Borg Station help -1 reply

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I didn't make it!

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#1 7 years ago

Hi, I dont know if its possible but I have been trying to make a borg station to move. Iv edited the bomega (so i wouldnt damage others). anyway here is my file. I have tryed adding parts of other mods to see if it would help. I get all the buttons, cant build anything and cant move. Please help. #include "station.odf" //********************************************************************** //MAIN DESIGN PARAMETERS //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Omega Defence Station" tooltip = "BORG_OMEGA" verboseTooltip = "BORG_OMEGA_V" //Race which can build ship & starting race of ship race = "borg" //Amount of time required to build ship buildTime = 30.0 //Number of officers required to build this ship officerCost = 20 //Number of crew required to build ship & Starting crew crewCost = 2000 //Attack Power attackPower = 0.5f //Interinsic Value intrinsicValue = 2.00f //Hit Percent enginesHitPercent = 0.0f lifeSupportHitPercent = 10.5f weaponsHitPercent = 10.0f shieldGeneratorHitPercent = 13.0f sensorsHitPercent = 13.0f crewHitPercent = 13.5f hullHitPercent = 40.0f //Dilithium Cost to build dilithiumCost = 800 //Metal cost to build metalCost = 800 //Max Shield Strength & Begining Shield Strength <1000 maxHealth = 4000 //Rate at which shield recharges (points per second... we think) shieldRate = 10 //Shield absorbs all damage until it's gone shieldProtection = 1.0 //Maximum Value of Special Energy maxSpecialEnergy = 3000 //Rate at which special energy recharges (points per second... we think) specialEnergyRate = 120 // max number of assimilated weapons maxExtraWeapons = 20 //Possible Craft Names possibleCraftNames = "Omega Defence Station" //********************************************************************** //Construction Parameters buildItem0 = "bconst" buildItem1 = "bfreight" //Hardpoint location for building. buildHardpoint = "build" //********************************************************************** //********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft. //The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.75f //********************************************************************** //ART PARAMETERS & WEAPON NAMES //Warp Core Overload weapon1 = "gwcover" weaponHardpoints2 = "hp01" //Corbimite Refractor weapon2 = "hcorbom" weaponHardpoints2 = "hp02" "hp03" "hp04" // Shield Remodulation weapon3 = "hremod" weaponHardpoints3 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" // Uitritium Burst weapon4 = "hutribm" weaponHardpoints4 = "hp01" "hp02" "hp03" "hp03" "hp04" "hp05" // Detect Cloak 3 weapon5 = "gdetectb" weaponHardpoints5 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" // Pulse Phaser weapon6 = "bbpulse" weaponHardpoints6 = "hp01" "hp02" // Pulse Phaser weapon7 = "bbpulse" weaponHardpoints7 = "hp03" "hp04" // Pulse Phaser weapon8 = "bbpulse" weaponHardpoints8 = "hp05" "hp06" // Photon Torpedo weapon9 = "fdphot" weaponHardpoints9 = "hp01" "hp02" "hp09" "hp10" // Photon Torpedo weapon9 = "fdphot" weaponHardpoints9 = "hp01" "hp02" "hp09" "hp10" // Technology Assimilation Beam weapon10 = "gTechAssimBeam" weaponHardpoints10 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" //Auto Assimilating Bore weapon11 = "gborgbor" weaponHardpoints11 = "hp04" "hp05" // Towing Beam weapon12 = "gtracbm" weaponHardpoints13 = "hp01" "hp02" "hp03" "hp04" "hp05" // Repair Beam weapon13 = "gRepairBeam" weaponHardpoints13 = "hp01" "hp02" "hp03" //Transwarp Drive weapon14 = "gtwarpd" weaponHardpoints14 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp09" "hp10" lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp09" "hp10" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp09" "hp10" shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp09" "hp10" sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp09" "hp10" hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp09" "hp10" criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp09" "hp10" buildHardpoint = "hp10" //********************************************************************** //********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f //The multiplier for the delay between shots for weapons while in red status weaponRed = 2.5f //********************************************************************** //********************************************************************** //SYSTEM HITPOINTS // Hitpoints shieldGeneratorHitPoints = 1000 enginesHitPoints = 1000 weaponsHitPoints = 1000 lifeSupportHitPoints = 1000 sensorsHitPoints = 1000 enginesHitPercent = 0.0f lifeSupportHitPercent = 10.5f weaponsHitPercent = 10.0f shieldGeneratorHitPercent = 13.0f sensorsHitPercent = 13.0f crewHitPercent = 13.5f hullHitPercent = 40.0f //********************************************************************** //********************************************************************** //MESSAGE & SOUND PARAMETERS //********************************************************************** eventSelect = "AdvResearchStationSelect" eventAcknowledge = "AdvResearchStationAcknowledge" eventAttack = "StarbaseAttack" eventDecommission = "AdvResearchStationDecommission" //********************************************************************** //PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS //Runtime class label for instantiation of object. classLabel = "sensor" //********************************************************************** // Begin misc properties recyclesInPlace = 1 animation = 2 maximumCrew = 1500 maxCrewGain = 3000 officerGain = 0 maximumUpgrades = 6 shieldProtection = 1.0 latinumTransferRate = 15.0 weaponYellow = 1.5f weaponRed = 2.5f classLabel = "starbase" hotkeyLabel = "HOTKEY_F1" alert = 1 combat = 1 builder_ship = 1 transporter = 1 SHOW_MOVEMENT_AUTONOMY = 1 SHOW_SW_AUTONOMY = 1 ScaleSOD = 2.0 shieldDelay = 3.0f rangeScan = 800000.0f damagedScan = 100000.0f footprintBuffer = 100.0f repairYellow = 2.0f repairRed = 4.0f enginesRepairTime = 1.0f lifeSupportRepairTime = 0.1f weaponsRepairTime = 2.0f shieldGeneratorRepairTime = 2.0f sensorsRepairTime = 3.0f enginesCrewLoss = 0.0f lifeSupportCrewLoss = 10.0f weaponsCrewLoss = 5.0f shieldGeneratorCrewLoss = 15.0f sensorsCrewLoss = 5.0f lifeSupportLoss = 5.0f is_starbase = 0 avoidanceClass = 1000 weldingRadius = 1.0 aiName = "StarbaseProcess" fireball = "xfirebal" facility = 0 has_crew = 1 has_hitpoints = 1 ship = 1 can_sandd = 1 can_explore = 1 alwaysRecomputeRallyPoint = 1 can_move = 1 can_warp = 1




Dominus_Noctis

GF makes me horny

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2nd October 2010

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#2 7 years ago

Wrong classlabel to build. Must be a producer class/subclass to build stuff: GameObject - The Hitchhiker's Guide to Fleet Operations

No physics files/physicsfile entry so can't move. :)