SOD based weapons

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on June 24th, 2013, 9:08 pm
Hi all,

I have been looking for a convincing stargate drone weapon 4 some time and keep coming up blank. I remember a while back reading about SOD based weapons. Now, I have a textured mesh for a drone but am not sure how to make it a weapon.

Any advice or a similar weapon I could look at for how to do it?
posted on June 24th, 2013, 9:56 pm
Check out the UniTorpedo classlabel on the Guide. It's what the SOD based torpedoes use in FO. Use it with a Cannon or CannonImp and it should work fine.
posted on June 25th, 2013, 11:10 am
ok, got the basics of the weapon done. Got the Sod, sound, and used the odfs from the galaxy torp as a base. Problem is I cant seem to get the drone to behave more like the show. Also for some reason I cant get the drone to work correct from a angled hp (I directed a hp to face up out of the top of my ship and set a seek time to the drome ord file. The seek time works but the drone still fires direct at the target and not in the direction of the hp).

Any advice?
posted on June 25th, 2013, 12:53 pm
Are you certain that the HP is facing in the direction you want it to face? There is a trick to rotating hp's in milkshape. I'm not %100 sure how this is done, but I'm sure someone will point you in the right direction :P
posted on June 25th, 2013, 1:34 pm
I rotated it by attaching a hp to the 1 I want to rotate (but leaving it with the generic name so not to be read by the game). It has worked this way in the past.
posted on June 25th, 2013, 2:55 pm
Hi. Search this site, it's possible to find a good weapon for your battleship :

http://www.armadafleetcommand.com/afc/m ... load&cid=3

or click here for a StarGate Atlantis Drone:
http://www.gamefront.com/files/5357705/ ... ntis_Drone
posted on June 25th, 2013, 3:11 pm
I think Cannon and CannonImp don't respect hardpoint direction, but Launcher does. Try firing it out of that.
posted on June 25th, 2013, 4:47 pm
And we have a winner. The launcher class worked. Now, lastly about the shot phys..... Is there a way I can have the drone start of slow when launched and then pick up speed to its max? Also when the seek time expires and the drone heads to its target, it just does a sudden switch in direction. Can I make it have to curve more to face its target?
posted on June 25th, 2013, 4:58 pm
Try reducing shotAccel in the ordinance file to get it to speed up slower and omegaTurn to make it turn more gradually. You might also play with seekTime, but I don't think it would help much.
posted on June 25th, 2013, 7:16 pm
Cannon and cannonimp both respect hardpoint direction :) . In Fleet Ops we use cannonimp for forward firing pulse phasers for instance.

Welcome back Score :)

There is no way to have an ordnance change its speed in flight, unless you use a Mine. All other ordnance do not use shotAccel. OmegaTurn is likewise only the turn radius once the Ordnance has accelerated to its terminal velocity and SeekTime is what specifically causes the missile to switch direction; only available for some ordnance commands. I assume you'll be using a Missile ordnance, so more info can be found at the link :) .
posted on June 25th, 2013, 7:53 pm
Thanx for the welcome :) It has been a while. Just trying to catchup on whats goin on. Thought I would alter my SG mod to fit in FO. For the most part goin well.

I am using the UniTorpedo class for the drone. It now fires up out of the top of the ship for its 0.11 sec seek time but then does a sudden direction change to its target. I am wanting this angel to be more curved if at all possible?
posted on June 25th, 2013, 8:32 pm
Set seek time for longer :) It will only curve while seek time is obeyed.
posted on June 25th, 2013, 8:32 pm
I think (although I haven't done a huge amount of testing in this area) that that is controlled by the "OmegaTurn" variables.
posted on June 25th, 2013, 9:02 pm
so my hp is facing up, so as far as I can see all the seek time does is to fire the drone in the direction the hp is facing and in a straight line until the set seek time is reached. Once reached the drone then heads direct to its target.

So, if my seek time is 0.11 or 10.0 the drone still heads in a straight line till time is reached.

What I want is for the drone to head straight up for the seek time (set at 0.11) then curve to face its target. This is the trouble Im having :(
posted on June 27th, 2013, 10:35 am
Ok, new problem. I have made 4 odfs each with different shot times. Here is one of them:

ordname = "droneo"
shotcycleresettime = 5.0
shotdelay0 = 1.1
wpnname = "Drone Launcher"
tooltip = "Drone Launcher"
firesound = "Drone.wav"
special = 0
hitchance = 1
"302.odf" 0.5
"jumper.odf" 0.5
"death.odf" 0.5
"alkesh.odf" 0.6
"dart.odf" 0.5
impulsetohitmodifier = 0
stoptohitmodifier = 0
tohitimpulsemodifier = 0
tohitstopmodifier = 0
classlabel = "launcher"
needtarget = 1
speakonattack = 0
attackspeech = 0
range = 600

Problem is even though I have added all 4 weapons to the ship only the original with the 1.1 sec shot delay works. Any ideas?
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