Minor Modding Help
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posted on August 5th, 2012, 7:29 pm
I've been converting a series of ships from Stock A2 to Fleet Ops and I've figured out a relatively easy way to do so. Take a ship like say the Hyperion-class and then instead of writing the odfs from scratch, copy and paste the odfs for a similar ship like a Yoyodyne Nebula-class then rename the various codes to 'fed_hyperionr2' etc. My problem is that the special weapon tactical torpedo pod refuses to fire. Now I did add quantum torpedoes at veteran level. I wonder if that's the problem, I'm having the same problem with a converted Galaxy-X that won't fire type 3 torpedoes. What could be the problem?
posted on August 5th, 2012, 9:08 pm
Generally speaking, if a weapon does not fire, it is usually either a result of not enough special energy, or an incorrwect hardpoint refrence. Try changing the weapons hardpoint(s) to just "hp01" if you don't know how to do anything else. 

posted on August 5th, 2012, 9:46 pm
Appreciate the help, I'll try that but the only weaponhardpoints I changed were for the normal phasers and torpedoes, the tac torp pod hardpoint is still 'root'. I did copy the 'systemtargethardpoints' (weapons, shields engines, lifesupport) from the stock A2 odf over to the renamed one. One more question, in the description it said that normal torpedoes were disabled while the tac pod is active, I added excelsior-ii quantums to the veteran Hyperion, would that interfere with the tac pod firing at veteran or not. Again thanks for the help I'll post back later to let you guys know how it worked out.
posted on August 6th, 2012, 1:07 am
Hey I tried renaming the hardpoint to 'hp01' but still didn't work...could it be a techtree problem or something to do with the original odf being a warp-in?
posted on August 6th, 2012, 3:01 am
Yeah, lol it could simply be the techtree. 

posted on August 7th, 2012, 1:19 am
I tried adding the weapons to the techtree but it still didn't work, i even renamed the hardpoints back to 'root'. Could it have to do with the original odf being a warp-in? Also my hyperion textures aren't working, i've put all the texture files in the texture folder though am i missing some?
posted on August 7th, 2012, 1:26 pm
Maybe you could post the odf's in question? And what do you mean by not working? Are they distorted or simply not being used(the ship is white or multicolored)
posted on August 8th, 2012, 12:54 am
My Hyperion is completely white, as if there wern't any textures period. Here is My standard Hyperion odf.
unitname = "Hyperion Class"
tooltip = "Hyperion Class"
verbosetooltip = "The Hyperion class was predecessor to the nebula and carries the tactical torpedo pod. Heavy losses during the Dominion War required these ships be reactivated and refitted. Veteran ships gain quantum torpedoes."
race = "unitedfederation"
buildtime = 96
crewcost = 250
worthxp = 73
xplevel = 1
nextrankclass = "fed_hyperionr2"
nextrankxp = 40
destroyedbiomattercost = 22.1
recycledilithium = 0
recyclelatinum = 0
recyclebiomatter = 0
recycletime = 53
maxhealth = 185
curhealth = 185
healthrate = 0.381
maxshields = 618
curshields = 618
shieldrate = 1.196
shieldgeneratorhitpoints = 47
engineshitpoints = 47
weaponshitpoints = 47
lifesupporthitpoints = 47
sensorshitpoints = 47
maxspecialenergy = 158
specialenergyrate = 1.321
attackpower = 1.000
intrinsicvalue = 1.000
giveisallowed = 0
physicsfile = "smooth_physics_100.odf"
trekphysicsfile = "smooth_physics_100.odf"
weapon1 = "fedW_nebula_torp1"
weaponhardpoints1 = "hp01" "hp02" "hp03" "hp30" "hp31"
weapon2 = "fedW_nebula_torp2"
weaponhardpoints2 = "hp04" "hp05" "hp32" "hp33"
weapon3 = "fed_nebula_torp"
weaponhardpoints3 = "root"
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp06" "hp08" "hp10" "hp12" "hp14" "hp16" "hp18" "hp20" "hp24" "hp25"
criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp22" "hp23"
weapon1iconpos = 73 50
weapon2iconpos = 84 50
weapon3iconpos = 89 50
possiblecraftnames = "USS Fearless" "USS Merrimack" "USS Zealous" "USS Hyperion" "USS Endeavour" "USS Hiroshima" "USS Jaguar" "USS Lotus"
"USS Kodiak" "USS Chimera" "USS Datalious" "USS Constantinople" "USS Arturius" "USS Carpathia Class" "USS Audacious" "USS Endymion" "USS Shrike" "USS Orcinus" "USS Shackleton" "USS Einstein" "USS Carter" "USS Albatross"
"USS Andromeda" "USS Pegasus""USS Oasis" "USS Columbus" "USS Messier" "USS Adjudicator" "USS Byzantine" "USS Ames" "USS Kasatka" "USS Darlton" "USS Cipher" "USS Razgriz" "USS Delphinus"
eventselect = "Basic4CruiserSelect"
eventacknowledge = "Basic4CruiserAcknowledge"
eventattack = "Basic4CruiserAttack"
eventstop = "Basic4CruiserStop"
eventmove = "Basic4CruiserMove"
eventrepair = "Basic4CruiserRepair"
shipclass = "cruiser"
shiptype = "C"
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
avoidanceclass = 5
weldingradius = 0.25
fireball = "x_large_explosion"
classlabel = "craft"
ainame = "CraftProcess"
officercost = 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
combat = 1
can_sandd = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
shieldhit = "shield_fed_hitL"
shieldhitcritical = "shield_fed_hitcritL"
shielddown = "shield_fed_down"
Last night I replaced the tac pod with tricobalt torpedo and it fired without a problem. I also converted the Saratoga and Nelson classes and gave the Saratoga the Soverign's distortion field and I gave the Nelson Remoore level weapons. They fire just fine. I'll try downloading a blank ship.odf from the guide and filling in the blanks and see if that works.
unitname = "Hyperion Class"
tooltip = "Hyperion Class"
verbosetooltip = "The Hyperion class was predecessor to the nebula and carries the tactical torpedo pod. Heavy losses during the Dominion War required these ships be reactivated and refitted. Veteran ships gain quantum torpedoes."
race = "unitedfederation"
buildtime = 96
crewcost = 250
worthxp = 73
xplevel = 1
nextrankclass = "fed_hyperionr2"
nextrankxp = 40
destroyedbiomattercost = 22.1
recycledilithium = 0
recyclelatinum = 0
recyclebiomatter = 0
recycletime = 53
maxhealth = 185
curhealth = 185
healthrate = 0.381
maxshields = 618
curshields = 618
shieldrate = 1.196
shieldgeneratorhitpoints = 47
engineshitpoints = 47
weaponshitpoints = 47
lifesupporthitpoints = 47
sensorshitpoints = 47
maxspecialenergy = 158
specialenergyrate = 1.321
attackpower = 1.000
intrinsicvalue = 1.000
giveisallowed = 0
physicsfile = "smooth_physics_100.odf"
trekphysicsfile = "smooth_physics_100.odf"
weapon1 = "fedW_nebula_torp1"
weaponhardpoints1 = "hp01" "hp02" "hp03" "hp30" "hp31"
weapon2 = "fedW_nebula_torp2"
weaponhardpoints2 = "hp04" "hp05" "hp32" "hp33"
weapon3 = "fed_nebula_torp"
weaponhardpoints3 = "root"
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp06" "hp08" "hp10" "hp12" "hp14" "hp16" "hp18" "hp20" "hp24" "hp25"
criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp22" "hp23"
weapon1iconpos = 73 50
weapon2iconpos = 84 50
weapon3iconpos = 89 50
possiblecraftnames = "USS Fearless" "USS Merrimack" "USS Zealous" "USS Hyperion" "USS Endeavour" "USS Hiroshima" "USS Jaguar" "USS Lotus"
"USS Kodiak" "USS Chimera" "USS Datalious" "USS Constantinople" "USS Arturius" "USS Carpathia Class" "USS Audacious" "USS Endymion" "USS Shrike" "USS Orcinus" "USS Shackleton" "USS Einstein" "USS Carter" "USS Albatross"
"USS Andromeda" "USS Pegasus""USS Oasis" "USS Columbus" "USS Messier" "USS Adjudicator" "USS Byzantine" "USS Ames" "USS Kasatka" "USS Darlton" "USS Cipher" "USS Razgriz" "USS Delphinus"
eventselect = "Basic4CruiserSelect"
eventacknowledge = "Basic4CruiserAcknowledge"
eventattack = "Basic4CruiserAttack"
eventstop = "Basic4CruiserStop"
eventmove = "Basic4CruiserMove"
eventrepair = "Basic4CruiserRepair"
shipclass = "cruiser"
shiptype = "C"
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
avoidanceclass = 5
weldingradius = 0.25
fireball = "x_large_explosion"
classlabel = "craft"
ainame = "CraftProcess"
officercost = 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
combat = 1
can_sandd = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
shieldhit = "shield_fed_hitL"
shieldhitcritical = "shield_fed_hitcritL"
shielddown = "shield_fed_down"
Last night I replaced the tac pod with tricobalt torpedo and it fired without a problem. I also converted the Saratoga and Nelson classes and gave the Saratoga the Soverign's distortion field and I gave the Nelson Remoore level weapons. They fire just fine. I'll try downloading a blank ship.odf from the guide and filling in the blanks and see if that works.
posted on August 8th, 2012, 2:21 am
I just tested the standard template odfs and it still didn't work.
posted on August 8th, 2012, 3:03 am
are you sure 158 is enough special energy? that is the only thing I can see wrong at first glance.
posted on August 8th, 2012, 4:06 am
Remember that a galaxy's type 3 torpedos is a replaceweapon, not a simple cannonimp>extraweapon. it you just transfer the weapon code out of the base galaxy your weapon is trying to replace a ship with no condition nor output ODF, if this is the case then the weapon will act as if it has no hard point, or not enough energy. with you being able to push the button, but no effect. almost all weapons can be switch from ship to ship with little ill effect, but remember that if you don't specify the condition and output ODF in a replace weapon, it won't work. Some MIGHT work, such as the borg miner node, or the Bortas turret, but those are rare exceptions from the group.
Always Remember the tell tale signs of replace weapons, Effects in the tool tip such as: improving movement, changing fires rates, modes, increased repair rates, 100% hit chances, refits. and if your suspicous, always remember to check the ODF class label of the weapon your switching, that never hurt anyone.
EDIT: both type 3 torpedos and tactical torpedo pod are Replaceweapons, given that circumstance, I garuntee (misspelled) that this is your problem
Always Remember the tell tale signs of replace weapons, Effects in the tool tip such as: improving movement, changing fires rates, modes, increased repair rates, 100% hit chances, refits. and if your suspicous, always remember to check the ODF class label of the weapon your switching, that never hurt anyone.

EDIT: both type 3 torpedos and tactical torpedo pod are Replaceweapons, given that circumstance, I garuntee (misspelled) that this is your problem
posted on August 9th, 2012, 1:35 am
158 is the amount of special energy the torp nebula originally had. As for the type 3 torpedoes i basically need to double and rename my galaxy-x odfs and add them to the type 3 torpedo weapon odf. Same thing for the hyperion's torp pod i guess?
posted on August 9th, 2012, 3:47 am
In this case I believe Crisis is right. Unless the weapon you are using is actually a cannon or something, it is probably a replaceweapon, which means it is supposed to replace a ship with an identical one with a non special enhanced weapon.
posted on August 16th, 2012, 10:56 pm
Ok, I've decided to just put on cannon weapons on my new ships, mostly proximity torpedo and tricobalt. Anyway I have another question this time about passive weapons/abilities. If I put more than one of the same passive say optimized shields, will it double the effect. Or if I put two 'passive_additionalantimatter container' in an odf does that double as well. One additional antimatter container increases speical energy by 300 will two of them add 600?
posted on August 16th, 2012, 11:17 pm
The effects of passives are in the stats of ship and weapon odfs, the passive odfs are only there to make the icon show up on the ingame interface with a tooltip. Adding a second Antimatter container passive would mean you'd need to change the max special energy manually.
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