Couple of problems with making custom maps & ships -1 reply

  • 1
  • 2

Please wait...

Unimatrix Omega

I'm too cool to Post

50 XP

24th September 2008

0 Uploads

11 Posts

0 Threads

#1 10 years ago

I have read the tutorial on making custom maps and editing existing maps. I opened "Warzone" so I could use its template and alter some of the environmental objects. Half way through I decided I wanted a much bigger map so I hit ctrl-r and adjusted the map size to around 30000 x 30000 yet the map wont change size. I noticed similar things when I double click objects and alter their settings. They revert back to default the second I click ok on the window.

Another thing I need a little help with. I opened up bbattle4 in the ODF/ships folder and adjusted a couple features of the tactical fusion cube such as the amount of special weapons it can use from 4 to 30 (yes its overboard but it seemed like something fun to toy around with) When I load up the game and construct one they appear just fine however the only thing it can do is travel around. It wont fire on any other ships, assimulate, or fire special weapons/abilities. I couldnt find any specific tutorials on editing existing ship configurations so I need help figuring out what I missed.

Lastly I am trying to figure out how to add additional abilities to ships. Specifically ones that are not otherwise acquireable between factions. I am simply trying to make my game more Borg friendly. I would like to make all abilities more assimulation friendly such as cloak for certain Borg ships. I figure they would assimulate it if they got a hold of a Romulan or Klingon ships so it should be available in the game.

I am relatively new to the game and I am having a blast with it. It might be one of the most user friendly games for a novice modder like me. If you can help me out I would greatly appreciate it.




Unimatrix Omega

I'm too cool to Post

50 XP

24th September 2008

0 Uploads

11 Posts

0 Threads

#2 10 years ago

Ok so I have reading comprehension problems. I wasn't saving the map and reopening it like I should be.

As for the inoperative cube, I have ceasefire on for the first 10 minutes on a map.

You guys can still chime in on how to add other special abilities though. That one has me baffled still. I will add that I see the section near the bottom of that file that has the list of special abilities. I just need some help figuring out the format of certain things.

Thanks




Unimatrix Omega

I'm too cool to Post

50 XP

24th September 2008

0 Uploads

11 Posts

0 Threads

#3 10 years ago

In the bbattle ODF file, what does this line mean:

weaponHardpoints9 = "hp02" "hp07" "hp13" "hp16" "hp23" "hp26"

More specifically what are the "hp02" markers?

I am trying to get more assimulated abilities to show on my tactical cube. If that code line isn't related to this then please point me in the right direction :)




Guest

I didn't make it!

0 XP

 
#4 10 years ago

The hard points are the physical location on the model where wepons fire from or equipment is considered to be. If this line is part of the entry for the tech assimalator then it has somthing to do with it. Go on File Front and download the Big Book of Moding by Westworld. It won't teach you everything but for a new guy its a priceless resorce of information about all the aspects of modding. You can also find parts of it online at Starbase34.net.




Terradyhne

anti Star Trek reboot

50 XP

26th June 2004

0 Uploads

312 Posts

0 Threads

#5 10 years ago

Unimatrix Omega;4595701In the bbattle ODF file, what does this line mean:

weaponHardpoints9 = "hp02" "hp07" "hp13" "hp16" "hp23" "hp26"

More specifically what are the "hp02" markers?

I am trying to get more assimulated abilities to show on my tactical cube. If that code line isn't related to this then please point me in the right direction :)

hp02 is the Hardpoint with the name hp02,hardpoints are in the SOD model and tell the game engine where to find the systems and where to fire the weapons from. having that much hardpoints for a weapon is not so good, i think as splitting this in to two hardpoints for a weapons brings you more active weapons and weapons that fire not only from one place.

hope that helps a bit :)




Unimatrix Omega

I'm too cool to Post

50 XP

24th September 2008

0 Uploads

11 Posts

0 Threads

#6 10 years ago

This is that entire weapon script

// Technology Assimilation Beam weapon9 = "gTechAssimBeam" weaponHardpoints9 = "hp02" "hp07" "hp13" "hp16" "hp23" "hp26"

All the weapons on the Tactical Fusion Cube have multiple hard points to fire from.

The problem I am having is the number of buttons that display on the screen as the ship assimulates new technology. I played with the file bbattle4 quite a bit last night after I posted on these forums. To see if there was a limitation on the number of assimulated powers that would display I removed the auto distruct ability and renumbered the other weapon hardpoins so that all the weapons were in sequence from 1 to 8. I ran the game and after assimulating abilities I learned that an additional power was displayed (where auto distruct used to appear)

My next question was going to be: Can the game only display a certain number of abilities for a ship to use?

I am inclined to believe that it does not have a limit because if you select a squadron of ships that have different special abilities they all appear across the bottom center of the game UI.

So a better question is: How do I get additional special weapon abilities to appear on this or any other ship I modify?




Guest

I didn't make it!

0 XP

 
#7 10 years ago

The limit is the number of bouttons. No command palette can have more than 16 numbered 0-15




Unimatrix Omega

I'm too cool to Post

50 XP

24th September 2008

0 Uploads

11 Posts

0 Threads

#8 10 years ago
starfox1701;4596854The limit is the number of bouttons. No command palette can have more than 16 numbered 0-15

The special skills are not showing up beyond 10 or 11 buttons. I am definately not filling up to the 16 that you mentioned.

I suppose the other option is to simply add a couple new skills to the ship that I like to have such as engine disruption. If I do this, can different skills use the same hard points or is there some kind of conflict I am unaware of? I've read everything in the guide mentioned above about hard points and there does not appear to be a list of coding rules for them.




Guest

I didn't make it!

0 XP

 
#9 10 years ago

You also have to make sure none of the weapons and equipment have conflicting button priorities.




Unimatrix Omega

I'm too cool to Post

50 XP

24th September 2008

0 Uploads

11 Posts

0 Threads

#10 10 years ago
starfox1701;4597833You also have to make sure none of the weapons and equipment have conflicting button priorities.

Are you refering to the F7 F8 F9 etc keys or something else?

Please elaborate on how I would check and/or correct this issue.




  • 1
  • 2