OK. Most of you know that in Armada one you cant actually have fighters that come out and fire any weapons. I really want some realistic looking fighters so I messed around with ODFs and finally I have something. Basically I the fighter collides with the eney like a missle and causes damage but it looks cool. First I took a fresh Klingon commando team odf. (gkcteam.odf) //Name of the ODF file for the ordinance for this weapon ordName = "kcteam"([COLOR=red]Change this to fightero[/COLOR]) //Display name for this weapon wpnName = "Commando Team" tooltip = "Commando Team (^F^3) - SuQ'jagh" verboseTooltip = "Launches an assault craft filled with Klingon Warriors, who board an enemy target and attack its crew." //Location of the button in the speed panel buttonSlot = 3 // Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 10 //Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. buttonBorder = 1 // Special special = 1([COLOR=red]change this to 0[/COLOR]) //Time Delay between shots shotDelay = 5.0f // Range within which the weapon will fire. range = 400.0f //Sound which is played when the weapon fires fireSound = "swkcommf.wav" //Programming Stuff DO NOT CHANGE classLabel = "launcher" // Chance to hit. hitChance = 1.0f // need a target? needTarget = 1([COLOR=red]and change that to zero[/COLOR]) Now get a fresh Antimatter mine ordinance odf(amine.odf) //Programming Stuff DO NOT CHANGE classLabel = "antimine" // Radius of chain detectRadius = 250.0f //The number of units which are subtracted from the Special Energy Reserve specialEnergyCost = 500([COLOR=red]cahnge this to 0 if you want it to be a normal weapon[/COLOR]) //The base amount of damage which the ordinance does with each hit damageBase = 25([COLOR=red]change this if you want to[/COLOR]) //The amount of variance applied to the damage (i.e. 10 + or - 2) damageVariance = 3 //The threshold which must be exceeded to cause crew casualties prior //to shield exhaustion 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 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 hullCrewModifier = 0.1 //Amount of time the ordinance will exists without hitting something lifeSpan = 30.0 //How fast the shot moves shotSpeed = 45.0([COLOR=red]I would change this to 110.0 so your fighter will move[/COLOR]) // This affects the turning radius/rate somewhat unknown. omegaTurn = 2.5 // The rate at which this Torpedo accelerates. shotAccel = 130.0 //The sprite which is used for this ordinance Sprite = "wphoton" // Weapon geometry file name shotGeometry = "wantmine.sod"([COLOR=red]And change this to the sod you want your fighter to be i used rfight.sod which is a model i made myself[/COLOR].) // 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 = 4.0f
Now then. The real trick to make the fighter launch realistic is with a little hardpoint rotation. I used the storm tool for A1. When you have selected a hardpoint on your model that you want to launch a fighter rotate it so that the yellow axis points in the direction you want the fighter to launch. Now if all is well when your ship launches its fighters thay will fire out like a real fighter, chase down the enemy and ram it. I dont know if anyone else has done this but i thought it was cool so i just had to share. :)
Gotta say, great work. A novel approach. I no longer have A1 so I don't know about moding it, but sounds like you did it. Cheers
Thanky, The only race in my mod with out a carrier is the borg but I think massive cubes should suffice. lol.