Renamed ODF commands/variables

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posted on October 1st, 2009, 7:51 am
Last edited by DOCa Cola on December 25th, 2010, 2:40 pm, edited 1 time in total.
Here is a list with all commands and some variables that have just been renamed (still have the exact same functionality). these identifier changes are relics from version 1.0-3.0pr and partly allowed us a more logical approach when integrating new odfs (renamed resource identifiers for example). most of these are going to be reverted to their stock counterparts again in future patches, as they contradict existing modding guides and complicate the integration of stock modifications with fleet operations.

A basic overview for converting a FO 3.1.4 mod to 3.1.5 and later


Armada 2FO 3.0-3.1.4FO 3.1.5 and later
LatinumTritanLatinum
latinumCosttritanCostlatinumCost
BiomatterSupplyBiomatter
biomatterCostsupplyCostbiomatterCost
xshldx01shield_hitshield_hit
xshlddieshield_downshield_down
wshldaddshield_addshield_add
wshldsubshield_subshield_sub
u_ball_objtriggeru_ball_obj
lifeTimerBufferTimelifeTimer
hiddenSysTrghidden
antimineexplmineantimine
BorgEnergyEmitterInstantEnergyBorgEnergyEmitter
clairvoyancerevealingclairvoyance[/td
particleArteffectSODparticleArt
deathchantmodifierdeathchant
microdrainermicro
affectedSystemDrainingTypeaffectedSystem
flareSpritelensflareflareSprite
utribeameventstartutribeam
objectNametriggerODFobjectName
NebGenerationTargetSelfNebGeneration
posted on October 1st, 2009, 8:05 am
From this it ought to be possible (easy, even) to write a simple script that "updates" normal ODFs for the new commands. If i have time i'll put something together.
posted on October 1st, 2009, 5:33 pm
kool sounds good
posted on October 1st, 2009, 6:19 pm
Can I recommend something new? This would be really interesting...

Weeapon:

"Multi-Effect"

The dynamics of how it works changes by the hit condition....

//Hitcodition = 0 (Effects all)
This means there are two effects that can occur...

Effects of the allies...
Alliedeffect =
0 means that the allies get damage... in this case there is a damage modifier
1 means allies get energy... energy amount is specified in another line of code
2 means they gain shields... amount is specified in another code
3 means they gain health... similar to shield gain, but different code
4 means both shield and health, this is defined by their codes
5 means system disable, there are codes showing which and for how long
6 means some other modifier, then you go to the modifier codes

Effects of the enemy
Enemyeffect =
0 means damage... defined in damage base line
1 means direct hull damage, basically ignoring shields
2 means energy drain... defined by code of energy rate and which vessels are NOT effected
3 means system disable... which system and for how long defined by code
4 some other modifier, then you go to the modifier codes
posted on October 1st, 2009, 6:22 pm
I think that you can do that with the replaceweapon command.
posted on October 1st, 2009, 8:37 pm
So if I understand corectly the curent labels for FO 3.0.7 will at some point be changed back to the originals? as in the right column will be renamed back to the left column at some point in the future? Also thank you DOCa for posting the list, it makes my modding life a lil easier now :thumbsup:
posted on December 21st, 2009, 2:16 pm
Is the replaceweapon command still in 3.0.8?? because i downloaded the FO to A2 beta mod and im in the process of moving my Armada2 mod over to it that had PP1.2.5 and when i try to use my Prometheus to separate with the replaceweapon button the game crashes..any thoughts? also what command do i put in the odf to limit contruction of ships..its seems the maxbuildable command has been removed although the game doesn't crash with this command in the odf..
posted on December 21st, 2009, 3:17 pm
Lt.Cmdr Worf wrote:Is the replaceweapon command still in 3.0.8?? because i downloaded the FO to A2 beta mod and im in the process of moving my Armada2 mod over to it that had PP1.2.5 and when i try to use my Prometheus to separate with the replaceweapon button the game crashes..any thoughts? also what command do i put in the odf to limit contruction of ships..its seems the maxbuildable command has been removed although the game doesn't crash with this command in the odf..

yes, the replaceweapon is still in the game but partly has different/more advanced functions than the old one that is provided with PP 1.2.5, it's best to take a look into the fleet operations odf files as reference.
the maxBuildableNumber command has been superseded by the far more powerful fleet cap files (take a look at the fleetCapFile command in fleetops craft odfs).
posted on December 30th, 2009, 10:53 pm
whats happened to the gravity well coding

// Radius inside which a ship will get caught in grav
GravityRadius =
posted on December 30th, 2009, 10:55 pm
Probably left alone, it doesn't really seem to have much use at the moment.
posted on January 5th, 2010, 10:54 pm
ok even with changing the class labels to the new fo ones the 8472 nebula generation weapon still ctd wen on loadscreen
posted on January 18th, 2010, 12:10 am
Any chance these will be changed back in the next update?  I love playing FleetOps but would like to use some of my A2 mods with it, and add trading back in.  Thanks.
posted on June 5th, 2010, 12:16 pm
Did you change the "dbname" code? I got a rather complicated weapon with some advanced effects... well sortof. Plus I was wondering if you made changes to the Omega explosion codes to since the weapon happens to use it.
posted on June 5th, 2010, 12:41 pm
wow necro :lol:
posted on June 5th, 2010, 1:12 pm
not if its stickied
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