Help with two Special Weapons -1 reply

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PreciousRoy

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1st June 2007

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#1 10 years ago

I've been trying to come up with an special weapon that works well for the Excalibur class. I really don't want to give the Federation any kind of Transwarp unless it's a Hero ship (like the Delta Flyer) and of little consequence in combat, and I don't want to give them anything overbearing... just something that can turn a battle once in a while.

The idea I had was a something that targets nearby enemies in the way the Engine Overload does (about the same range), but fires Artillery torpedoes instead. Can I get some help with the coding there?

Also... I've been trying to come up with a decent Special Weapon for the Luna Class, but I'm stumped. The best idea I've had yet is a sensor probe that can fire at great distances to uncover fog of war areas and can be shot down by enemies (no loss of life/resources). But I'd have to also do something like retexture a Dreadnought missile.

Has anyone here read the Star Trek: Titan novels, and could suggest good a good non-weapon special weapon for the Luna class, and perhaps something specific to the hero USS Titan?




Adam_Atlantian

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26th June 2006

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#2 10 years ago

Hmm, The Excalibur in the Alliances mod uses something called a Quantum Cobalt Torpedo. I've used it in my mod as well. It might be possible to edit it to be a multi-targeting weapon, but I don't think it will fire more than one torpedo. Of course, with the strength of the torpedo it wont matter.

As for the luna, I've never seen one so I don't really know what kind of special would be good with it. I'll see if I can do anything about the Excalibur though.




Guest

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#3 10 years ago

Theres an area missile classlable for multitarget torps. I don't think that you can make an invincble probe.




PreciousRoy

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#4 10 years ago

I want to make a 'vincible' one-- one that doesn't get built/behaves like a ship, but just tracks like a shot to the place you target, uncovering map along the way, and remaining for 15 seconds, unless it is destroyed. It should be fast enough to outrun most torpedoes, but not pulse fire or phasers.




Adam_Atlantian

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#5 10 years ago

I'm going to refer to Achilles' mod again. There is a weapon in there too that fires a probe into space. It reveals a little map along the way, but it can't be affected by enemy ships. They can't target it or anything. It just shoots off in what ever direction the ship is pointing.

I don't know if you can do what you're suggesting because the only way to allow an object to be attacked is to make into a ship or station. As far as I know anyway.




PreciousRoy

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#6 9 years ago

Can anyone tell me what the hardpoints for the scanning module on top of k_merse's Luna class (A2) are? I found a GREAT probe weapon I can use with it, to make this work out finally, but now I need a hardpoint map to get the weapon positions right...

Also... I've got the flashy part worked out for my Life Support Booster for the Olympic class by stealing from the Veles' Cloak Enhancer weapon... but I need a suggestion about how to tell the weapon to boost Life Support only, and where exactly to put that command.

Any ideas? Help meh please!

Spoiler: Show

//Display name for this weapon wpnName = "Life Support Booster"

//tooltips tooltip = "Life Support Booster" verboseTooltip = "Maintaining close proximity to a Starfleet medical ship increases the chances of crew survival when life support is threatened."

//Time Delay between shots - not used shotDelay = 0.0

//Location of the button in the speed panel buttonSlot = 4

// location of the button in the popup palette popupSlot = 11

// Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 10

//Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. buttonBorder = 2

// Special stuff - denote special weapon special = 1

// Range within which the weapon will fire. Needs to be able to hit itself, so has to have reasonable range. range = 600.0f

//Sound which is played when the weapon fires fireSound = "clkenh.wav"

//Programming Stuff DO NOT CHANGE classLabel = "rangedobjectaffector"

// cloak enhancer = affector type 0 affectorType = 0

// Special energy cost for the cloak enhancer specialEnergyCost = 60

//don't auto-switch to attack mode after this switchToAttack = 0

// wave displayed around the ship using this weapon wave_Effect = "CloakEnhancerWave"

// time between wave explosions timeBetween = 5.0

hotkeyLabel = "HOTKEY_F5"




Guest

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#7 9 years ago

The probe is something I've been after ever since i started doing A2 back in 2003. Please tell us more!




São Magnífico

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#8 9 years ago

I was actually contemplating adding a sensor probe for a Romulan special weapon today (probably use the interceptor from the A2 Fighter Project as the model) and my thoughts were, either make it separate from the mothership a la the Galaxy-class saucer separator in stock, and have the mothership remain the same (equipped with the same special separator weapon) minus its special energy reserves and have the drone be a separate unit; or have it launch using the 1.2.5 patch, same stuff that enables MVAM and carrier launches. I can't remember whether or not you can put a timer on a controllable unit, but if you make its shields zip and its health a solid number like 5 or 10, chances are it won't last the night anyway.

Unfortunately, I'm both a returnee to modding after two or three years of absence, and I have no way of testing this out anytime soon since my modding computer is offline for the next few weeks. But I hope this gives you some workable ideas.

Let me know if you figure something out!




StarBlade

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#9 9 years ago
Chief_Chainsaw;4853341The probe is something I've been after ever since i started doing A2 back in 2003. Please tell us more!

And to think it's been part of your A2 build all this time and you didn't even know it. Check out Sherman2's Advanced Weapons Pack:

Advanced Weapons Pack, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Weapons

:cool:




PreciousRoy

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#10 9 years ago

That's exactly where I got it... but, it crashed me. Gonna do an experiment today to make sure of exactly where the problem is. The ReadMe instruction for placing text in the Weapons sprite file didn't include any specifics, so I'm thinking that may be the issue.

Also, I need to change it to allow it to target unseen map areas, and to make the area scanned much bigger. And I love to make another version specific to the Titan that comes with a Tachyon detection field. Anyone know how to do that?

Spoiler: Show

ordName = "probe"

wpnName = "Probe" tooltip = "Probe" verboseTooltip = "Lanch Probe" //hotkeyLabel = "HOTKEY_F6"

buttonSlot = 3 buttonPriority = 10

special = 1

shotDelay = 0.5f range = 24000.0f fireSound = "probe.wav" classLabel = "cannon" hitChance = 1.0

needTarget = 1 targetLocation = 1 AItargetLocation = 1 switchToAttack = 0

assimilatable = "npc_misc_research_no"

Spoiler: Show

classLabel = "probetorpedo"

specialEnergyCost = 250

damageBase = 0 damageVariance = 0 damageThreshold = 45 shieldCrewModifier = 0.0 hullCrewModifier = 0.0

lifeSpan = 120.0 shotSpeed = 250.0 omegaTurn = 0.0 shotAccel = 70.0 Sprite = "probe" spriteDuration = 1.0 shotColor = 227 radius = 10.0f Length = 10.0

rangeScan = 600.0f detectCloak = 1

But once that's done, it will make the Luna pretty much true to the novelizations.




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