Really quick/easy way to implement Sod-based Torpedoes
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posted on May 10th, 2009, 4:19 am
Last edited by Aerolite on May 14th, 2009, 9:09 am, edited 1 time in total.
Hey all,
Not sure if this is the right place for this, but I'll post it here any way.
I believe I've found a way to quickly and easily implement Sod-based torps: The KlingonCommandoTeam classlabel. Its possible to use this as a Sod-based torp by disabling some options like partySize, however the issue is that this weapon is hard-coded to do 0 damage when it hits. By overriding this nullification, the FO Team can easily (depending on existing hook setup) make a Sod-based torp weapon, including some interesting options that the KCT classlabel offers.
While we wait for the FO team to take a look at this, we can technically fake a Sod-based torp by using the KCT coupled with an invisible std. torp with the same lifespan, omegaTurn, etc options.
There are some other classlabels that can be used for this (unfortunately, all have their damage nullified) that have some different options, but I can't remember them now. Take a look around and post them here if you want.
@FO Team: Feasible, or not?
EDIT: It has come to my attention that the KlingonCommandoTeam classlabel may cause crashes in conjunction with a replaceWeapon. As stated in this thread, the FO Team have created a sod-based torpedo for 3.0.6, so this won't be an issue when that's released, but until then, if anyone wants to fake the effect in the way I have, you'll have to try one of the other candidate labels and see if they work.
Not sure if this is the right place for this, but I'll post it here any way.
I believe I've found a way to quickly and easily implement Sod-based torps: The KlingonCommandoTeam classlabel. Its possible to use this as a Sod-based torp by disabling some options like partySize, however the issue is that this weapon is hard-coded to do 0 damage when it hits. By overriding this nullification, the FO Team can easily (depending on existing hook setup) make a Sod-based torp weapon, including some interesting options that the KCT classlabel offers.
While we wait for the FO team to take a look at this, we can technically fake a Sod-based torp by using the KCT coupled with an invisible std. torp with the same lifespan, omegaTurn, etc options.
There are some other classlabels that can be used for this (unfortunately, all have their damage nullified) that have some different options, but I can't remember them now. Take a look around and post them here if you want.

@FO Team: Feasible, or not?
EDIT: It has come to my attention that the KlingonCommandoTeam classlabel may cause crashes in conjunction with a replaceWeapon. As stated in this thread, the FO Team have created a sod-based torpedo for 3.0.6, so this won't be an issue when that's released, but until then, if anyone wants to fake the effect in the way I have, you'll have to try one of the other candidate labels and see if they work.
posted on May 10th, 2009, 4:40 am
I don't mean this rude but English please?
posted on May 10th, 2009, 5:23 am
Well, the post is kinda directed at the FO team, but I didn't think it was hard to understand... What parts are you confused by?
posted on May 10th, 2009, 5:40 am
The torps now are sprites and the sod files are models that the ships are made from.
posted on May 10th, 2009, 1:39 pm
the current dev version does have a new ordnance type that allows usage of sod files for torpedo type weapons.
yes, using sods on torpedos are a nice thing that will allow some nice new and improved weapon effects in the future. we won't make much use of this feature in 3.0.6 though as it is relatively new development.
yes, using sods on torpedos are a nice thing that will allow some nice new and improved weapon effects in the future. we won't make much use of this feature in 3.0.6 though as it is relatively new development.
posted on May 10th, 2009, 2:18 pm
wont all these sod based torpedo's slow the game down more?
the explosions already do enough,lol
the explosions already do enough,lol
posted on May 10th, 2009, 3:43 pm
the explosions themselves to not slow the game down, but the breaking models. it's explained in another thread.
armada can handle a lot more models visible, so no problem with that.
armada can handle a lot more models visible, so no problem with that.
posted on May 10th, 2009, 3:58 pm
and thats fine then...
on the model breaking part, ive noticed its mainly with the larger more detailed borg vessels, mainly becasue you created loads fo lil cubes and other odd shapes to give them better 3'd depth and look which worked amazingly well, maybe just before the larger borg vessels blow up they could change to a sod with less detail that then explodes?
on the model breaking part, ive noticed its mainly with the larger more detailed borg vessels, mainly becasue you created loads fo lil cubes and other odd shapes to give them better 3'd depth and look which worked amazingly well, maybe just before the larger borg vessels blow up they could change to a sod with less detail that then explodes?
posted on May 10th, 2009, 4:16 pm
posted on May 11th, 2009, 5:32 am
DOCa Cola wrote:the current dev version does have a new ordnance type that allows usage of sod files for torpedo type weapons.
yes, using sods on torpedos are a nice thing that will allow some nice new and improved weapon effects in the future. we won't make much use of this feature in 3.0.6 though as it is relatively new development.
Oh really?

On a related note, with this ordinance you guys have implemented, would it be possible to have a command that allows it to hit the target a number of times before it's destroyed, sorta like a chain-pulsar but with a consistent target?? I imagine it would be as simple as not destroying the ordinance the first time it hits a target, but rather have it go through the target, do damage, then have to curve back around for another hit, etc..
Possibility?

posted on May 11th, 2009, 7:38 am
it should be possible with 3.0.7, as some more commands are planned that should make this possible, but what for? the "aerolite maneuver"? 

posted on May 11th, 2009, 8:44 am
Lol Aerolite maneuver.
Nah, the reason behind this is that I'm kinda a Stargate fanatic, and this would be the perfect implementation of the Ancient Drone-Weapons as seen on the show. If you're not familiar with these weapons, they are essentially AI-driven missiles that literally rip through the hull of a ship multiple times before finally detonating. Pretty much the most devastating space-based weapon in the Stargate universe.
I realize that your aim is far from catering to Stargate concepts, but I'm sure this could be used in other ideas... Possibly...
Well if it's planned, then excellent! Nice work guys.
Nah, the reason behind this is that I'm kinda a Stargate fanatic, and this would be the perfect implementation of the Ancient Drone-Weapons as seen on the show. If you're not familiar with these weapons, they are essentially AI-driven missiles that literally rip through the hull of a ship multiple times before finally detonating. Pretty much the most devastating space-based weapon in the Stargate universe.
I realize that your aim is far from catering to Stargate concepts, but I'm sure this could be used in other ideas... Possibly...

Well if it's planned, then excellent! Nice work guys.

posted on May 12th, 2009, 1:54 am
*spoilers possibly ahead!* I assume you're thinking of when the massive goa'uld fleet attacked earth and the ancient outpost fired tons of drones at them? the only reason you saw drones looping back was because the "drone beam" was drilling holes through the ship and massive amounts of them were flying through said holes. That caused them to turn around and "come back for another pass" if you will.
posted on May 12th, 2009, 2:02 am
They allseem to be good Ideas. I would love to see heavily race specific torpedoes., but it would really slow the game down if you had a fleet all shoot at the same time.
posted on May 12th, 2009, 2:08 am
Actually RCIX, the Ancient drone weapons can partially shield themselves from smashing into matter and thus do rip through the hulls several times before exploding 

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