Warp-In Trouble
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posted on June 14th, 2009, 11:01 am
In relation to my new Fed Avatar, I'm having some trouble with the second warp-in I've done up.
fed_midas.odf (the station that uses the new warp in odf)
fed_warpin2.odf (new main warp in file)
fed_warpinE2.odf (the second part of the second warp in)
fed_warpinA2.odf (the last part of the warp in trigger)
It works if only Norway's come in, but when they do come in they're slower than normal, and once they arrive they take forever to come under player control, thoughts?
fed_midas.odf (the station that uses the new warp in odf)
- Code: Select all
weapon1 = "fed_warpin2"
weaponhardpoints1 = "root"
fed_warpin2.odf (new main warp in file)
- Code: Select all
wpnname = "Warp In"
tooltip = "Warp In"
verbosetooltip = "AUTOTOOLTIP-fed_warpin.odf"
buttonslot = 1
range = 999999
needtarget = 1
targetlocation = 1
aitargetlocation = 1
targetalliedcraft = 0
targetalliedbuildings = 0
targetenemycraft = 0
targetenemybuildings = 0
specialenergycost = 100000
supplycost = 12
replacementkeepowner = 1
replacementresetspecialenergy = 1
replacementinstantai = 1
replacementinstantcycle = 500
replacementmode = 1
replacement0condition = "unitedfederation"
replacement0class0 = "fed_warpinE2"
overrideceasefire = 1
replacementselect = 0
fleetcapfile = "all_cap_warpin2.odf"
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
replacementregisterasnew = 0
replacementcreationtype = 1
speakonattack = 0
attackspeech = 0
fed_warpinE2.odf (the second part of the second warp in)
- Code: Select all
basename = "trigger_general"
unitname = "Derelict Creation"
tooltip = "Derelict Creation"
verbosetooltip = "Creates a derelict unit from the unit label"
race = "npc_wreckage"
buildtime = 0
tritancost = 0
maxhealth = 100
curhealth = 100
healthrate = 0
maxshields = 100
curshields = 100
shieldrate = 0
shieldgeneratorhitpoints = 300
engineshitpoints = 300
weaponshitpoints = 300
lifesupporthitpoints = 300
sensorshitpoints = 300
maxspecialenergy = 0
specialenergyrate = 0
physicsfile = "basic_dont_move.odf"
trekphysicsfile = "basic_dont_move.odf"
avoidme = 0
avoidanceclass = 0
animation = 2
systrg = 1
fleetcapfile = "all_cap_warpin2.odf"
weapon1 = "fed_warpinA2"
weaponhardpoints1 = "root"
enginestargethardpoints = "root"
lifesupporttargethardpoints = "root"
weaponstargethardpoints = "root"
shieldgeneratortargethardpoints = "root"
sensorstargethardpoints = "root"
hulltargethardpoints = "root"
criticaltargethardpoints = "root"
shipclass = "cruiser"
shiptype = "C"
attackpower = 1
intrinsicvalue = 1
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
weldingradius = 0.25
fireball = "x_large_explosion"
combat = 1
can_sandd = 1
eventselect = "Basic1CruiserSelect"
eventacknowledge = "Basic1CruiserAcknowledge"
eventattack = "Basic1CruiserAttack"
eventstop = "Basic1CruiserStop"
eventmove = "Basic1CruiserMove"
eventrepair = "Basic1CruiserRepair"
classlabel = "craft"
ainame = "CraftProcess"
creditscost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
engineshitpercent = 7.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 71.0f
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
shieldhit = "shield_fed_hitM"
shieldhitcritical = "shield_fed_hitcritM"
shielddown = "shield_fed_down"
fed_warpinA2.odf (the last part of the warp in trigger)
- Code: Select all
wpnname = "Warp In"
buttonslot = 1
targetalliedcraft = 0
targetalliedbuildings = 0
targetenemycraft = 0
targetenemybuildings = 0
replacementwarpin = 1
replacementresetspecialenergy = 1
replacementresetcrew = 1
replacementinstantai = 1
replacementinstantderelict = 1
replacementinstantplayer = 1
replacement0class0 = "fed_saberX"
replacement0class1 = "fed_norwayX"
replacement0class1randomweight = 2
replacement1class0 = "fed_saberX"
replacement1class0position = 0,0,200
replacement1class1 = "fed_norwayX"
replacement1class1position = 0,0,200
replacement1class1randomweight = 2
overrideceasefire = 1
replacementignorefleetcap = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
speakonattack = 0
attackspeech = 0
It works if only Norway's come in, but when they do come in they're slower than normal, and once they arrive they take forever to come under player control, thoughts?
posted on June 14th, 2009, 11:39 am
By 'slower than normal' do you mean they come in at Impulse instead of Warp?
posted on June 14th, 2009, 2:40 pm
I think LordTrekie means they still look like they are in Warp but are crawling across the map, literally. I've encountered this problem before in RedManMark's campaign... I'm not sure if he ever fixed it, but if he did you may wish to PM him or MSN him for help LordTrekie 

posted on June 14th, 2009, 3:00 pm
Crawling across the map is Impulse. Were the physics files changed?
posted on June 14th, 2009, 3:23 pm
It's even slower then that though: much slower (aka takes about 10 minutes to move half a screen length). Does it still make sense though?
posted on June 14th, 2009, 5:17 pm
Nope, I haven't touched any physics files yet.Tyler wrote:Crawling across the map is Impulse. Were the physics files changed?
And indeed that is the result, they come in at a speed even slower than impulse.Dominus_Noctis wrote:It's even slower then that though: much slower (aka takes about 10 minutes to move half a screen length). Does it still make sense though?
posted on June 14th, 2009, 5:21 pm
LordTrekie wrote:Nope, I haven't touched any physics files yet.
The one that Warps to you has an altered physics with Warp speed set. They only use standard physics files after becoming playable.
posted on June 14th, 2009, 5:46 pm
I didn't change the physics file from the standard fed_warpin.odf file though, and the ship that warps in doesn't have a different odf (it's got the same setup as the galaxy does, for instance), it uses the physics odf as assigned in fed_warpinE2.odf as far as I know. But that's why I'm asking, because I'm not sure why it's happening.
posted on June 14th, 2009, 5:55 pm
So it is already set to Warp-In then switch to another odf and the Warp-In ship odf has the Warp-In physics?
Like: fed_galaxyW (warpin_physics.odf) > fed_galaxy (smooth_physics_80.odf)?
Like: fed_galaxyW (warpin_physics.odf) > fed_galaxy (smooth_physics_80.odf)?
posted on June 14th, 2009, 6:12 pm
Thanks! That's what I was looking for and didn't notice until now.



posted on June 14th, 2009, 6:18 pm
So you forgot the ship physics? I remember doing that with the Prometheus.
posted on June 14th, 2009, 6:48 pm
More like forgot some odf's period... I didn't look in the original warp in file to see that they all ended in the ...W.odf, indicating the warping in ship. That fixed the Norway Warping in, now I just need to figure out why the Saber won't do the same.
posted on June 14th, 2009, 10:49 pm
- Code: Select all
replacement0class0 = "fed_saberX"
replacement0class1 = "fed_norwayX"
replacement0class1randomweight = 2
replacement1class0 = "fed_saberX"
replacement1class0position = 0,0,200
replacement1class1 = "fed_norwayX"
replacement1class1position = 0,0,200
replacement1class1randomweight = 2
Does it have something to do with this maybe? I hate writing these bits, they give me a headache because I *still* don't really understand them :/
Actually, looking at this I might just...
"Replacement 0", the first ship can be "Class 0" else "Class 1"
"Replacement 1", the additional ship is the same.
I get why both "Replacement 1" classes have positions, even if I don't know how they work.
I still don't see why only the "Class 1" for each replacement needs a random weight though...
EDIT: Looking at the original warpinA file, I reckon at least "replacement1class0" needs a randomweight.
posted on June 14th, 2009, 10:55 pm
seems as though all the ones missing a weight, and a placement vector need them, but these would not change the speed.
I would say the ships them selves(the odf for while they are warping in) need to have the correct psysics in order to work.
I would say the ships them selves(the odf for while they are warping in) need to have the correct psysics in order to work.
posted on June 15th, 2009, 1:59 am
The RandomWeight line is not needed because that value is assigned to 1 by default. When making warpin ships you always wanna be sure to give them the warpin_physics.odf physics so they come zooming across the map at high speed (unless you want a "help request" that is supposed to make the ships come at regular speed). So basically you want these files:
fed_whatevership.odf (and ranked versions)
fed_whatevershipA.odf (i know this is needed for some reason but i can't quite remember why)
fed_whatevershipW.odf (a modified version that has warpin physics and its only weapon is the fed_whatevershipS)
fed_whatevershipS.odf (this is the replaceweapon that swaps out the warpin odf for the regular one)
for each ship you want to warpin.
fed_whatevership.odf (and ranked versions)
fed_whatevershipA.odf (i know this is needed for some reason but i can't quite remember why)
fed_whatevershipW.odf (a modified version that has warpin physics and its only weapon is the fed_whatevershipS)
fed_whatevershipS.odf (this is the replaceweapon that swaps out the warpin odf for the regular one)
for each ship you want to warpin.
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