switching between them?)
What's the difference between the two cannons (what would be the adverse effects of switching between them?)
posted on March 17th, 2010, 4:02 pm
Last edited by kllthdyrctr on March 17th, 2010, 4:14 pm, edited 1 time in total.
The only difference I found so far is that FleetOps uses "shotdelay0" instead of "shotdelay" so the change in classlabel has to go hand in hand with a change in this command, otherwise ships fire constantly.
I am concerned about what else might change unexpectedly, is there a way to view the "cannon" and "cannonimp" classlabels to compare the difference?
I'm also guessing it's not allowed to change the FleetOps "cannonimp" to enable what I want either? Or would I need to create my own classlabel?
Edit:
classlabel = "cannon"
wpnname = "Phaser Array"
tooltip = "Phaser Array"
verbosetooltip = "AUTOTOOLTIP-fedW_saber1.odf"
ordname = "fedW_saber1o"
shotdelay = 1.9
firesound = "federation_phaser.wav"
hitchance = 1.0
impulsetohitmodifier = -0.5 //accuracy as moving
stoptohitmodifier = 0.0 //accuracy as stationary
tohitimpulsemodifier = -0.5 //accuracy versus moving
tohitstopmodifier = 0.0 //accuracy versus stationary
range = 800
I am concerned about what else might change unexpectedly, is there a way to view the "cannon" and "cannonimp" classlabels to compare the difference?
I'm also guessing it's not allowed to change the FleetOps "cannonimp" to enable what I want either? Or would I need to create my own classlabel?
Edit:
classlabel = "cannon"
wpnname = "Phaser Array"
tooltip = "Phaser Array"
verbosetooltip = "AUTOTOOLTIP-fedW_saber1.odf"
ordname = "fedW_saber1o"
shotdelay = 1.9
firesound = "federation_phaser.wav"
hitchance = 1.0
impulsetohitmodifier = -0.5 //accuracy as moving
stoptohitmodifier = 0.0 //accuracy as stationary
tohitimpulsemodifier = -0.5 //accuracy versus moving
tohitstopmodifier = 0.0 //accuracy versus stationary
range = 800
posted on March 18th, 2010, 3:56 am
you cant create your own idk what you know about object oriented programming but its like calling an object. However unlike OOP you cannot make your own and call them
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