Shuttlecraft

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on February 8th, 2011, 9:50 pm
Does FO have a working system for simming shutles to move crew around or do we still have to use the commando weapon. If we still use the commando weapon have the devs fixed that annoing bug that means your shules are always crewed by klingons no mater your race?
posted on February 8th, 2011, 10:01 pm
The SuQ'Jagh and its special weapon aren't included in FO.
As far as shuttles are concerned: If the classified project tasks don't include a way of transferring crew per shuttle, it won't be in. Transporters have proven to be more effective than primitive Kazon-tactics.

Implementing shuttles yourself will probably not get around the stock-A2-code of the SuQ'Jaghs special weapon with a different model then...
posted on February 8th, 2011, 10:02 pm
The Tavara's Marine party and the Borg Area Recrew/Assimilate would imply they have their own version.

And that wasn't a bug, it was supposed to be Klingon and even the code specifically called it KlingonCommandoTeam. It wasn't supposed to be used by anyone else, so there was no reason to make it work differently.
posted on February 8th, 2011, 10:14 pm
I'll have to double check about the Klingon crew, but I used the Klingon Commando Team as a special weapon in my mod. It does work for sure in FO, but yeah I need to double check and see if the crew is always Klingon.  :sweatdrop:
posted on February 8th, 2011, 10:58 pm
You can just use Cannonimp and the Unitorpedo to 'move crew around' :) . That's how the Rei'karansu Marines work, among other specials  ^-^
posted on February 9th, 2011, 12:13 am
Cannonimp and Unitorpedo? Sooo, the Tavara loads its crew into torepdo shells and shoots them at the enemy?  :blink:
posted on February 9th, 2011, 12:34 am
kainalu wrote:Cannonimp and Unitorpedo? Sooo, the Tavara loads its crew into torepdo shells and shoots them at the enemy?  :blink:


yup, romulans dont have health and safety.
posted on February 9th, 2011, 12:37 am
If it gets the job done, sure. What better way is there to prove your own comfort is less important to you than the Star Empires fate?

Those code tend to do several things in FO.
posted on February 9th, 2011, 12:41 am
Yup, those combinations are used for a great variety of specials - most FO specials do not make use of Stock A2 abilities, but use cannonimp and unitorpedo to replicate them, as they have greater functionality.
posted on February 9th, 2011, 3:31 pm
cool that answers that question now what exactly is the unitorpedo?
posted on February 9th, 2011, 7:44 pm
Its all in the guide. :thumbsup:

classlabel = "unitorpedo"

This will allow torpedo and pulse weaponry to be SODs, thus it is placed in the same ODF where the SOD is referenced. It does not have to refer to a SOD however and can be a sprite (with simple sprite definitions if deleting the .sod reference). It allows the pulse or torpedo to have effects like crewdrain or shielddisablers etc.


ODF Commands - The Hitchhiker's Guide to Fleet Operations
posted on February 9th, 2011, 9:54 pm
Well, to be fair, it's only barely in the guide (  :pinch: ) - that part of the ODF commands section hasn't been written yet  :blush: . All Weapon ODF commands have been fully tabulated now, but Ordnance, Game Objects, and Explosions are work in progress...  :whistling:
posted on February 9th, 2011, 10:09 pm
So coding examples are already ingame; I just have to find them.
posted on February 9th, 2011, 10:11 pm
Yep, at least until the guide page is finished.
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