Hyper drive and interdictor cruisers
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posted on February 15th, 2011, 9:18 pm
Dominus_Noctis wrote:Ah! I was just talking about disabling itself - I never did test the disableWeapon, so I wasn't sure if that list would work just with the disruptor having some special label. Guess it doesn't, but I'm not sure if it had the same effect in A2...
Just to clarify, the overrideSubsystem merely affects itself - so when a ship has weapons disabled, it can still use weapons that have this code in their ODFs.
Disabling the Torps and still using the disruptors would require that code put in the disruptor odf, right? Because I can't find it in there, and the torp icon is the one that flashes.
Wouldn't that code make something fire when the system is damaged? Unusual choice of code to add it.
posted on February 15th, 2011, 9:27 pm
Hm, I think I've managed to confuse us both again. Let me see if I can clarify 
It seems that, at least from what you said (since I haven't tested it yet), disableWeapon allows you to specify disabling a single conventional weapon for a given length of time (i.e., 1 for disruptors, 2 for torpedoes) via the Weapon Overload's ordnance classlabel (I think)
The overrideSubsystem only affects weapon classlabels, thus any weapon with the ODF command in it is not affected by weapons that destroyed/disabled the owner unit's weapons. Two independent things - I just was suggesting using overrideSubsystem for Zaxxon, that way the ship with other weapons would use its replaceweapon Hyperdrive, get in range of an Interdictor which is constantly firing a weapon disabler, and thus its replaceweapon Hyperdrive would be disabled while its normal weapons would work fine.
Edit: and now Tryptic has lost me

It seems that, at least from what you said (since I haven't tested it yet), disableWeapon allows you to specify disabling a single conventional weapon for a given length of time (i.e., 1 for disruptors, 2 for torpedoes) via the Weapon Overload's ordnance classlabel (I think)
The overrideSubsystem only affects weapon classlabels, thus any weapon with the ODF command in it is not affected by weapons that destroyed/disabled the owner unit's weapons. Two independent things - I just was suggesting using overrideSubsystem for Zaxxon, that way the ship with other weapons would use its replaceweapon Hyperdrive, get in range of an Interdictor which is constantly firing a weapon disabler, and thus its replaceweapon Hyperdrive would be disabled while its normal weapons would work fine.
Edit: and now Tryptic has lost me

posted on February 15th, 2011, 9:41 pm
Last edited by Tyler on February 15th, 2011, 9:42 pm, edited 1 time in total.
Dominus_Noctis wrote:It seems that, at least from what you said (since I haven't tested it yet), disableWeapon allows you to specify disabling a single conventional weapon for a given length of time (i.e., 1 for disruptors, 2 for torpedoes) via the Weapon Overload's ordnance classlabel (I think)
I tried to do the same with several other specials (Engine Overloadf, Critical Shot, Proximity Torpedo) and it didn't affect those ships. I set the number to 7 and the veteran Negh'Var has 1 Warship Cannon disabled.
The Torp is weapon2, the disruptor is weapon1 and a cannon is weapon7.
posted on February 15th, 2011, 11:31 pm
Hm, I'm not sure - I think it might be a "plasmacannon" specific ordnance command, and I bet that if you set the number to 6, it'll disable the other Cannon too.
It's likely it only works with weapons that aren't special = 1... or something
It's likely it only works with weapons that aren't special = 1... or something

posted on February 15th, 2011, 11:35 pm
Yeah, I came to the same conclusion after trying it on the Large Cloak (weapon4) and didn't get disabled.
posted on February 16th, 2011, 2:25 am
So it wont take out the "hyperdrive"?
posted on February 16th, 2011, 2:50 am
The method I suggested would work (with overrideSubsystem)
.
I have another idea though, which I like better
.
Using the new aura abilities (check kli_dispatch for examples) have the interdictor have a weapon that creates a new button called "Hyperspace drive disabled" (or whatever) which has the same buttonSlot as Hyperspace. In other words, when in range of the interdictor, the other buttonSlot should appear (if Armada decides it has higher priority that is....
).

I have another idea though, which I like better

Using the new aura abilities (check kli_dispatch for examples) have the interdictor have a weapon that creates a new button called "Hyperspace drive disabled" (or whatever) which has the same buttonSlot as Hyperspace. In other words, when in range of the interdictor, the other buttonSlot should appear (if Armada decides it has higher priority that is....

posted on February 16th, 2011, 6:26 am
Si basicly the hyperdrive still works but the on switch is gone. will that effect the AI too?
posted on February 16th, 2011, 1:20 pm
Well, the AI won't be able to use the replaceweapon unless you set it on a timer anyway (and I'm not even sure then if it'll work), but if you do, I don't think it will affect it, but that's just conjecture. 

posted on February 16th, 2011, 2:28 pm
No, you are right, the AI will not use it anyway.
At this point, maybe you should just skip it.

posted on February 16th, 2011, 6:26 pm
If the AI can't use either the hyperdrive or the interdiction field we need another setup 

posted on February 16th, 2011, 6:49 pm
yeah, they would't be able to use the hyperdrive. 
I can't even get AI to use transwarp. The only thing you will get AI to use is regular warp which fails.
I say just say stick to smaller maps and don't use any kind of hyperspace.

I can't even get AI to use transwarp. The only thing you will get AI to use is regular warp which fails.

posted on February 16th, 2011, 9:53 pm
If the interdiction field is an "always on" thing, then it can use it
. If you are trying to get weapons/special abilities to work for the AI though it'll be quite tough. The AI after all can't even make use of quite a few stock weapons 


posted on February 17th, 2011, 6:17 am
Small maps are not really an optin for 1to1 SW ships. They need room to roam and fight. going to have to find a way to make it work 

posted on February 17th, 2011, 6:42 pm
Eh, well I think there is really no way to get AI to use a hyperdrive except for warp which fails. It will just be a bit slow, but I think that is alright. The fighters will move pretty fast at least. 

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