Star Wars Ion cannon

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posted on February 24th, 2011, 2:26 am
Ok Is there a way to target just the subsystem hardpoints or only damage the subsystems and not the hull of a ship?
posted on February 24th, 2011, 2:42 am
You should be able to disable subsystems exclusively. :thumbsup:  I think there are several such weapons already in FO including the klingons ion weapon, and some borg weapons.
posted on February 24th, 2011, 2:58 am
I believe he means damaging subsystems directly :) . I'm not sure of a method to do this through the weapon side, as if damage is included for a disabling weapon, it is sorted via the subsystem hit chance, rather than the disabler's  :blush:

This would make a good feature request I think  :thumbsup:


Incidentally, while you can't damage subsystems, you can create weapons which destroy (not just damage) subsystems. Is that also something you are interested in doing?
posted on February 24th, 2011, 3:27 am
You think you could put the subsystem hitchance stuff in the weapons odfs?
posted on February 24th, 2011, 3:35 am
I have no idea (I assume you are talking feature wise) :) - I'd propose such things to Doca. If you want, I can change the title of this thread and move it into the Feature Request subforum.
posted on February 24th, 2011, 12:40 pm
Last edited by Tyler on February 24th, 2011, 12:45 pm, edited 1 time in total.
I think the chance of hittting subsystems and hull with conventional damage is in the ship odf. Assuming Xhitpercent = X is the correct code.
posted on February 24th, 2011, 1:11 pm
It was possible somehow in stock A2, so I'm sure it's possible in FO as well.
There was a weapon, maybe a chroniton torpedo which damaged only a subsystem, but you couldn't define which one...
posted on February 24th, 2011, 3:23 pm
It is not possible to my knowledge in Stock A2, or in FO :)

What Tyler is describing is the ability to change hitpercent of subsystems/hull for all weapons, rather than on a per weapon basis, which is what is desired as far as I understand  :sweatdrop:

There were no chroniton torpedoes in A2 I believe - there are polaron torpedoes which disable subsystems.
posted on February 24th, 2011, 10:44 pm
Is there a % chance a system will be effected by the poleron torp or is it automaticaly going to knock somthing out everytime it hits?
posted on February 24th, 2011, 10:51 pm
Try taking a look at the Vor'cha's special weapon kli_polaron or another disabler (don't have my ODFs in front of me at the moment, but will in about an hour) :)

I believe the code is percenthitchance - but I'd look that up in the above ODF to be certain :)

In Stock A2 I don't believe it is possible to assign a hitchance for the subsystem, but in FO it is.
posted on February 24th, 2011, 10:56 pm
starfox1701 wrote:Is there a % chance a system will be effected by the poleron torp or is it automaticaly going to knock somthing out everytime it hits?


I think it depends on how you code it, but if you want an ion cannon that is similar to the one seen in EP5 that completely disabled a ISD, then I am pretty sure it is possible.  Really, all you need to do is disable weapons and engines, which you could do by layering two different weapons( if it wasn't a special).  
posted on February 24th, 2011, 11:37 pm
So, opening up kli_polarono, we find :

affectedsystems = 1
damagemode = 1
damagebase = 40
damagevariance = 0
damagethreshold = 0
shieldcrewmodifier = 0
hullcrewmodifier = 0
disablelifesupportpercent = (multiline)

of course there is also a disableenginepercent, disableweaponpercent, disableshieldpercent

This uses the unitorpedo classlabel :)
posted on February 25th, 2011, 12:19 am
if you want an ion cannon that is similar to the one seen in EP5 that completely disabled a ISD,


Not exactly Thats a big ass KDY 150 plantery defence cannon. That thing is so powerful its basicaly frags anything. No I'm looking to make starfighter and cap scale guns. These are less powerful and can take dozens or hundreds of shots to disable a targets systems. But being less powerfull the do little or no real damage to the superstructer of the ship.

This uses the unitorpedo classlabel


So the FO torp is different then stock  ^-^
posted on February 25th, 2011, 12:25 am
starfox1701 wrote:So the FO torp is different then stock  ^-^

Many of the ordnances in Fleet Ops use unitorpedo as it has so many modding features built into it. There is also a unibeam if desired :)
posted on February 25th, 2011, 12:29 am
Yeap, FO's normal weapons are SOD based. If you make them SOD based you can take advantage of the impact effects FO uses aswell which would look particularly epic in a SW mod, IMO. :blush:

So, you are trying to slightly damage a subsystem with each shot?  That code Dom gave you should allow you to specify, based on the target, how much damage the weapon deals to the subsystem(s). :thumbsup:

Also, as a side note, if you were unable to utilize the SOD based lines because you wern't able to make them, I can show you ways to use the impact effects without using the unitorpedo  classlabel in your weapon.  It's not perfect, but if you don't want to use the FO style torpedo code, then just let me know :thumbsup:
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