Basic Modding Questions
Talk about anything related to old versions of Armada.
posted on June 13th, 2010, 10:05 pm
thats the larger raider, that somehow carried all of chakotay's men.
the majority of maquis ships were small runabout sized ships, crews less than 10. most people accept that they are called peregrine class, even though they were never directly called that. kira mentioned peregrine class couriers as maquis ships that were never seen on screen.
in the dominion war the federation used these as fighters.
in fo the avalon launches them.
the majority of maquis ships were small runabout sized ships, crews less than 10. most people accept that they are called peregrine class, even though they were never directly called that. kira mentioned peregrine class couriers as maquis ships that were never seen on screen.
in the dominion war the federation used these as fighters.
in fo the avalon launches them.
posted on June 13th, 2010, 10:11 pm
Adding the Maquis would also mean the Bajoran raider would need to be added, since they made good use of them too. Desperation, at it's finest.
posted on June 13th, 2010, 10:13 pm
bajoran ships lol, just about enough to handle a detector i would say, ie weak.
posted on June 13th, 2010, 10:28 pm
The Fleetops mod is irrelevant
I want the Maquis to be playable just like any other race. And I am aware that most of them are small ships. But they seem to be able to pack a punch in numbers.
I want the Maquis to be playable just like any other race. And I am aware that most of them are small ships. But they seem to be able to pack a punch in numbers.
posted on June 13th, 2010, 10:31 pm
Ok. You get the fleet of 'lightly-armed shuttles' and Sub-Impulse ships, and we'll get a fleet of Battleships, Cruisers and Starbases. Sounds like a fun game (for everyone who isn't you).
For them to be like 'any other race', they'd have to actually be a race.
For them to be like 'any other race', they'd have to actually be a race.
posted on June 13th, 2010, 11:19 pm
well if you wanted to go to alot of trouble, you could always try and convert the maquis race from future wars.
posted on June 14th, 2010, 9:21 pm
Does anyone know how to get a phaser to fire at multiple targets?
posted on June 15th, 2010, 3:20 am
Adm. Zaxxon wrote:Is the weapon a cannonimp weapon? And I believe it needs the line basetargets = XX instead. I don't remember what maxTargets is for.
^^ heres an example
- Code: Select all
classlabel = "cannonimp"
wpnname = "Energy Phaser Cannon"
tooltip = "Energy Phaser Cannon"
verbosetooltip = "AUTOTOOLTIP-borW_sphere_BBBH1.odf"
ordname = "borW_sphere_BBBH1o"
shotdelay0 = 2.1
firesound = "borg_phaser2.wav"
useprimarytarget = 1
targetloop = 1
basetargets = 2
hitchance = 1
impulsetohitmodifier = 0
stoptohitmodifier = 0
tohitimpulsemodifier = 0
tohitstopmodifier = 0
range = 600
This borg phaser can have 2 targets.
posted on June 15th, 2010, 6:59 pm
That code didn't work. Here's what's in the file.
bmphas_batle.odf (slightly modified "bmphas.odf")
phaser.odf (unmodified)
bmphas_batle.odf (slightly modified "bmphas.odf")
- Code: Select all
#include "phaser.odf"
//Name of the ODF file for the ordinance for this weapon
ordName = "bmphaso_battle"
//Display name for this weapon
wpnName = "Phaser"
//Time Delay between shots
shotDelay = 1.0f
//Sound which is played when the weapon fires
fireSound = "phbwea.wav"
usePrimaryTarget = 1
targetLoop = 1
baseTargets = 2
phaser.odf (unmodified)
- Code: Select all
//This is the main phaser odf file
//Display name for this weapon
wpnName = "Phaser"
//Time Delay between shots
shotDelay = 2.0f
// Range within which the weapon will fire.
//range = 575.0f
range = 600.0f
//Sound which is played when the weapon fires
fireSound = "phfwea.wav"
//Programming Stuff DO NOT CHANGE
classLabel = "cannon"
// Percent chance of hitting the target.
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage)
hitChance = 0.75
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is full impulse
impulseToHitModifier = -0.25
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not attacker is stopped
stopToHitModifier = -0.0
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is full impulse
toHitImpulseModifier = 0.00
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped
toHitStopModifier = 0.25
posted on June 15th, 2010, 8:55 pm
If this is for stock that code wont work anyways.....And Im not sure but does pp1.25 include cannonimp?
Anyways in ur sample phaser.odf you have the classlabel set to "cannon" and it should be set to either "cannonimp" or "areacannon" if you want multitargeting phasers.
Anyways in ur sample phaser.odf you have the classlabel set to "cannon" and it should be set to either "cannonimp" or "areacannon" if you want multitargeting phasers.
posted on June 15th, 2010, 10:12 pm
The "cannonimp," as far as I can tell, is not in Patch Project. The "areacannon" worked though.
posted on June 15th, 2010, 11:27 pm
cannonimp is in the project, but it is very limited.
i completely forgot about the areacannon lable
i completely forgot about the areacannon lable
posted on June 17th, 2010, 12:18 am
I want to allow only one unit of a particular station to be built for my mod pack. How would I enforce that limit? I think it's either "maxUnits" or "maximumUnits" but I'm not sure.
posted on June 17th, 2010, 1:39 am
Hmm, I"m not sure personally I would just try both , is this in the patch project?
posted on June 17th, 2010, 1:43 am
Last edited by Tyler on June 17th, 2010, 1:44 am, edited 1 time in total.
The Patch Project uses 'maxBuildableNumber = X' to limit units to specific numbers. Destroying the unit will open a slot up.
You'll need a tooltip for it to display properly, though.
You'll need a tooltip for it to display properly, though.
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