Warp-In Feature Mod-ability

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posted on November 28th, 2010, 11:04 pm
Hello,

While I know my way fairly well around A2 having modding it and A1 for a good solid 10 years now, I am the first to admit I don't know a great deal at all about FO. I'm a newbie when it comes to modding FO.

My question is if the warp-in feature is mod-able, as in you can add more ships to it, can it be used for other races with their own warp-in ships and finally can one set it up that particular avatars can have unique vessels.

The reason is I am thinking of making a small mod and the warp-in is what has attracted me to giving FO a go at modding.

Thank you to anyone whom can assist in answering these questions. :)

- Majestic
posted on November 28th, 2010, 11:11 pm
Last edited by Tyler on November 28th, 2010, 11:14 pm, edited 1 time in total.
I think Warp-In should be possible for other races. The base Warp-In files used by the SF Command use a replaceweapon to tell it what file to use for what race. The replacements should work in a similar fasion to veterans and refits.

fed_warpin.odf:
replacement0condition = "unitedfederation"
replacement0class0 = "fed_warpinE"



The same with avatars. Both have a seperate Warp-In station that use the same Warp-In file, just making an avatar specific version of that in each avatars station should work as long as you have the required ships.
posted on November 28th, 2010, 11:30 pm
In addition to what Tyler has said, I suggest taking a look at warpinA.odf :)

Vessels are weighted, and thus are called by those percentages. For instance:

replacement0class0 = "fed_nebulaW"
replacement0class1 = "fed_galaxyW"
replacement0class1randomweight = 3
replacement0class2 = "fed_nebula_torpW"
replacement0class2randomweight = 2


The replacement types are the Nebula, Galaxy, and Nebula Torp Refit. The NebulaW's random weight is 1 (as that is default), Galaxy's weight is 3, and Torpedo Nebula is 2. Thus, the total weight is 1+3+2. That means that the NebulaW's chance of being called when replacement0 is asked for is 1/6, the Galaxy's is 1/2, and the Torpedo Nebula's is 1/3.

Applicable commands to modify the Warp In (and other replacweapons) can be found in the guide here:
ReplaceWeapon - The Hitchhiker's Guide to Fleet Operations

Costs, time, etc - it's all addable if you so wish it, and on a per avatar or per faction basis :) . Sigma also uses a warp-in like feature for the Sov faction, where vessels each cost a certain amount of the stations energy, as well as a certain amount of resources.
posted on November 29th, 2010, 3:54 am
Thank you both for your timely and detailed responses. It's good to know that it will work as I planned. Now to get all the models done and put into the game. Thanks a bunch. :)

- Majestic
posted on November 30th, 2010, 1:07 am
Yeah Maj, it can all be modded.  If you need help, please feel free to ask me personally. :thumbsup: You can even add more warpins in addition to the existing one.
posted on November 30th, 2010, 10:00 pm
Thanks Adm_Z. :) Another question while I am here, can you set the AI up to use it?

Thanks. :)
posted on November 30th, 2010, 10:12 pm
The AI seems to use it automatically, though not like a human player would. 3.1.4's AI has better Warp-In usage however :)
posted on November 30th, 2010, 10:15 pm
Yeah, the AI will use it but the ships will always warp to the station with the weapon, because it can't select a target region.
posted on November 30th, 2010, 10:27 pm
it also likes descents lol
posted on November 30th, 2010, 10:28 pm
It might have the decent too highly weighted in the AI warp-in or something. :whistling:
posted on November 30th, 2010, 10:33 pm
As far as the AI is concerned, I feel I should point out that these two lines control how the AI uses the warpin:

replacementinstantai = 1
replacementinstantcycle = X

replacementinstantai = 1 basically means the AI automatically uses this weapon whenever possible, and replacementinstantcycle = X notes how long of a delay the AI waits to use the weapon again (it's usually set to the cooldown time of the weapon). This only applies for things like replaceweapons though.

FO's stuff can seem complicated at first (especially the warp ins and nuke weapons because they are actually a series of linked weapons) but after a bit of experimenting and practice it all comes together nicely.  :shifty:
posted on December 1st, 2010, 7:29 am
Thanks guys, makes it even more attractive. :)

Great to see you around again TUN, both here and MSFC.

I am interested in warp-in as I plan to have it that you don't build ships, just warp them in. I think Adm_Z, you'll really be interested in what I am planning.
posted on December 3rd, 2010, 2:03 am
I can't wait to see what you come up with Maj. :thumbsup:
posted on December 3rd, 2010, 10:37 pm
Adm. Zaxxon wrote:I can't wait to see what you come up with Maj. :thumbsup:


Thanks Adm_Z, I hope you like. :)
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