cloaking problems -1 reply

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#1 11 years ago

ok iv been going through the odf files and i noticed in the romulan shipyard there is a reference to a cloak but i cant get it to work (ie the button is there but it wont turn on) any ideas what im doing wrong (so far iv checked that the hardpoint its on is there and that it has a supply of special energy) anyways here is the contents of the file in case that helps

#include "station.odf" //********************************************************************** //MAIN DESIGN PARAMETERS //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Shipyard" //tooltips tooltip = "ROM_YARD" verboseTooltip = "ROM_YARD_V" //Race which can build ship & starting race of ship race = "romulan" //Amount of time required to build ship buildTime = 25.0 //Number of officers required to build this ship officerCost = 5 //Number of crew required to build ship & Starting crew crewCost = 500 //Dilithium Cost to build dilithiumCost = 100 //Metal cost to build metalCost = 500 //Max Shield Strength & Begining Shield Strength <1000 maxHealth = 2000 //Rate at which shield recharges (points per second... we think) shieldRate = 1.66 //Maximum Value of Special Energy maxSpecialEnergy = 1000 //Rate at which special energy recharges (points per second... we think) specialEnergyRate = 1000 //Possible Craft Names possibleCraftNames = "T'sau Prime" "Gaius Prime" "Hasdrabar Prime" "Cassius Prime"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Cloaking Device weapon1 = "gpscloak" weaponHardpoints1 = "hp100" // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16" "hp17" "hp19" "hp20" "hp21" lifeSupportTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16" "hp17" "hp19" "hp20" "hp21" weaponsTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16" "hp17" "hp19" "hp20" "hp21" shieldGeneratorTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16" "hp17" "hp19" "hp20" "hp21" sensorsTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16" "hp17" "hp19" "hp20" "hp21" hullTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16" "hp17" "hp19" "hp20" "hp21" criticalTargetHardpoints = "hp10" "hp11" "hp13" "hp14" "hp15" "hp16" "hp17" "hp19" "hp20" "hp21" //**********************************************************************

//********************************************************************** //Construction Parameters buildItem0 = "rscout" buildItem1 = "rdestroy" buildItem2 = "rcolony" buildItem3 = "rcruise1" buildItem4 = "rcruise3" buildItem5 = "rassault" buildItem6 = "rcruise2" //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 = 1.00f

//**********************************************************************

//********************************************************************** //MESSAGE & SOUND PARAMETERS //********************************************************************** eventSelect = "ShipyardSelect" eventAcknowledge = "ShipyardAcknowledge" eventDecommission = "ShipyardDecommission"

//********************************************************************** //PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS //Runtime class label for instantiation of object. classLabel = "shipyard" //********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "shipyard" hotkeyLabel = "HOTKEY_F2" //************************************************************ // Brian additions for context sensitive menus builder_ship = 1 transporter = 1 SHOW_MOVEMENT_AUTONOMY = 1 SHOW_SW_AUTONOMY = 1 // make it bigger ScaleSOD = 1.4




delta_dids

What Lies Beyond...

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9th December 2006

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#2 11 years ago

Either the hardpoint in the cloak isnt applied, although that has never been an issue for me, or you need to add combat = 1 to the bottom of the file so that it can use weapons




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#3 11 years ago

yay managed to get it to work was 2 things both related to weapons 1. had to add combat = 1 to the bottom of the file 2. had to add hitpoints to the weaponsystems




Chiletrek

Warriors from Fluidic Space

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8th August 2004

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#4 11 years ago

Hello: That's awesome Darkphoenix, it is cool to see you could solve your problem and welcome to the site :D . Your new mod can open new possibilities in mods, because you can have hidden extra yards and be prepared to counter-attack in grim situations or to attack the enemy at any time :stallard: In a note, you can make something similar to other yards, I myself added a beam weapon to the Borg yards, that way it is more challenging .




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#5 11 years ago

well since getting the romulan buildings to cloak iv started to add weapons to the klingon buildings cause as far as im conserned the klingons wouldnt build anything that they cant shove a couple of guns on =p