Weapon hit chance questions

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on January 16th, 2014, 9:52 pm
Okay...so...

Ive been doing my modding for years. And I continuously find coding and features that i never knew existed. LOL
Anyways.. to make a long story short.. I was wondering if anyone knew whether or not the '****toHit' modifiers can be multiplied. heres what I mean

This is my Early TNG Type 3 Burst Fire Photon Torpedo launcher script

//Name of the ODF file for the ordinance for this weapon
ordName = "fclass3to"

//Display name for this weapon
wpnName = "Burst Fire, Type 3"
tooltip = "FED_TYPE3TNGE"
verboseTooltip = "FED_TYPE3TNGE_V"

//Programming Stuff DO NOT CHANGE
classLabel = "cannonimp"

//Standard Firing Pattern
shotcycleresettime = 10.00
shotdelay0 = 0.23
shotdelay1 = 0.45
shotdelay2 = 0.35
shotdelay3 = 0.15
shotdelay4 = 5.00
shotdelay5 = 0.01
shotdelay6 = 0.01
shotdelay7 = 0.01
shotdelay8 = 0.01
shotdelay9 = 10.00

baseTargets = 1
maxExtraTargets = 1
usePrimaryTarget = 0
targetLoop = 1
autoTargetClosest = 0
HardpointShift = 0
showrange = 1

// Type 3 Photon Torpedo
range = 900.0f
shotSpeed = 168.75
Sprite = "wtype3torp"
hitChance = 0.94
"cardassianship0.odf" 0.78
"cardassianship1.odf" 0.70
"cardassianship2.odf" 0.70
"cardassianship3.odf" 0.72
"cardassianship4.odf" 0.72
"cardassianship5.odf" 0.75
"cardassianship13.odf" 0.70
"cardassianship6.odf" 0.80
"cardassianship7.odf" 0.80
"cardassianship8.odf" 0.80
"cardassianship9.odf" 0.85
"cardassianship10.odf" 0.85
"cardassianship10A.odf" 0.85
"cardassianship10P.odf" 0.85
"cardassianship11.odf" 0.90
"cardassianship11P.odf" 0.90
"cardassianship12.odf" 0.95
"cardassianship12P.odf" 0.95
"dominionconstructor.odf" 0.95
"dominionship0A.odf" 0.30
"dominionship0B.odf" 0.30
"dominionship0C.odf" 0.30
"dominionship1.odf" 0.70
"dominionship2.odf" 0.30
"dominionship3.odf" 0.30
"dominionship4.odf" 0.75
"dominionship5.odf" 0.75
"dominionship6.odf" 0.78
"dominionship7.odf" 0.78
"dominionship8.odf" 0.80
"dominionship8P.odf" 0.80
"dominionship9.odf" 0.82
"dominionship9P.odf" 0.82
"dominionship10.odf" 0.87
"dominionship10P.odf" 0.87
"dominionship11.odf" 0.90
"dominionship11A.odf" 0.90
"dominionship11B.odf" 0.90
"dominionship11C.odf" 0.90
"dominionship11P.odf" 0.90
"dominionship12.odf" 0.92
"dominionship13.odf" 0.93
"dominionship14.odf" 0.94
"dominionship15.odf" 0.97
"romulanship0.odf" 0.90
"romulanship1.odf" 0.80
"romulanship2.odf" 0.80
"romulanship3.odf" 0.85
"romulanship4.odf" 0.85
"romulanship5.odf" 0.88
"romulanship5P.odf" 0.88
"romulanshipSela.odf" 0.90
"romulanship6.odf" 0.90
"romulanship6P.odf" 0.90
"romulanship7.odf" 0.75
"romulanship7P.odf" 0.75
"romulanship8.odf" 0.78
"romulanship8P.odf" 0.78
"romulanship9.odf" 0.75
"romulanship10.odf" 0.70
"romulanship11.odf" 0.70
"romulanship12.odf" 0.70
"romulanship13.odf" 0.60
"romulanship14.odf" 0.70
"romulanship15.odf" 0.60
"romulanship16.odf" 0.85
"kd6.odf" 0.80
"kc4.odf" 0.78
"kd11.odf" 0.80
"kdestroyTOS.odf" 0.70
"kd7.odf" 0.80
"kktinga.odf" 0.80
"kc8.odf" 0.80
"kfrigateTLE.odf" 0.80
"kdestroyTLE.odf" 0.70
"kcruise1TLE.odf" 0.80
"kdestroy.odf" 0.70
"kdestroy2.odf" 0.78
"kfrigate.odf" 0.80
"kcruise1.odf" 0.80
"kcruise2.odf" 0.80
"kcruise3.odf" 0.80
"kbattle.odf" 0.85
"kbattleR.odf" 0.85
"kbattleR2.odf" 0.85
"kbattle2.odf" 0.81
"kbattle3.odf" 0.80
"kbattle4.odf" 0.80
"kc9a.odf" 0.87
"kvood.odf" 0.90

fireSound = "ftype3torp.wav"
hitsound = "TNGShieldHit.wav"


Now..these lines right here
hitChance = 0.94
"cardassianship0.odf" 0.78

says that the hit chance for the weapon is 94% and 78% for cardassianship0. Now my question is..can I use the impulseToHitModifier to change that hit chance? have it set up like this

hitChance = 0.94
impulseToHitModifier = - 0.15
stopToHitModifier = 0.15
slowToHitModifier = - 0.15
warpToHitModifier = - 0.25
toHitImpulseModifier = - 0.15
toHitStopModifier = 0.15
toHitSlowModifier = 0.10
toHitWarpModifier = - 0.75
"cardassianship0.odf" 0.78
impulseToHitModifier = - 0.15
stopToHitModifier = 0.15
slowToHitModifier = - 0.15
warpToHitModifier = - 0.25
toHitImpulseModifier = - 0.15
toHitStopModifier = 0.15
toHitSlowModifier = 0.10
toHitWarpModifier = - 0.75

Where the modifer is applied as 94 - /+ 15-25 and for the Cardie ship is 78 -/+ 15-25

Hopefully I am explaining this correctly LOL I would love to be able to add the modifers like these to the smaller vessels and give them more of a fighting chance.. Sabers, Defiants, Jem Hadar, B'Rels etc., etc.
posted on January 17th, 2014, 1:28 am
Sorry for the double post...but rather than create ANOTHER thread..I'll just ask here...would it be possible for someone to help me with creating emmitters for some of my ships..plasma and life support etc.? I've never been able to do it with milkshape...ever. LOL
posted on January 17th, 2014, 4:02 am
The ToHit modifiers cannot be used as you'd like unfortunately. Also, there are only four of those commands - not the 8 that you have listed. See the following page for more details :) http://guide.fleetops.net/guide/modding ... itModifier
posted on January 17th, 2014, 4:42 am
Okay..sooo they can only be applied once per weapon? Is that pretty much it?
posted on January 17th, 2014, 5:14 am
That's right - there aren't too many commands that are multiline or allow multiple instances unfortunately
posted on January 17th, 2014, 2:20 pm
Soo..Can I apply those four lines under hit chance..and still have the other hit chances underneath? Also..will the 'tohit' modifiers affect those hit chances as well?
posted on January 17th, 2014, 4:22 pm
No, hitchance can only be listed once in an ODF - the first instance will be used, the other instances will be ignored.

Incidentally, for a multi value command like hitchance to correctly wrap the next values, there needs to be at least once space before each of its values. Currently you have no spaces, so no values will be used. It will default to hitchance=1

Yes, ToHit modifiers affect each hitchance's values.
posted on January 17th, 2014, 6:58 pm
So no matter where the tohit modified is..it will affect all hit chances listed?? Sorry...just want be thorough
posted on January 17th, 2014, 8:40 pm
That's correct :)
posted on January 17th, 2014, 8:54 pm
That works... thanks Dom!

Okay sooo to make sure I understand this correctly if I have something like this

hitChance = 0.94
impulseToHitModifier = - 0.15
stopToHitModifier = 0.15
toHitImpulseModifier = - 0.15
toHitStopModifier = 0.15

that means that if my ship is moving..and the target is moving then its 0.94 + -0.15 + -0.15 = 0.64 hit chance?
posted on January 24th, 2014, 12:30 am
The lines;
Code: Select all
impulseToHitModifier = -0.15
stopToHitModifier = 0.15

apply to the firing ship. If your ship isnt moving, it adds an extra 0.15 to hit chance. If its moving, 0.15 is taken away.
These;
Code: Select all
toHitImpulseModifier = -0.15
toHitStopModifier = 0.15

apply to the target, and work the same way.
hitChance = 0.94
In other words, your firing ship, if moving, will have a '0.79' (79%) chance to hit the target, but if its moving too, that is reduced to '0.64' (64%). If your ship is still in place while the target is moving, it will be 79%. (and vice versa). It never goes above 1.0 (100%), so if both ships are sitting and shooting, the weapon will always hit.
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