Personal Star Wars Mod

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posted on March 10th, 2013, 4:24 am
If the button won't show up, one of three things is usually wrong. Either the weapon is not in the techtree, it is set to a hardpoint the ship does not have, or its buttonslot is set to a number already used on the ship.

More about the buttonslot here. http://guide.fleetops.net/guide/modding ... buttonSlot
posted on March 10th, 2013, 5:53 am
I've checked the techtree several times, the weapon is there and spelled right. The hardpoint is 'root' which i'm pretty sure is recognized by every ship and the buttonslot is the same as the Corvette upgrade weapon and that one shows up just fine. I still don't know what's going on because everything is exactly like it should be.
posted on March 10th, 2013, 5:56 am
SPARTAN078 wrote:the buttonslot is the same as the Corvette upgrade weapon and that one shows up just fine.


Thar be yer problem. :pirate:

Try making it like one number higher. Only one button can belong to each buttonslot. :)
posted on March 10th, 2013, 12:55 pm
I tried putting the buttonslot to one higher, but it still won't show up. I'm gonna try making the weapon all over again and see if I do something different.
posted on March 10th, 2013, 1:06 pm
what about buttonpriority? could that be a problem too cause they are still the same.
posted on March 10th, 2013, 2:48 pm
No, priority wont do it, but you may need to make it several numbers higher. Also, make sure you don't have it in the techtree more than once. :)
posted on March 10th, 2013, 5:52 pm
I have a feeling the problem has to do with why it's not launching fighters at all. Even if the upgrade button isn't showing up the fighters should still be launching right?
posted on March 10th, 2013, 10:10 pm
I solved the problem, it wasn't the buttonslot though. I took the hanger and upgrade weapons and put them at the top of the weapon list and they worked just fine, I must have missed a bad number beforehand. I looked at it at least a dozen times.
posted on March 10th, 2013, 10:26 pm
Ahhh, look at weapon10 It actually says weapo10.
posted on March 11th, 2013, 12:45 am
Amazing what one little letter can do to a whole ship.....
posted on March 11th, 2013, 5:47 am
It's happened to us all :) You sit there pulling your hair out, cursing at the game and questioning the legitimacy of it's birth. You coded everything right. Why is this happening!

Then you notice your typo. Or you have two Weapon14s.

And then you cry.

Such is the life of a modder my friend!
posted on March 11th, 2013, 7:33 pm
Hey it me again with another failing odf....this time its with a concussion missile style weapon I developed using the Klingon defense platform odf. I changed quite a few things around and whenever I get an error it says something about cannonimp, So I assume I've removed or changed something to make it crash. I turned it into a single target single projectile type weapon I'm wondering if thats the issue, if it is, I'll just take a photon torpedo weapon and do the same with it.

classlabel = "cannonimp"
wpnname = "Photon Rack"
tooltip = "Photon Rack"
verbosetooltip = "AUTOTOOLTIP-kliW_platform1.odf"
ordname = "SWW_fightermissileo"
shotdelay = 5
firesound = "klingon_torpedo_rack.wav"
useprimarytarget = 1
hitchance = 1
impulsetohitmodifier = 0
stoptohitmodifier = 0
tohitimpulsemodifier = 0
tohitstopmodifier = 0
range = 400

shotgeometry = "kliW_rackL.SOD"
ignoreshield = 0
lifespan = 6.0
omegaturn = 0
shotaccel = 1
seektime = 0
specialenergycost = 1
explosionhit = "kliW_rackH"
explosionshieldhit = "kliW_rackHS"
hitsound = "xhit_torpedo1.wav"
damagebase = 25
damagevariance = 0
damagethreshold = 0
shieldcrewmodifier = 0
hullcrewmodifier = 0
shotspeed = 600.0
classlabel = "UniTorpedo"
spriteduration = 1
shotcolor = 227
radius = 0
posted on March 11th, 2013, 7:45 pm
Is that two or one ODF file for the weapon? If its one file I've noticed something, you have two classlabels. At the top it say classlabel= "canonimp" and unless that's a second file down below near the end it says: classlabel= "UniTorpedo".

**Just a tip if it is two files, it would be easier to mention that, put a name, or separate them with separate code tags.**
posted on March 11th, 2013, 7:48 pm
Cannonimp does not use shotdelay, only shotdelayX
posted on March 11th, 2013, 8:04 pm
The two files are the weapon and weapon config file (i.e. weapon.odf then weapono.odf) I looked at the original Klingon platform weapon and they used two different classlabels. Shotdelay0 made it work. Thanks guys. I'll be posting pictures as my mod progresses. Were I ever to release it I would probably turn it into a REAL star trek vs star wars type mod not just a demo. Sadly the original st vs sw was never finished only changed to star wars fleet command.
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