TMP STII-III Torpedos to add to FleetOps
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on July 2nd, 2015, 10:10 pm
I'm looking for some advice, I've been working my custom mod for Fleet Ops and I've heavily modified it. I've added several generations of star ships to the game, era by era.
In keeping with their classes and eras, I've been adjusting phasers and I have them as accurate as I can make them.
Torpedos on the otherhand are a bit tougher, because Fleet Ops doesn't have a broad selection of torpedos. So I'm trying to put in the torpedos from ST2 and 3 for my Constitution Refit and Excelsior. But the way that Torpedos are in FO, I'm finding I need to add from outside FO.
So to simplify, I want to go back to a sprite driven torpedo vs the sod driven one...just for a few ships. Anyone had any luck with adding back in A2 type torpedos?
In keeping with their classes and eras, I've been adjusting phasers and I have them as accurate as I can make them.
Torpedos on the otherhand are a bit tougher, because Fleet Ops doesn't have a broad selection of torpedos. So I'm trying to put in the torpedos from ST2 and 3 for my Constitution Refit and Excelsior. But the way that Torpedos are in FO, I'm finding I need to add from outside FO.
So to simplify, I want to go back to a sprite driven torpedo vs the sod driven one...just for a few ships. Anyone had any luck with adding back in A2 type torpedos?
posted on July 2nd, 2015, 10:46 pm
I am able to apparently create a weapon for the torpedo that does fire, but the sprite isn't visible but yet it does impact on the hull/shields of the target...so I guess I just need to make traditional sprite animation work. All the correct parameters are there in the fleepops.spr, but it seems to ignore them.
posted on July 6th, 2015, 10:17 pm
Hmm, I haven't had any trouble myself.
Line for standard (TMP Era) photon torpedoes in weapons.spr
Sprite file (jpg conversion, normally a 24bit tga)
Line for standard (TMP Era) photon torpedoes in weapons.spr
- Code: Select all
sphoton wphotont 0 0 32 32 @anim=tex4x4
Sprite file (jpg conversion, normally a 24bit tga)
posted on July 6th, 2015, 10:36 pm
Thats the one! I've got the sprite and it's in the spr, but I need the weapon odf and ordinance to go with it, the new weapon uses a different model. I'll probably have to dig out an old install of STA2.
posted on July 6th, 2015, 11:41 pm
Obviously you'll need to edit it but
fphoton.odf
fphotono.odf
fphoton.odf
- Code: Select all
//Name of the ODF file for the ordinance for this weapon
ordName = "fphotono"
//Display name for this weapon
wpnName = "Photon Torpedo Tube"
//tooltips
tooltip = "Photon Torpedo Tube"
verboseTooltip = "The standard Secondary Weapon of the Federation and the Klingon Empire"
//Time Delay between shots
shotDelay = 6.0f
// Range within which the weapon will fire.
range = 300.0f
//Sound which is played when the weapon fires
fireSound = "ptorp.wav"
//Programming Stuff DO NOT CHANGE
classLabel = "launcher"
// Restrict the Fire Arc
restrictFireArc = 1
// Use this fire arc restriction
fireArc = 1.0
// Percent chance of hitting the target.
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage)
hitChance = 1.0
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is in warp
warpToHitModifier = -0.20
// 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 attacker has been effected
//by gravity mines
slowToHitModifier = 0.100
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is in warp
toHitWarpModifier = -0.500
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped
toHitStopModifier = 0.150
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is effected by
//gravity mines
toHitSlowModifier = 0.10
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is full impulse
impulseToHitModifier = 0.100
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is full impulse
toHitImpulseModifier = -0.600
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped
toHitStopModifier = 0.150
showRange = 1
fphotono.odf
- Code: Select all
//This is the main photon ordinance file
//Programming Stuff DO NOT CHANGE
classLabel = "photontorpedo"
//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 0
//The base amount of damage which the ordinance does with each hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageBase = 32
//The amount of variance applied to the damage (i.e. 10 + or - 2)
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageVariance = 5
//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageThreshold = 12
//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
shieldCrewModifier = 0.02
//The multiplier by which any damage which is applied to the hull is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
hullCrewModifier = 0.01
//Amount of time the ordinance will exists without hitting something
lifeSpan = 15.0
//How fast the shot moves
shotSpeed = 300.0
// This affects the turning radius/rate somewhat unknown.
omegaTurn = 0.005
//The amount of time that the missile obeys the limitations of omegaTurn
//After that, it heads straight for the target
seekTime = 0.0
//The sprite which is used for this ordinance
Sprite = "sphoton"
// Time to play through the animation for the sprite in seconds
spriteDuration = 1.0
//this modifies the color of the ordinance (not currently working)
shotColor = 227
// Size of photon torpedo.
radius = 9.0f
lightColor = 1.0 0.2 0.2
lightFalloffStart = 50.0
lightFalloffRange = 5.0
// The sound of the ordinance hitting the Target
hitSound = "hullimpact1.wav"
posted on July 7th, 2015, 12:38 am
That was helpful, but my issue still remains however.
I hear the weapon fire and there are impacts on the hull of the enemy, but there is no sprite image displayed. They are like phantom weapons.
Also, just to clarify, this is fleetops 3.2 .7 as a base, so the old STA2 files don't work without some modification. But I took what you posted, changed the class label to the one fleetops uses "cannonimp" and set the range/damage variables to my liking in the ordinance.
Also it seems it will crash unless I use
class label = "UniTorpedo" in the ordinance.
I've verified that the fleetops.spr has the sprite I was trying to use, yet there is no animation.
### Torpedos ###
@tmaterial=additive
@reference=256
wphotontorpedo5 wtorpedo_photon5 0 0 64 64 @anim=tex4x4
I'll post both the odf and the o.odf
I hear the weapon fire and there are impacts on the hull of the enemy, but there is no sprite image displayed. They are like phantom weapons.
Also, just to clarify, this is fleetops 3.2 .7 as a base, so the old STA2 files don't work without some modification. But I took what you posted, changed the class label to the one fleetops uses "cannonimp" and set the range/damage variables to my liking in the ordinance.
Also it seems it will crash unless I use
class label = "UniTorpedo" in the ordinance.
I've verified that the fleetops.spr has the sprite I was trying to use, yet there is no animation.
### Torpedos ###
@tmaterial=additive
@reference=256
wphotontorpedo5 wtorpedo_photon5 0 0 64 64 @anim=tex4x4
I'll post both the odf and the o.odf
posted on July 7th, 2015, 12:39 am
//Name of the ODF file for the ordinance for this weapon
ordName = "fedW_photon_classIIIo"
//Display name for this weapon
wpnName = "Photon Torpedo Tube"
//tooltips
tooltip = "Photon Torpedo Tube"
verboseTooltip = "The standard Secondary Weapon of the Federation and the Klingon Empire"
//Time Delay between shots
//shotDelay = 6.0f
shotcycleresettime = 3
shotdelay0 = 0.3
shotdelay1 = 2.75
// Range within which the weapon will fire.
range = 1000.0f
//Sound which is played when the weapon fires
fireSound = "federation_torpedo_photon.wav"
//Programming Stuff DO NOT CHANGE
//classLabel = "launcher"
// Restrict the Fire Arc
restrictFireArc = 1
// Use this fire arc restriction
fireArc = 1.0
// Percent chance of hitting the target.
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage)
hitChance = 1.0
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is in warp
warpToHitModifier = -0.20
// 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 attacker has been effected
//by gravity mines
slowToHitModifier = 0.100
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is in warp
toHitWarpModifier = -0.500
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped
toHitStopModifier = 0.150
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is effected by
//gravity mines
toHitSlowModifier = 0.10
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is full impulse
impulseToHitModifier = 0.100
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is full impulse
toHitImpulseModifier = -0.600
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped
toHitStopModifier = 0.150
showRange = 1
//Photon Class III
//ordname = "fedW_torpedo_classIIIo"
//shotcycleresettime = 3
//shotdelay0 = 0.3
//shotdelay1 = 2.75
//hardpointshift = 1
//restrictfirearc = 1
//firearc = 1.61
//wpnname = "Photon Torpedo Launcher"
//tooltip = "Photon Torpedo Launcher"
//firesound = "federation_torpedo_photon.wav"
//special = 0
//hitchance = .9
//impulsetohitmodifier = 0
//stoptohitmodifier = 0
//tohitimpulsemodifier = 0
//tohitstopmodifier = 0
classlabel = "cannonimp"
//needtarget = 1
//speakonattack = 0
//attackspeech = 0
//range = 650
ordName = "fedW_photon_classIIIo"
//Display name for this weapon
wpnName = "Photon Torpedo Tube"
//tooltips
tooltip = "Photon Torpedo Tube"
verboseTooltip = "The standard Secondary Weapon of the Federation and the Klingon Empire"
//Time Delay between shots
//shotDelay = 6.0f
shotcycleresettime = 3
shotdelay0 = 0.3
shotdelay1 = 2.75
// Range within which the weapon will fire.
range = 1000.0f
//Sound which is played when the weapon fires
fireSound = "federation_torpedo_photon.wav"
//Programming Stuff DO NOT CHANGE
//classLabel = "launcher"
// Restrict the Fire Arc
restrictFireArc = 1
// Use this fire arc restriction
fireArc = 1.0
// Percent chance of hitting the target.
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage)
hitChance = 1.0
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is in warp
warpToHitModifier = -0.20
// 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 attacker has been effected
//by gravity mines
slowToHitModifier = 0.100
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is in warp
toHitWarpModifier = -0.500
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped
toHitStopModifier = 0.150
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is effected by
//gravity mines
toHitSlowModifier = 0.10
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is full impulse
impulseToHitModifier = 0.100
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is full impulse
toHitImpulseModifier = -0.600
// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped
toHitStopModifier = 0.150
showRange = 1
//Photon Class III
//ordname = "fedW_torpedo_classIIIo"
//shotcycleresettime = 3
//shotdelay0 = 0.3
//shotdelay1 = 2.75
//hardpointshift = 1
//restrictfirearc = 1
//firearc = 1.61
//wpnname = "Photon Torpedo Launcher"
//tooltip = "Photon Torpedo Launcher"
//firesound = "federation_torpedo_photon.wav"
//special = 0
//hitchance = .9
//impulsetohitmodifier = 0
//stoptohitmodifier = 0
//tohitimpulsemodifier = 0
//tohitstopmodifier = 0
classlabel = "cannonimp"
//needtarget = 1
//speakonattack = 0
//attackspeech = 0
//range = 650
posted on July 7th, 2015, 12:39 am
//This is the main photon ordinance file
//Programming Stuff DO NOT CHANGE
//classLabel = "cannonimp"
//classLabel = "photontorpedo"
//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 0
//The base amount of damage which the ordinance does with each hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageBase = 32
//The amount of variance applied to the damage (i.e. 10 + or - 2)
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageVariance = 5
//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageThreshold = 12
//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
shieldCrewModifier = 0.02
//The multiplier by which any damage which is applied to the hull is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
hullCrewModifier = 0.01
//Amount of time the ordinance will exists without hitting something
lifeSpan = 15.0
//How fast the shot moves
shotSpeed = 300.0
// This affects the turning radius/rate somewhat unknown.
omegaTurn = 0.005
//The amount of time that the missile obeys the limitations of omegaTurn
//After that, it heads straight for the target
seekTime = 0.0
//The sprite which is used for this ordinance
Sprite = "wtorpedo_photon5.tga"
// Time to play through the animation for the sprite in seconds
spriteDuration = 1.0
//this modifies the color of the ordinance (not currently working)
shotColor = 227
// Size of photon torpedo.
radius = 9.0f
lightColor = 1.0 0.2 0.2
lightFalloffStart = 50.0
lightFalloffRange = 5.0
// The sound of the ordinance hitting the Target
//hitSound = "hullimpact1.wav"
//Photon Class III
//damagebase = 30
//damagevariance = 0
//damagethreshold = 0
//shieldcrewmodifier = 0
//hullcrewmodifier = 0
//shotgeometry = "fedW_photon.SOD"
//ignoreshield = 0
//lifespan = 6.0
//omegaturn = 0
//shotaccel = 70.0
//seektime = 0
explosionhit = "fedW_photonH"
explosionshieldhit = "fedW_photonHS"
hitsound = "xhit_torpedo1.wav"
//shotspeed = 250.0
classlabel = "UniTorpedo"
//spriteduration = 1
//shotcolor = 227
//radius = 0
//Programming Stuff DO NOT CHANGE
//classLabel = "cannonimp"
//classLabel = "photontorpedo"
//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 0
//The base amount of damage which the ordinance does with each hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageBase = 32
//The amount of variance applied to the damage (i.e. 10 + or - 2)
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageVariance = 5
//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageThreshold = 12
//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
shieldCrewModifier = 0.02
//The multiplier by which any damage which is applied to the hull is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
hullCrewModifier = 0.01
//Amount of time the ordinance will exists without hitting something
lifeSpan = 15.0
//How fast the shot moves
shotSpeed = 300.0
// This affects the turning radius/rate somewhat unknown.
omegaTurn = 0.005
//The amount of time that the missile obeys the limitations of omegaTurn
//After that, it heads straight for the target
seekTime = 0.0
//The sprite which is used for this ordinance
Sprite = "wtorpedo_photon5.tga"
// Time to play through the animation for the sprite in seconds
spriteDuration = 1.0
//this modifies the color of the ordinance (not currently working)
shotColor = 227
// Size of photon torpedo.
radius = 9.0f
lightColor = 1.0 0.2 0.2
lightFalloffStart = 50.0
lightFalloffRange = 5.0
// The sound of the ordinance hitting the Target
//hitSound = "hullimpact1.wav"
//Photon Class III
//damagebase = 30
//damagevariance = 0
//damagethreshold = 0
//shieldcrewmodifier = 0
//hullcrewmodifier = 0
//shotgeometry = "fedW_photon.SOD"
//ignoreshield = 0
//lifespan = 6.0
//omegaturn = 0
//shotaccel = 70.0
//seektime = 0
explosionhit = "fedW_photonH"
explosionshieldhit = "fedW_photonHS"
hitsound = "xhit_torpedo1.wav"
//shotspeed = 250.0
classlabel = "UniTorpedo"
//spriteduration = 1
//shotcolor = 227
//radius = 0
posted on July 7th, 2015, 7:12 pm
Right hmm. First thing, it's a bit odd that classlabels are commented out (the //) but if it works it works. However, I think the source of your problem with the transparent weapon is this.
Thats incorrect formatting.
Should reference the first entry in the sprite file. Notice how my sprite file says
The first entry "sphoton" is the name of the sprite. That defines how other files reference it. The second name "wphotont" is the name of the tga file, minus the extension. The numbers are the offsets for the file (basically, the way the animation works is to split the file into frames, in this case frames of 32 x 32 pixels starting at 0 X and 0 Y coordinates)
Anyway, not important here. What is important is that you need to define the weapon sprite with the first name. So, for example.
Notice no extension, and it's sphoton, not wphotont.
So, for your weapon you want
- Code: Select all
//The sprite which is used for this ordinance
Sprite = "wtorpedo_photon5.tga"
Thats incorrect formatting.
Should reference the first entry in the sprite file. Notice how my sprite file says
- Code: Select all
sphoton wphotont 0 0 32 32 @anim=tex4x4
The first entry "sphoton" is the name of the sprite. That defines how other files reference it. The second name "wphotont" is the name of the tga file, minus the extension. The numbers are the offsets for the file (basically, the way the animation works is to split the file into frames, in this case frames of 32 x 32 pixels starting at 0 X and 0 Y coordinates)
Anyway, not important here. What is important is that you need to define the weapon sprite with the first name. So, for example.
- Code: Select all
//The sprite which is used for this ordinance
Sprite = "sphoton"
Notice no extension, and it's sphoton, not wphotont.
So, for your weapon you want
- Code: Select all
//The sprite which is used for this ordinance
Sprite = "wphotontorpedo5"
posted on July 8th, 2015, 3:48 pm
FINALLY!
I'm sorry to have been so difficult with this issue, but the comment outs for the class labels were various steps I tried, it was my running work file that I posted, but if you look at the very bottom, the FO class label was in there as I couldn't get it to work with anything but that one.
But I did get it working with that last bit of help there, thank you! The file and code you gave me initially was for STAII, obviously, I was just having a difficult time nailing down where and what it needs to be in FO as there isn't a weapons.spr, it's all crammed into the fleetops.spr. But I finally tracked it down when you made that modification to the spr reference, usually I'll reference and name the spr the same but FO has different reference names than the actual tga.
It also turns out that FO apparently still has the old torpedoes in there, but they abandoned them for a sod based weapon. Which is cool for everything except my Constitution Refit...just didn't look right with anything but the TMP torpedo!
Again, Thank you! Back when FleetOps was in 2.0 I had a mod that I worked extensively on, I love the interface and the game play, but I still wanted alot of the standard code...when 3.x came out I just about abandoned it because so much changed...sadly to say though I don't get much time to mod and forget a lot of the nuances of it. Just needed a jar to the head!
I'm sorry to have been so difficult with this issue, but the comment outs for the class labels were various steps I tried, it was my running work file that I posted, but if you look at the very bottom, the FO class label was in there as I couldn't get it to work with anything but that one.
But I did get it working with that last bit of help there, thank you! The file and code you gave me initially was for STAII, obviously, I was just having a difficult time nailing down where and what it needs to be in FO as there isn't a weapons.spr, it's all crammed into the fleetops.spr. But I finally tracked it down when you made that modification to the spr reference, usually I'll reference and name the spr the same but FO has different reference names than the actual tga.
It also turns out that FO apparently still has the old torpedoes in there, but they abandoned them for a sod based weapon. Which is cool for everything except my Constitution Refit...just didn't look right with anything but the TMP torpedo!
Again, Thank you! Back when FleetOps was in 2.0 I had a mod that I worked extensively on, I love the interface and the game play, but I still wanted alot of the standard code...when 3.x came out I just about abandoned it because so much changed...sadly to say though I don't get much time to mod and forget a lot of the nuances of it. Just needed a jar to the head!
Who is online
Users browsing this forum: No registered users and 11 guests