Star Wars Ion cannon

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on February 25th, 2011, 12:32 am
Last edited by Dominus_Noctis on February 25th, 2011, 12:35 am, edited 1 time in total.
Just a note, you don't have to use SODs for unitorpedo - sprites work just fine :)

To clarify: the codes cannot be used to specify damage to a specific system, only disabling chance. Damage is still allocated via the ship specific percentages.

EDIT: and it seems I forgot to mention you can specify the time of disablement too. Aka, disableenginestime = 10
posted on February 25th, 2011, 12:40 am
To note on-top of that, you can not use a pulse sprite on a unitorpedo class.  Only circular sprites work.  I would assume that in a SW mod he would be using pulses, not torpedoes most of the time. :innocent:
posted on February 25th, 2011, 12:43 am
Last edited by Tyler on February 25th, 2011, 12:51 am, edited 1 time in total.
FO normally uses SOD's for pulses, so modders could probably survive without sprites. FO Torpedo SODs are practically pulses, anyway.
posted on February 25th, 2011, 2:48 am
Test report!

Resaults or pasting the craft subsystem % lines to a standard pulse cannon has a noticalbe effect in stock. It is not a perfect system but if a ship  is tough enough the other subsystems can be destroyed before lifesuport and the hull are destroyed :thumbsup:
posted on February 25th, 2011, 8:09 pm
I
can show you ways to use the impact effects
  What exactly are these impact effects?
posted on February 25th, 2011, 8:16 pm
If you start up a game of FO you'll notice that there are explosions that go off when beams hit shields or hull, and same with pulses and torpedoes :)

Here are some reference shots:

Star Trek Armada II: Fleet Operations - Impact!

The commands can all be found at the top of ordnance files (unitorpedo and phaser), and from memory (  :pinch: ) I believe they are shieldhitimpact or something of that sort:)
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