Cloaking weapon? -1 reply

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AdmarilRyan

I'm not crazy... Not always

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16th May 2005

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#21 12 years ago

It may have seemed to have a nebula carried on it's back but did it have the effects of a nebula?

it may have just been a sprite of a nebula on the model.




Ragnar

Sneaking about...

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17th April 2007

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#22 12 years ago

Yea it glowed and stuff, but no it didn't have any effects. It was really just a light show for the ship itself. But if its just a sprite could you not also make a file for it? Built from scratch? Like you could jus cut and paste parts from other files into that one, so it has the effect. Yea it might take a bit of time to get right, but I'm sure a good file modder could get it right =/




Griedh

There's always one more bug

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21st April 2007

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#23 12 years ago

Tried severall things, couldnot get anything to work, a vew problems.

1.) is there a way to modifie a stock weapon that it work until you switsh it off (ore no more energie).

2.) is there a way to deaktivate things in those weapons like the thing in the nebula creator used by the behemoth which disable the engines for a short time.

if nothing of this could be done, is there a way to edit the classlabel thing e.g.

classLabel = "cloakingdevice"

Thats are my major problems by creating those weapons.




Ragnar

Sneaking about...

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17th April 2007

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#24 12 years ago

Erm, I think the first point can be resolved by going to the weapons ODF, in special weapons (assuming that is what it is), and just copying it and making a new ODF copy. Then you just edit the special energy requirement part so it is 0. Like such: //The number of units which are subtracted from the Special Energy Reserve specialEnergyCost = 0 That should reduce it from special weapon status I think. Or leave it on indefinitely, unsure =/




Griedh

There's always one more bug

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21st April 2007

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#25 12 years ago

I tried this, the only thing changed was that the weapon do not need special energie, nothing more as far as I know.

thanks anyway




AdmarilRyan

I'm not crazy... Not always

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16th May 2005

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#26 12 years ago
ragnar603;3709163Yea it glowed and stuff, but no it didn't have any effects. It was really just a light show for the ship itself. But if its just a sprite could you not also make a file for it? Built from scratch? Like you could jus cut and paste parts from other files into that one, so it has the effect. Yea it might take a bit of time to get right, but I'm sure a good file modder could get it right =/

It was just a sprite on the model, which is just the same as adding an extra neacell or something. It has no effect on the game what so ever other than appearance. So basically, trust me, it no matter what you do, it won't work. The only thing you can do is use the cloaking, and perhaps find a way of making it so that it doesn't go translucent.




Ragnar

Sneaking about...

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17th April 2007

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#27 12 years ago

Ah right ok =/ Griedh, you may have to mod a completely new weapon to my knowledge =/ Or at least edit it alot. You want to make it able to switch off and on yes? Well its what I'd do XD I'd say study the special weapons and normal ones. I haven't done it before, so yea lol.




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#28 12 years ago

Why not just remove the tachion grid functionality and change what the sensor scanners can detect? // Detect class detectClass = 3 // Detect class detectClass = 2 // Detect class detectClass = 1




Adm_Stacks

Captain of USS Terrible

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28th October 2003

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#29 12 years ago

The detectClass = xx, does the number mean what the range of the detection is?