Technical Weapon Parameters

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posted on December 10th, 2009, 3:15 pm
I have been experimenting with weapons for quite some time. And I just wanted to ask for some information.

Supposedly I want to construct weapons that would do a great deal of damage to shields, but does little scratches to the hull (a.k.a. not too much damage). I wanted to know if there was a code that would specify a modifier or multiplier of damage for when it hits sheilds vs when it hits hull. Because if this is true I could have ships equipped with weapons that is exeptionally effective against shields, but otherwise does little damage. Kinda like an Anti-shield ship. Is this possible?
posted on December 10th, 2009, 3:17 pm
Well, knowing very little of the mechanics in general, I'd say take a look at the Borg's Devastating Attack weapon, and the Remore's Precision Volley special weapon and see how those behave in the odfs :)
posted on December 10th, 2009, 6:07 pm
you can only tell a weapon to only deal hull damage, only deal shield damage or deal normal damage as always

Moved to modding
posted on December 10th, 2009, 6:59 pm
oh... okay... so then, is it possible to code such a parameter? If so then I'd like to request it personally. ^-^
posted on December 11th, 2009, 7:31 am
When in doubt, look to something that already exists for answers:  :thumbsup:

The ordinance ODF for the Cube's Devastating Attack function (only damages shields) reveals the code line:
damagemode = 2 <----
specialenergycost = 250.000
shotaccel = 100.0
shotgeometry = "effect_devestating.SOD"
hitsound = "xhit_torpedo3.wav"
radius = 15
ignoreshield = 0
damagebase = 300

  I'm quite sure this indicates "Sheilds Only".

While one of the Ordinance ODF's from the several versions of the "Excessive Strike" special on the Dominion V-13's shows:

specialenergycost = 500
damagemode = 1 <----
sprite = "wtetriontorpedo"
radius = 12.0f
lightcolor = 0.25 0.25 1.0
lightfalloffstart = 50.0
lightfalloffrange = 50.0
lifespan = 6.0
omegaturn = 2.5
shotaccel = 70.0
seektime = 0.25
shotcolor = 227
spriteduration = 1.0
hitsound = "xhit_torpedo1.wav"
damagebase = 55

  This would lead me to speculate that "damagemode=1" signifies damage to Hull Only.
  While "damagemode=2" would be Shields Only.

  Since the other standard weapons have no specific damagemode, my guess is that would mean they do shields, then hull.
posted on December 11th, 2009, 10:20 am
yep, exactly, damagemode=0 is normal damage as we know it, its default so you dont have to put that one in :thumbsup:
posted on December 11th, 2009, 11:30 am
lil question.  Does damagemode=1 automatically ignore the shield?  If not, would it just do nothing against a shield if that command is not in the ODF?

Thanks
posted on December 11th, 2009, 7:07 pm
Nope.  If damagemode=1 is not present, nor is any other "damagemode=X" line, then the weapon will damage shields first then hull like any normal weapon.

no "damagemode=X" line at all
OR
"damagemode=0"  ---> Means weapon damages shields first, then hull.

"damagemode=1"  ---> Means the weapon ignores shield and directly damages the hull.

"damagemode=2"  ---> Means the weapon ignores hull and damages ONLY shields.
posted on December 22nd, 2009, 1:43 pm
so if i understand this correctly....we have the FO3-A2 mod that still has all of the fleetops coding and all..does that mean that i can put this damagemode = x command in my odfs and have borg shield draining weapons???? also.. Doca i do have a question and i don't know if you got my PM what has replaced the maxbuildable command??? and does replaceweapon still work?? Not wanting to hijack anyones thread but i was just thinking about this just now...
posted on December 22nd, 2009, 1:49 pm
the maximum build counter was replaced by the capfiles. Check Warp-In vessels as a reference how to use them (or any other limited vessel like fighter carriers or mixed-tech).
Yep the replace weapon is still present, there might just be some new commands or a different syntax. Again, check existing replace weapons (Federation Defense Patterns for example or starbase upgrades) as a reference
posted on December 23rd, 2009, 2:44 am
Last edited by Lt.Cmdr Worf on December 23rd, 2009, 5:26 pm, edited 1 time in total.
okay will do!! Thanx!!


edit: Doca there are a lot of odfs to go through....but i wanted to ask if you have included self targeting weapons as a classlabel..for instance i wanna create a weapon for my borg ships that makes them impervious to weapons fire for a short time...sort of like an adaption weapon..i was able to create it in vanilla A2 and it works when you toggle the button..but when you put special weapon autonomy on Red and the CPU attempts to use the weapon the game crashes...any chance that you were able to get arond this?
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