Question about Unibeam and Unitorpedo
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posted on November 13th, 2012, 10:53 pm
Basically..is there a way to have more than one damage modes for specific weapon? Say i want to have damagemode = 1 for a specific set of ships..but a differnt damage mode for another set of ships? For example Dominion Polaron beams were able to penetrate Federation defensive shields early on during first contact with the JemHadar. As we all know the USS Odyssey was destroyed because her shields were ineffective. Later on..Captain Sisko captured a JemHadar fighter that allowed Starfleet to analyze and come up with a solution. Therefore DS9s shields held up during the Cardassian/Dominion attack. And future Federation encounters went better (sort of lol) afterwards.
Long story short. I want to have Dominion weapons penetrate certain ships shields..like earlier Galaxy Class vessels but ships like the Defiant and Intrepids, etc. they simply do damage. Is this possible? Can anyone offer a solution if this idea is not possible?
Long story short. I want to have Dominion weapons penetrate certain ships shields..like earlier Galaxy Class vessels but ships like the Defiant and Intrepids, etc. they simply do damage. Is this possible? Can anyone offer a solution if this idea is not possible?
posted on November 13th, 2012, 11:04 pm
Unfortunately that's not possible. However, if you make an invisible weapon that does has your special damage mode you can create the effect you desire
. We used that a bit in 3.2.7 - if you look at the Dominion Phase Sentries or Nova's EPS Control Nodes weaponry. 


posted on November 13th, 2012, 11:53 pm
Or he can specify valid targets on the ship weapons. you would need to duplicate all its weapons. one version could only target the ships that resist, and the other set of weapons targets the victimcs. with the later being shield penetrating weapons.
posted on November 14th, 2012, 12:04 am
hrm....thats a decent idea.... going that route..does the weapon ignore the ships on the invalid list? or does it simply miss?
posted on November 14th, 2012, 12:16 am
sooo Dominus..i just checked out what you were talking about... basically what happens is that both weapons fire at the same time with the same shot delay..and because one weapon has a blank sprite you dont see it..so it will appear as though the weapon that does fire will penetrate the shields even if it doesn't... Am I correct in that logic?
posted on November 14th, 2012, 12:40 am
validTargets
Boolean, Default: TRUE, Pair Array
Defines the vessels which the weapon can hit.
IMPORTANT: The vessel will try to attack with that weapon, even if the target is marked invalid in the "validTargets" list. This command is intended for special weapons (like the Negh'var's anti-station torpedo).
Weapon 1:
validTargets = 0 // This weapon cannot hit vessels, except (ones that are meant to be susceptable to the poleron)
"fed_galaxy" 1 //
Weapon 2:
validTargets = 1 // This weapon can hit all other vessels that the first one cannont, making it your (noraml attack)
"fed_galaxy" 0 //
^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*
Note: this is a much simpler solution if it will work, as it means you don't have to fool around with.
Boolean, Default: TRUE, Pair Array
Defines the vessels which the weapon can hit.
IMPORTANT: The vessel will try to attack with that weapon, even if the target is marked invalid in the "validTargets" list. This command is intended for special weapons (like the Negh'var's anti-station torpedo).
Weapon 1:
validTargets = 0 // This weapon cannot hit vessels, except (ones that are meant to be susceptable to the poleron)
"fed_galaxy" 1 //
Weapon 2:
validTargets = 1 // This weapon can hit all other vessels that the first one cannont, making it your (noraml attack)
"fed_galaxy" 0 //
^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*
Note: this is a much simpler solution if it will work, as it means you don't have to fool around with.
posted on November 14th, 2012, 2:34 am
You still need to have an invisible weapon, unless you don't care about seeing duplicate weapons fire at the same time at a separate target 
Yup, that's how it works
. Likewise, when a unit is excluded as a valid target, it's simply not attacked at all - you would of course have to combine your weapon with a proper valid targets list, otherwise every normal thing is targetable.

Lt.Cmdr Worf wrote:sooo Dominus..i just checked out what you were talking about... basically what happens is that both weapons fire at the same time with the same shot delay..and because one weapon has a blank sprite you dont see it..so it will appear as though the weapon that does fire will penetrate the shields even if it doesn't... Am I correct in that logic?
Yup, that's how it works

posted on November 14th, 2012, 3:03 am
Dominus_Noctis wrote:You still need to have an invisible weapon, unless you don't care about seeing duplicate weapons fire at the same time at a separate target
.
well unless a ships weapon has ignore primary, and rotate primary. both weapons should prioritize the same target during autotargeting. that should eliminate that problem.
posted on November 14th, 2012, 3:09 am
Sorry, I meant to say "at the same" not "separate"
. If you don't mind seeing dual phasers or dual torpedoes etc, then it's ok of course.

posted on November 14th, 2012, 3:18 am
Dominus_Noctis wrote:Sorry, I meant to say "at the same" not "separate". If you don't mind seeing dual phasers or dual torpedoes etc, then it's ok of course.
yes but then shouldn't the validtargets thing take over and prevent one of them from firing?
posted on November 14th, 2012, 3:50 am
Yes, but only assuming he's using mutually exclusive weapons for each target. He could be using two weapons for each target, one of which gives the hull damage, and the other that gives shield damage to each target (say you want your Dominion bugs to deal part hull and part shield damage to Galaxies, yet only hull damage to Ambassadors and no shield damage).
posted on November 14th, 2012, 4:06 am
Dominus_Noctis wrote:Yes, but only assuming he's using mutually exclusive weapons for each target. He could be using two weapons for each target, one of which gives the hull damage, and the other that gives shield damage to each target (say you want your Dominion bugs to deal part hull and part shield damage to Galaxies, yet only hull damage to Ambassadors and no shield damage).
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dom dom dom..
posted on November 14th, 2012, 1:17 pm
Do I put the valid targets in the ordiance? or the Weapon?
posted on November 14th, 2012, 3:47 pm
The guide is your friend
: http://guide.fleetops.net/guide/modding ... lidTargets

posted on November 14th, 2012, 4:45 pm
oh believe me..ive been pouring over that guide.. but its not exactly clear..
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