Multiple ReplaceWeapons?

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posted on January 17th, 2010, 7:30 pm
Hello all. Looking for a bit of help with an odd problem...

This is what I have done: I have a basic ship with no specialty. I have three replaceweapons to give it different specialties (weapons, special weapons, speed). When I load the ship, though, only one of the weapons shows up (extra weapons). The other two buttons for the other two weapons don't even appear. Any thoughts?
posted on January 17th, 2010, 7:34 pm
Last edited by Tyler on January 17th, 2010, 7:39 pm, edited 1 time in total.
Welcome to the forum.

Does buttonslot = XX in the odf's have the same number? I think that tells it where it shows among the buttons. If they all have the same number, the game tries to put them in the same place and only the first one shows.
posted on January 17th, 2010, 7:48 pm
PS:  Welcome to the forums!  :blush:
posted on January 17th, 2010, 11:19 pm
Thanks for the ideas. I gave them a spin, but still nothing. I looked at the Nebula's special weapon load out and how their priorities are set, since there are 4 of them in a row. I set my 3 weapons the same way, but still no luck. I may just need to use a regular fusion weapon script instead. I used the replaceweapon function mostly to keep the same name.
posted on January 17th, 2010, 11:23 pm
So, this ship has the ability to choose extra weapons, or special weapons, or extra speed?  I don't know if looking at the dominion worker ship would help?  It has multiple functionality like what you are describing.  I'm not a modder, so I don't know if that would help, but it sounds like the closest ship in the game to what you are describing.
posted on January 17th, 2010, 11:26 pm
well, 1 they need to all be in the techtree, t like tyler said they need to have different buttonslots, and 3...well I'm out of ideas, but I'm sure I'll think of something


OH what about the button do they have a button?!?  they might be there, just invisible
posted on January 17th, 2010, 11:39 pm
All three weapons are in the tech tree. They don't have a button graphic, but if you hover overtop it brings up descriptions and you can still click - but only for one of them. I tried having three regular fusion weapons beside each other, and it still didn't work. It may be relevant that this is just standard A2 with the 1.2.5 patch project, not FO. It's just an idea I had one day to try out.
posted on January 17th, 2010, 11:45 pm
hmm, I'm not sure then.  could you attach the odfs so I can test them myself.  if not then I suppose i can try to make my own, but if it works, then I wouldn't be able to tell you how to fix the problem.
posted on January 17th, 2010, 11:47 pm
oh btw, I have had problems with replace weapons that I wrote for 3.0.7 and used in 3.1.  for some reason they just wouldn't fire.  it might be the same problem
posted on January 18th, 2010, 12:03 am
for PP1.2.5 you can't have more than one special weapon with the same Classlabel on a ship...it simply references the first one and that is it. You can in FO..and you have to rewrite your replace weapons for FO 3.0.7 and 3.1.0 as they have some extra coding in them...
posted on January 18th, 2010, 12:17 am
Lt.Cmdr Worf wrote:for PP1.2.5 you can't have more than one special weapon with the same Classlabel on a ship...it simply references the first one and that is it. You can in FO..and you have to rewrite your replace weapons for FO 3.0.7 and 3.1.0 as they have some extra coding in them...

Well then. I guess each ship will have to be built separately at the shipyard. At least I know now.
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