Burst fire in stock A2 & Biomatter trading
Talk about anything related to old versions of Armada.
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posted on March 31st, 2011, 4:44 pm
2 Questions:
1.
In fleet ops, the odf files use this to simulate a burst of fire for torpedoes:
shotdelay0 = 0.2
shotdelay1 = 0.2
shotdelay2 = 0.2
shotdelay3 = 1.5
I don't know for sure, but I'm assuming that you can use this for disruptors as well.
Is is possible to use this in stock A2, or is there some other way to make the same effect.
2.
Is there a way to make the race that uses Biomatter in their trade menu something other than the race tht is assigned to instantActionSlot = 5? Right now, whatever race has that slot (as defined in their race odf file) is stuck with only being able to trade biomatter, even if they don't use biomatter. Can it be changed to another race slot, like 7?
1.
In fleet ops, the odf files use this to simulate a burst of fire for torpedoes:
shotdelay0 = 0.2
shotdelay1 = 0.2
shotdelay2 = 0.2
shotdelay3 = 1.5
I don't know for sure, but I'm assuming that you can use this for disruptors as well.
Is is possible to use this in stock A2, or is there some other way to make the same effect.
2.
Is there a way to make the race that uses Biomatter in their trade menu something other than the race tht is assigned to instantActionSlot = 5? Right now, whatever race has that slot (as defined in their race odf file) is stuck with only being able to trade biomatter, even if they don't use biomatter. Can it be changed to another race slot, like 7?
posted on March 31st, 2011, 4:48 pm
I don't know if the FO code works, but stock has some that has a similar effect in the base pulse file. It worked for me, though it fires the normal way after the opening volley and needs to be out of battle for the volley to fire again.
//save up our fire
saveFire = 1
//max number of shots we can save
maxShots = 3
posted on March 31st, 2011, 5:21 pm
The FO code won't work in stock. but another way to do it is to have several weapons with the same fire rate, but give the projectiles different movement speeds. You don't need much difference, about 10 higher or lower works fine. The torps or pulses spread out early enough that you don't notice they're firing simultaneously unless you're looking for it. I don't know a solution for beam weapons though. There's actually a lot you can do with neglected lines like hit chance and shot speed.
Tyler's suggestion also works, but only for one volley (like he said) and requires that the weapon be a cannon type. It does work for beam weapons though.
As for biomatter, I've got no idea. I never messed around much with resources.
Tyler's suggestion also works, but only for one volley (like he said) and requires that the weapon be a cannon type. It does work for beam weapons though.
As for biomatter, I've got no idea. I never messed around much with resources.
posted on March 31st, 2011, 5:33 pm
This page about the cannon classlabel should help if you have additional questions
If nobody else gets to it before I do, I'll look up #2 when I get home today
If nobody else gets to it before I do, I'll look up #2 when I get home today
posted on March 31st, 2011, 5:46 pm
Last edited by Anonymous on March 31st, 2011, 5:47 pm, edited 1 time in total.
I've been working on something similar.
The volley shots don't always seem to work even if the ship has been out of combat for a while. But the rest of the ODF commands work fine. Just not the volley commands.
For number 2, I believe it's possible, but I don't know how.
The volley shots don't always seem to work even if the ship has been out of combat for a while. But the rest of the ODF commands work fine. Just not the volley commands.
For number 2, I believe it's possible, but I don't know how.
posted on March 31st, 2011, 8:21 pm
Last edited by Dominus_Noctis on March 31st, 2011, 8:25 pm, edited 1 time in total.
Looking through the A2 files I'm not sure how, however (and I am not sure if these commands will work) but in FO you can set trade functions up via the faction.odf
They probably aren't stock codes though.... sooo
cantrade = 1;
allowgivedilithium = 1
allowgivelatinum = 1
allowgivemetal = 0
allowgivebiomatter = 1
allowgivecrew = 0
They probably aren't stock codes though.... sooo
posted on March 31st, 2011, 10:07 pm
Those are stock codes.
posted on March 31st, 2011, 10:31 pm
Last edited by VonFrank on March 31st, 2011, 10:36 pm, edited 1 time in total.
For the burst fire problem:
how do you determine the delay between shots for each shot in the burst with the savefire, maxShots and minimumShotInterval commands?
For the trading problem:
Those codes did not work unfortunately.
I added this to my Breen.odf file which is the race at slot 5....
....but Biomatter is still the only resource that shows up on the trade list for the Breen
how do you determine the delay between shots for each shot in the burst with the savefire, maxShots and minimumShotInterval commands?
For the trading problem:
Those codes did not work unfortunately.
I added this to my Breen.odf file which is the race at slot 5....
- Code: Select all
cantrade = 1;
allowgivedilithium = 1
allowgivelatinum = 1
allowgivemetal = 1
allowgivebiomatter = 0
allowgivecrew = 1
....but Biomatter is still the only resource that shows up on the trade list for the Breen
posted on April 1st, 2011, 12:22 am
You would use shotdelay All the commands applicable to a weapon classlabel are listed there . Just scroll through the page and find the ones you want to use
I haven't tested those commands in Stock Armada II (and they aren't in any of the existing - albeit incomplete - modding guides for Stock), so it was a long shot . I'd send a PM to an experienced Stock Armada II modder - perhaps Tyler or The Undying Nephalim. I know that Blade/Apoclaydon doesn't know unfortunately.
I haven't tested those commands in Stock Armada II (and they aren't in any of the existing - albeit incomplete - modding guides for Stock), so it was a long shot . I'd send a PM to an experienced Stock Armada II modder - perhaps Tyler or The Undying Nephalim. I know that Blade/Apoclaydon doesn't know unfortunately.
posted on April 7th, 2011, 10:35 pm
Tyler wrote:I don't know if the FO code works, but stock has some that has a similar effect in the base pulse file. It worked for me, though it fires the normal way after the opening volley and needs to be out of battle for the volley to fire again.
If I remember rite you can just set it so the delay between bursts is longer than it takes to regen the max shots stat again. Do that, it fires in bursts.
Thats similar to how I had a few personal mods setup from what I re call anyway.
posted on April 7th, 2011, 10:38 pm
VonFrank wrote:2 Questions:
1.
In fleet ops, the odf files use this to simulate a burst of fire for torpedoes:
shotdelay0 = 0.2
shotdelay1 = 0.2
shotdelay2 = 0.2
shotdelay3 = 1.5
I don't know for sure, but I'm assuming that you can use this for disruptors as well.
Is is possible to use this in stock A2, or is there some other way to make the same effect.
If you use the Patch 1.2.5, i believe you can with the cannonimp classlabel, however I do not believe it is possible to do a burst fire in stock.(1.0-1.1) You can, use the canonimp label for every type of weapon though. Phaser pulse and photon.
posted on April 7th, 2011, 10:44 pm
Cannonimp was not added to 1.2.5 to my knowledge unfortunately.
Burst fire is possible to do in Stock A2, but it will not be possible to do it after opening combat with separate shots (this is how the saveFire command works).
Burst fire is possible to do in Stock A2, but it will not be possible to do it after opening combat with separate shots (this is how the saveFire command works).
posted on April 7th, 2011, 10:52 pm
Dominus_Noctis wrote:Cannonimp was not added to 1.2.5 to my knowledge unfortunately.
Burst fire is possible to do in Stock A2, but it will not be possible to do it after opening combat with separate shots (this is how the saveFire command works).
No, it is possible.
I forget exactly how I managed it, and I dont have the code anymore, but I set the weapons refire to be a tad slow, enough that each time it fired it did a burst.
posted on April 7th, 2011, 10:54 pm
Canonimp is in there. i know because origionally, stuff like the a2 fighter project used the canonimp to fire a replaceweapon. I think... I am pretty sure it's in there anyway. That was one of the first weapon lines I messed with.
posted on April 7th, 2011, 10:59 pm
Now I'm almost tempted to dig thru my install of ghosts comp mod and see if I still got those modded files..........
But yeah, its 100% doable Dom, it's just a several stage process.
You set the weapon to store it's bursts up quickly, then you set the weapon to take longer between shots than it takes to regen for the next burst.
Suddenly, burst firing ships everywhere.
But yeah, its 100% doable Dom, it's just a several stage process.
You set the weapon to store it's bursts up quickly, then you set the weapon to take longer between shots than it takes to regen for the next burst.
Suddenly, burst firing ships everywhere.
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