Hanger weapon question

1, 2
posted on October 14th, 2013, 4:56 pm
I believe it would either be cannonimp or launcher, and I'm not sure about the U_ball as I don't use it very often myself, but I'm sure Dom could explain it or give you a good example where it is used ingame.
posted on October 14th, 2013, 5:26 pm
So if i use cannonimp the weapon file would have the replace part and the ordinance file would have the hanger weapon itself right? i greatly appriciate the help im getting. an example of this type of weapon ingame would help greatly, that way i dont have to try and make it from scratch and risk a crash to desktop.
posted on October 15th, 2013, 1:24 am
Hmm OK. I think I found a weapon like what you are talking about. The 'Elite Squads' weapon for the Avalon's Peregrine Fighters. Would that be something like what I'm looking for?

Edit: Probably not because it didn't work. It restricted itself according to the tech tree, but all I could do was click the button over and over and nothing happened.

This is what my weapon looked like:

replacementkeepowner = 1
transferstats = 0
tooltip = "T-wing Interceptor Launcher."
verbosetooltip = "Launches 6 T-wing Interceptors."
replacementmaintainorders = 0
replacement0class0 = "Reb_basictraining1A"
replacementinstantplayer = 0
replacementinstantderelict = 1
replacementinstantai = 1
replacementinstantdelay = 3
replacementinstantcycle = 3
shotdelay = 0.01
classlabel = "replaceweapon"
special = 1
replacementregisterasnew = 0
replacementcreationtype = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0


And the Ordanance File:

classlabel = "u_ball_obj"
basename = "effect_empty"
lifetimer = 1
avoidme = 0
avoidanceclass = 0
animation = 1
ignoreinterface = 1
hidden = 1
maxspecialenergy = 0
specialenergyrate = 0
weapon1 = "Reb_earlyhanger1"
weaponhardpoints1 = "root"
mapicon = "mapicon_empty"
invincible = 1
invalidastarget = 1
clearsfog = 0
perceivedneutral = 1


Is there something wrong here?
posted on October 15th, 2013, 3:00 am
Hmm. Maybe it would be easier of you described exactly what you are trying to accomplish?
posted on October 15th, 2013, 3:35 am
OK, I know I can't restrict a hanger weapon with the tech tree, so I have to make it a manual activation, the problem is it won't activate when I click the button. I'm trying to reduce the number of ship odf's and make it more streamlined, and easier make the AI. Right now I you have to research the different fighters then replace the entire ship. I want to replace just one weapon (I.E. Reb_basictraining1 etc. Not RebR_basictraining1) with the hanger. I think that would make the AI much easier to make instead of having to basically double the yard odfs and add the carrier versions to the yard itself. I guess what I could do instead is eliminate the carrier ship odf versions and restrict the normal ship odf not only with the Reb_chassis upgrades but the fighter hangers too. Something like this....

Reb_MarauderCorv.odf 2 RebU_Chassis1.odf RebR_basictraining1.odf
Reb_Nebfrig.odf 2 RebU_chassis1.odf RebR_basictraining2.odf.
The hangers would be moved to the ship built straight from the yard.
etc.

I'll be making some changes to the hanger loads as well as adding some other ships to this mod pretty soon.

I remember the Star Wars Vs Star Trek mod for original Armada, the tech trees were much much longer than normal.

I guess I'm trying to get something similar to your fighter launching system for Star Wars Fleet ops, but I just want a single click and the hanger activates after researching the training.
posted on October 15th, 2013, 8:00 pm
I may end up just reworking the tech-tree completely. Restrict ships based off different weapons. Something like this.

Research Secondary Light, Medium, Heavy Turbolasers: Allows ships to engage multiple targets with little reduction in firepower. (Add Special =1 line, no special energy required)
Research Quad Laser Cannons : Allows ships frigate-sized and above to engage enemy fighters using rapid-fire laser cannons. (30% accuracy and below) (Add Special =1 line, no special energy required)
Research Advanced targeting systems (Cruiser-quad laser cannon): Allows ships, Cruiser-level and above to engage multiple enemy ships and fighters with a better degree of accuracy. (30% and above for all fighters. (Add Special =1 line, no special energy required)


Rebel Only Research
Research CIS Remnant: Call in ships from the CIS remnant to assist the Rebellion.
Allows construction of special Hypercom array to call in these ships. (Gather CIS odfs)
Research Republic Loyalists: Call in ships loyal to a free Republic to assist the Rebellion. (Gather Republic Odfs)
Research Rebel Propaganda: Random chance for a former Imperial ship to defect to the Rebellion every ten minutes. (High chance for Corvettes and Frigates, Medium chance for cruisers, very low chance for Star Destroyers) (Modified Warp-in weapon?)
Research Military Surplus: The Fledgling Rebellion, in desperate need of warships acquire older models to refit in the fight against the Empire
Research Dreadnaught Refit: The New Republic refitted many of its old Dreadnaught Cruisers into Assault Frigates. A substantially better design.
Research Mon Calamari Cruiser Refit: The massive Mon Calamari cruisers used by the Rebellion were at first refitted luxury liners.
Research First Warship: The MC90 is the pinnacle of New Republic Warship design. Built from the ground up as a warship it can easily take on Imperial warships


Imperial Only Research
Research Old Guard: Call in ships from the Republic era on system patrol duties to assist local forces. Allows construction of special Hypercom Array.
Research Imperial Economy: With nearly a Galaxy’s worth of resources at its disposal the Empire can afford to build new ships and redesign older ones.
Research Imperial Economy 2: Not only a Galaxy’s worth of resources but multiple shipyards allow the Empire to keep its ships in the fight.
Research Imperial Design: The Star Destroyer is a symbol of Imperial power generating fear wherever it goes.
Research Military Design: The Modified Corellian Corvette is used more by the Imperials than the Rebels.

Reb_Hypercom.odf 2 RebR_CIS_rem.odf RebR_Rep_loy.odf
Reb_MarauderCorv.odf 2 RebR_secondary_light.odf RebR_secondary_medium.odf
Reb_Nebfrig.odf 2 RebU_chassis1.odf RebR_secondary_medium.odf
Reb_Assaultfrig 3 RebU_chassis2.odf RebR_secondary_heavy.odf RebR_Dread_refit.odf
Reb_Dread.odf 2 RebU_chassis2.odf RebR_Military_Surplus.odf
Reb_MC40a/80/80a
Reb_MC80b.odf 3 RebU_chassis3.odf RebR_Mon_Cal_Refit.odf RebR_Smug_XP
Reb_MC90.odf 2 RebU_chassis3.odf RebR_first_warship.odf


Imp_Hypercom.odf 1 ImpR_Old_Guard.odf
Imp_NebB-2.odf 2 ImpU_chassis1.odf ImpR_Imp_Econ.odf
Imp_Strike/war/carrier.odf 2 ImpU_chassis2.odf ImpR__Imp_Econ2.odf
Imp_ISD.odf 2 ImpU_chassis3.odf ImpR_Imp_Design.odf
Imp_modcorv.odf 1 ImpR_Mil_Design.odf
posted on October 16th, 2013, 10:47 pm
That is definitely an interesting way of doing it. A detailed tech tree is something my mod severely lacked, making game progression quite short.
posted on October 16th, 2013, 10:59 pm
it would also be the easiest way to make the ai progress. ill have to change the button images for the research which shouldnt be too hard once i get this techtree going ill probably have a question regarding warp-in. im planning on using old republic and cis ships as warp-in support for the rebels and the imperials. like how exactly the ai uses warp-ins. id also like to have a warp-in on a timer, im going to have imperial ships defect to the alliance
posted on October 16th, 2013, 11:00 pm
it would also be the easiest way to make the ai progress. ill have to change the button images for the research which shouldnt be too hard once i get this techtree going ill probably have a question regarding warp-in. im planning on using old republic and cis ships as warp-in support for the rebels and the imperials. like how exactly the ai uses warp-ins. id also like to have a warp-in on a timer, im going to have imperial ships defect to the alliance every ten minutes or so.
posted on October 16th, 2013, 11:02 pm
Very neat. I wish the faster "hyperspace" warpin I did in my mod wasn't so buggy. For Star Wars, it made more sense than the regular warpin.

Feel free to use anything in my mod too, if any of it is useful. :thumbsup:
posted on October 17th, 2013, 2:08 am
There is plenty of stuff that's useful, all the turbo lasers are based off your mod. And I'll be using the Venator/Acclamator/Arquentis and Consular-class frigates for 'Republic Loyalists' and 'Old Guard' warp-ins. What I do need is a complete list of the ship odfs that I will encounter in combat so I can give my turbolasers a different hitchance. Right now everything but the quad lasers hit with 100% accuracy. I want to make it so my heavy and medium turbolasers have a lesser chance to hit especially the smaller ships. Im trying to get one together from the FPQ thing but it's hard to differentiate between ship odfs and other odfs that use a similar name. Im not going to have a different accuracy for every ship odf just every class of ship. (Excelsiors-IIs will have a higher hitchance than saber. etc.)
posted on October 17th, 2013, 6:21 am
Sounds good. I did a little of that in my mod to make it so the frigates were harder to hit etc. Just make sure if you release it to give credit to Amateur for the models. :thumbsup:
posted on October 17th, 2013, 6:42 am
I have an alternative suggestion to what you are trying to do with the hangers. I know it's not what you had in mind, but have you thought of giving it to different ranked ships, like hangers to rank 3 or veteran? It's been so long since I played or modded FO (too busy moving and making models) I can't remember the right terminology they use for those ranked up units.
1, 2
Reply

Who is online

Users browsing this forum: No registered users and 1 guest