Help Please with a couple special weapons -1 reply

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I didn't make it!

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#1 12 years ago

Im in the process of making a mod, but I am having alot of trouble with a couple unique special weapons. I am really unsure of how to make them, so any help would be greatly appreciated. The first special weapon I've been working on is a special energy recharge beam, basically like the repair ship but I only want the beam to recharge special energy. Should I just modify the borg special energy recharge field? If so what different things do I put in place of the wave specs. Second special weapon would be a cloak detector wave. Instead of having the anti cloak always on like with current scouts, I thought it would be better to have an actual wave that you activate that would detect cloaked ships for a short time. I seem to be way out of my league with this one, so any thoughts? Thank You In Advance Z




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#2 12 years ago

Might I suggest to downloading the Big Book of Modding, that has a list of the class and keyLabel's (I'm pretty sure) and what they generally do. That should help you a lot with making special weapons. On a side note, I like the idea of an anti-clock wave.




S618-18741

Captin Prozack

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18th January 2004

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#3 12 years ago

hmm, for the detect cloak I think your best bet is turning it into a toggle weapon (see the BBOM you will have to do some experimenting but if you post back after having a go i will see if i can help). Erm As for the special energy reacharge thing I dont have A2 installed just A1 but I think that you will want to create a odf with the classlabel cannon and then have this link (ordname= whatever" to the special energy reacharge odf, BUT I can't be sure on the second. Any way like Joelteon said the BBOM is the way to go, BBOM , <---- There it is, always the best way to go. Hope this helped.




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#4 12 years ago

Update on the special energy recharger. Well I got it working, sort of. I could not figure out how to make it a sustained weapon like a tractor beam or a repair beam. It would use the weapon once and stop. I tried the toggleweapon class and putting the class at cannon and then putting toggle = 1. So instead I made it a standard weapon that the cargo ship can attack with. It works, and I am happy with it. But now I am stuck with a different problem. How do I get it a standard weapon to subtract special energy? I have a special energy cost of -5 in the ord file, but it still isn't subtracting anything. Another example would be if I wanted a standard phaser to subtract from special energy every time it shot, but not be a special weapon, how do you do that. The big book of modding only says to add in the special energy cost to the ord file, but thats not working. Advice?




kel333

IWL: Klingon Defense Force

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10th June 2005

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#5 12 years ago

If you put a - before the 5, I doubt the AI would recognize a negative value for that command. It should work just like this: specialEnergyCost = 5 Or whatever number you want. Just look at the entry in the standard ordinance files for an example, and add your own value.