Planet Wepon Mod? -1 reply

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borg121

I am a modder in need of help

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27th December 2002

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#1 15 years ago

Would someone make a mod that gives the planets the ability to defend them-selfs? I always hate it when i have to send some ships in to protect it. i was thinking that if someone could give the planets wepons, and, like the sheilds, be researched tech. :borg: :borg: :borg:




Porty

Warrior Ant

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21st August 2002

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#2 15 years ago

Try this for something different!! :D

http://www.armada2files.com/file.info?ID=3152




borg121

I am a modder in need of help

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27th December 2002

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#3 15 years ago

but just like a ship it revolves around the planet, so it can only attack if the ship is in range. but if the planet is armed then there wouldn't be that prob.:borg: :borg: :borg: :assimilate:




Cborg

I'm too cool to Post

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4th January 2003

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#4 15 years ago

Arm the Orbital Stations with weapons to defend the planet. or download Orbital Stations that have weapons. I know that there are some of them out there.




borg121

I am a modder in need of help

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27th December 2002

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#5 15 years ago

same prob. if the ship/station in not in range then it can't attack.:assimilate:




Cborg

I'm too cool to Post

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4th January 2003

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#6 15 years ago

Increase the weapon range on the Orbital Station

// Range within which the weapon will fire. //range = 575.0f range = 600.0f




borg121

I am a modder in need of help

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27th December 2002

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#7 15 years ago

i have the demo, i can't mod. and WHAT wepon range? it doesn't have one.




Cborg

I'm too cool to Post

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4th January 2003

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#8 15 years ago

You can use the weapon odf and modify it to your desire

Example of a weapon odf

//This is the main phaser odf file

//Name of the ODF file for the ordinance for this weapon ordName = "phasero"

//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 = 1.0

// 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

//This is the main phaser ordinance file

//Programming Stuff DO NOT CHANGE classLabel = "phaser"

//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 = 24

//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 = 2

//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 = 25

//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 = 0.2

//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 = 0.1

//Amount of time the ordinance will exists without hitting something lifeSpan = 1.6

//Length of the shield hit animation. shieldDuration = 1.0

//How fast the shot moves shotSpeed = 1e6

//The sprite which is used for this ordinance Sprite = "phaser"

//Phaser specific: this modifies the color of the phaser shotColor = 227

//Phaser specific: this is the thickness of the beam Radius = 4.0

// Time to play through the animation for the sprite in seconds spriteDuration = 1.0




borg121

I am a modder in need of help

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27th December 2002

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#9 15 years ago

i have the demo so i can't do anything like that. i started this thred to see if anyone would be interested in making a weapon mod for the planets but obviusly no one is.




elvencrest

Excelsior!!!!!

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19th January 2003

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#10 15 years ago

Here's a different kind of weapon you could give a planet. Tractor Beams. The planet in question could use tractor beams to make ships crash land on the planet, there by destroying them. Or maybe you could have a gravity weapon which the planet could use to achive simmilar results (making them dangerous like black holes can be).

Just a thought............

"Live Long and Mod"




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