Odf help
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posted on December 17th, 2011, 5:15 am
So I am having some strange problems lately.
Could anyone tell me if there is something in this odf that would not allow it to use a special weapon?(e.g. proximity torpedo) 


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unitname = "Y-Wing Fighter Bomber"
tooltip = "Y-Wing Fighter Bomber"
verbosetooltip = "AUTOTOOLTIP-fed_avalonF.odfdev"
avoidme = 0
race = "unitedfederation"
rankupbiomatter = 200
worthxp = 15
xplevel = 1
nextrankclass = "sw_rep_y-wing"
overlaysod = "sw_bomber"
nextrankxp = 15
maxhealth = 30
curhealth = 30
healthrate = 0.012
maxshields = 0
curshields = 0
shieldrate = 0
shieldgeneratorhitpoints = 0
engineshitpoints = 10
weaponshitpoints = 10
lifesupporthitpoints = 0
sensorshitpoints = 10
maxspecialenergy = 10000
specialenergyrate = 0
fleetcapfile = "all_cap_fighter.odf"
weapon1 = "sw_weapon_ylaser1"
weaponhardpoints1 = "hp03"
weapon2 = "sw_weapon_ylaser1"
weaponhardpoints2 = "hp04"
weapon3 = "sw_weapon_ylaser2"
weappnhardpoints3 = "hp03"
weapon4 = "fed_proximity"
weappnhardpoints4 = "hp04"
enginestargethardpoints = "root"
lifesupporttargethardpoints = "root"
weaponstargethardpoints = "root"
shieldgeneratortargethardpoints = "root"
sensorstargethardpoints = "root"
hulltargethardpoints = "root"
criticaltargethardpoints = "root"
classlabel = "craft"
buildtime = 5
recycledilithium = 0
recyclelatinum = 0
recyclebiomatter = 0
recycletime = 10
ignoreinterface = 0
shipclass = "destroyer"
shiptype = "D"
enginesrepairtime = 2.0
lifesupportrepairtime = 0.5
weaponsrepairtime = 2.0
shieldgeneratorrepairtime = 2.0
sensorsrepairtime = 2.0
physicsfile = "sw_smooth_physics_150.odf"
trekphysicsfile = "sw_smooth_physics_150.odf"
avoidanceclass = 1
weldingradius = 0.25
fireball = "x_mini_explosion"
avoidme = 0
clearsfog = 1
mapicon = "mapicon_empty"
iamgametothedeathcondition = 0
attackpower = 5
intrinsicvalue = 5
ainame = "CraftProcess"
preferredselect = 1
eventselect = "Basic1DestroyerSelect"
eventacknowledge = "Basic1DestroyerAcknowledge"
eventattack = "Basic1DestroyerAttack"
eventstop = "Basic1DestroyerStop"
eventmove = "Basic1DestroyerMove"
eventrepair = "Basic1DestroyerRepair"
canShipyardRepair = 0
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 = 0
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 = 300
shieldhit = "shield_fed_hitS"
shieldhitcritical = "shield_fed_hitcritS"
shielddown = "shield_fed_down"
scalesod = 0.012
posted on December 17th, 2011, 5:29 am
I don't see anything wrong in the odf (though I could have missed something). My only theory at the moment would be something to do with the hardpoint it's assigned to. Does it work when it's given a different hardpoint? I'm not sure if it's a replaceweapon you are using, but I've noticed replaceweapons are extremely picky as to what hp they are assigned to. If two replaceweapons use the same hp for instance then one of them will not show up.
posted on December 17th, 2011, 5:36 am
I have changed it to the hardpoints which are working for the other weapons and it still did not work.
I am actually having a problem with another weapon as well. Maybe you can help out.
I will quote What I said on MSFC.
main
ord

I am actually having a problem with another weapon as well. Maybe you can help out.

I am also in need of some assistance. For some reason I can't get a simple weapon to work. I want a weapon which restores at least 48 units of special energy to its owner ship. Pretty simple if you ask me. I will post the odf's I am working with below, but they do nothing right now.
main
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ordname = "sw_resupplyo"
wpnname = "Re-Supply"
tooltip = "Re-Supply"
verbosetooltip = "Re-Supply this ship's fighter compliment."
buttonslot = 365
shotdelay0 = 5
biomattercost = 1800
firesound = "federation_energy.wav"
showrange = 0
beneficial = 1
validtargets = 1
targetSelf = 1
classlabel = "cannonimp"
special = 1
needtarget = 1
speakonattack = 0
attackspeech = 0
range = 600
ord
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specialenergycost = 0
specialvalue = 60
classlabel = "BorgEnergyEmitter"
damagebase = 0
damagevariance = 0
damagethreshold = 0
shieldcrewmodifier = 0.0
hullcrewmodifier = 0.0
lifespan = 4.0
ignoreshield = 1
posted on December 17th, 2011, 5:54 am
BorgEnergyEmitter isn't a self targeting ordnance, so you'll need to make it spawn from a u-ball object or so in order to get it to affect the owner craft. 

posted on December 17th, 2011, 6:12 am
how about the first one? 

posted on December 17th, 2011, 6:27 am
Oh right 
Spelling mistakes

weappnhardpoints3 = "hp03"
weappnhardpoints4 = "hp04"
Spelling mistakes

posted on December 17th, 2011, 6:40 am
hmph...
It must be this late night modding. 
Thanks dom.


Thanks dom.
posted on December 19th, 2011, 1:13 am
Ok, new problem. I am trying to use the new warpin to make my ships fly to a position, but instead of the regular speed, I want them to move there almost instantly(movement wise. a pause is ok) my problem is that the ships never make it to the spot properly. Sometimes they warp into the map really quick and then stop and move at normal speed and then circle around a spot. Other times, the ship gets close but then over shoots it, stops at the edge of the map, turns around and moves to the spot.
It seems like the problem is that it is combining the ships physics with the warp speed, but I can't figure it out.
If someone understands it enough to show me how to accomplish what I want, that would be awesome.
It seems like the problem is that it is combining the ships physics with the warp speed, but I can't figure it out.

posted on December 19th, 2011, 1:30 am
Warp in units ignore the physics files - warpinspeed is the only command that directs those values as on the guide 
There is a maximum limit to the warp speed, and although I don't know what it is, it's less than 10,000. A value of 2000 or so is quite fast in any case
That is quite odd behavior indeed, and seems to be another problem with your weapon it appears. If you just change the warpin speed of FO warp in, it doesn't cause those issues

There is a maximum limit to the warp speed, and although I don't know what it is, it's less than 10,000. A value of 2000 or so is quite fast in any case

That is quite odd behavior indeed, and seems to be another problem with your weapon it appears. If you just change the warpin speed of FO warp in, it doesn't cause those issues

posted on December 19th, 2011, 1:54 am
Well, I simply copied the odf's for warpin special, but I will try again. it is possible I messed something up. 

posted on December 19th, 2011, 2:07 am
Interesting. It appears that the faster you make the ships, the further the ships stop from their target location.
I will keep experimenting.

posted on December 19th, 2011, 2:22 am
Did some more testing and, impossible as it may seem, I think Dom is wrong!
It appears that, even while ignoring the speed of the ship, the warpin uses the ships turning and slowing down variables. As soon as I replaced the Descent with my ISD, the ship misses almost every time, even with the warpin speed set to 750.
Here are the physics files that it uses in case you are interested.


Here are the physics files that it uses in case you are interested.
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posted on December 19th, 2011, 2:46 am
If I understand you correctly, that should indeed be the case as the ships will have already exited warp
(aka, the warp in speed set by the replaceweapon is no longer in effect)

posted on December 19th, 2011, 2:49 am
Last edited by Anonymous on December 19th, 2011, 2:55 am, edited 1 time in total.
If I could make video's I would show you what it does. Sometimes, they simply over shoot the spot, but others they get locked into a turn and fly in a circle if they are within the map, or if they are next to an edge, they just fly off the map never to be seen again. 
Either way, it appears it it too buggy for me to use in my mod.

Either way, it appears it it too buggy for me to use in my mod.

posted on December 19th, 2011, 2:54 am
I'm not at all familiar with physics parameters unfortunately, so I would not know what to recommend - I presume it has to do with some combination there that you are using, and all I could suggest is to use FO's parameters, then have the ship replace into the one with the physics you would prefer once arrived. You could even have the ship have no movement when warping in, and have a set delay in replacement (transferring to your command).
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