Reload!

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on August 30th, 2012, 6:32 am
I've been working on stations to reload ammunition for ships that require ammo. I've been able to set one up with the Destroyers that will provide a single volly every 5 seconds for any ship in range. It works perfectly, though I need to configure it for each ship.

However, I also wanted it set up for shipyards, so ships get their weapons reloaded with each visit, but that's where the problems start.

For some reason, it wont accept it, even when I try and use another entity with an AoE weapon, it don't work. Any suggestions?
posted on September 3rd, 2012, 7:36 pm
I still need some help guys.

Can anyone help with this problem?
posted on September 3rd, 2012, 8:26 pm
I don't understand what you want to do :). What is "ammo" - what is the effect you want? And do you have files that you want anybody to look at? There's just not enough information to investigate your issue.

If you are looking to recreate an energy dispenser, I would examine the Romulan Singularity Transmitter station. :)
posted on September 3rd, 2012, 8:27 pm
Can you please be more precise with the "ammo" part.

Shall it just fire (additional) weapons when near to a station, or really have some kind of ammo counter?
For the latter you would need either put weapons purely energy based (and make them recharge near station xyz (singularity refit)), or introduce a resource for that - as Crisis did with the Void Mod for an example.

Anyways, it's a bit unclear what you try to achieve.



Edit... damn, got ninja'd by Dom. :lol:
posted on September 4th, 2012, 8:36 pm
I actually use the special energy of a ship to act as the ammo counter. It's used for torpedoes with one avatar and cloaking time with the other.

I've been able to set up a small station so it will reload a single volley of torpedoes, but I'm trying to implament it to the shipyard so when your ship docks, its instantly reloaded. However, it only works for the station, which is confusing me.

Heres the weapon:

Code: Select all
wpnname = "Reload Transporter"
tooltip = "Reload Transporter"
verbosetooltip = "AUTOTOOLTIP-DST_Reload.odf"

ordname = "DST_Reloado"

special = 0

useprimarytarget = 0

basetargets = 10

needtarget = 0

hitmode = 5

hitcloaked = 1
beneficial = 1

validtargets = 1

classlabel = "cannonimp"

shotdelay0 = 2.0

speakonattack = 0

attackspeech = 0

range = 600

hitchance = 1


and the ordnance:

Code: Select all
specialenergycost = 0

specialvalue = 1
   "DST_MorteNavi.odf" 4

classlabel = "BorgEnergyEmitter"

damagebase = 0
damagevariance = 0
damagethreshold = 0

shieldcrewmodifier = 0.0
hullcrewmodifier = 0.0

lifespan = 4.0

ignoreshield = 1


Still need to configure it for other ships.
posted on September 4th, 2012, 10:44 pm
Would be helpful to also post the station files in the future - a station lacking weapon hitpoints/subsystem cannot fire weapons for instance :) .

Seems in this instance you need to have an instant replaceweapon to fire off your weapon via a utritiumball object - the weapon won't fire otherwise.
posted on September 4th, 2012, 11:28 pm
I thought of that too, but my fear is that it would either severely slow the game down, or I'd have to hover near my shipyards.

As for your first comment, here's the Reloading Station.

Code: Select all
classlabel = "research"

unitname = "Reloading Station"
tooltip = "Reloading Station"
verbosetooltip = "AUTOTOOLTIP-fed_sf_command.odf"

worthxp = 112

hotkeylabel = "GAME-HOTKEY-F6"

race = "Destroyers"

buildtime = 45
crewcost = 750
dilithiumcost = 0
latinumcost = 0
biomattercost = 0
officercost = 0

recycledilithium = 0
recyclelatinum = 0
recyclebiomatter = 0
recycletime = 44

maxhealth = 1200
curhealth = 1200
healthrate = 1.25

maxshields = 3450
curshields = 3450
shieldrate = 3.5

shieldgeneratorhitpoints = 162
engineshitpoints = 0
weaponshitpoints = 162
lifesupporthitpoints = 162
sensorshitpoints = 162

//maxspecialenergy = 100000
//specialenergyrate = 400

specialenergydisplaymode = 2

attackpower = 0.000
intrinsicvalue = 0.000

eventselect = "FederationCommandSelect"
eventacknowledge = "StarbaseAcknowledge"
eventattack = "StarbaseAttack"
eventdecommission = "StarbaseDecommission"

animation = 2

footprintbuffer = 120.0f

//overlaysod = "fed_s_shuttlesL"

//fleetcapfile = "all_cap_specialstations.odf"

possiblecraftnames = "Command Base 104" "Command Base 113" "Command Base 135" "Command Base 138" "Command Base 145" "Command Base 166" "Command Base 170" "Command Base 174" "Command Base 201" "Command Base 206" "Command Base 229" "Command Base 49" "Command Base 78" "Command Base 94" "Command Base 98"

weapon1 = "DST_Reload"
weaponhardpoints1 = "root"
weapon1iconpos = 75   50 // values are x y

enginestargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09"
lifesupporttargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09"
weaponstargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09"
shieldgeneratortargethardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17"
sensorstargethardpoints = "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25"
hulltargethardpoints = "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33"
criticaltargethardpoints = "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17"

is_starbase = 1

ainame = "StarbaseProcess"

shielddelay = 2

avoidanceclass = 9
weldingradius = 1.0

fireball = "x_building_explosion"

repairyellow = 2.0f
repairred = 4.0f

enginesrepairtime = 0.25
lifesupportrepairtime = 0.0625
weaponsrepairtime = 0.25
shieldgeneratorrepairtime = 0.25
sensorsrepairtime = 0.25

enginescrewloss = 5.0f
lifesupportcrewloss = 5.0f
weaponscrewloss = 8.0f
shieldgeneratorcrewloss = 8.0f
sensorscrewloss = 5.0f
lifesupportloss = 0.5

engineshitpercent = 0.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 78.0f

facility = 1
has_crew = 1
transporter = 1
has_hitpoints = 1

checkvalidresourceinterval = 10.0f

alert = 1

show_sw_autonomy = 1
show_movement_autonomy = 1

combat = 1
can_sandd = 0

buildablebyownerraceonly = 1

extraweaponhardpoints = "root"
maxextraweapons = 10

rangescan = 600
damagedscan = 50.0f

shieldhit = "shield_fed_hitXL"
shieldhitcritical = "shield_fed_hitcritXL"
shielddown = "shield_fed_down"
posted on September 6th, 2012, 6:47 am
Alright, I've been able to set it up so the shipyard can reload friendly ships. However, it doesn't start that way. You need to engage the system before you can use it.

Essentially, its a replace weapon that keeps the old shipyard, but adds a pod above it, like 40 or 50 meters. This pod will automatically use the weapon continuously, so it doesn't need anything. The pod will be destroyed with the shipyard, for obvious reasons.

Other then the mentioned problem, it works perfectly. I just need to lower the use intervals and the amount given..

Now tell me, has anyone read my story in the Mods in Progress area.
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