klingonCommandoTeam -1 reply

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bgil

Let No Evil Escape My Sight.

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3rd February 2007

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#1 9 years ago

I'm trying to use the klingonCommandoTeam weapon in a pre-tos mod to capture ships/stations. It does work, the shuttle launches and the marines take the ship, but when I click on the captured vessel the klingon symbol is there instead of the proper race icon. Also klingon voices are there too. Does anyone know how to change this? If the classlabel is hard-coded is there a work-around? I have not found any way to change the race in the odf. Any ideas?




LineBoreal

Annoyingly Precise

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20th November 2008

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#2 9 years ago
I don't think its possible to change the race at all, which is a real bummer since that would make it much more useful. I too would like to know if there is a workaround.



StarBlade

www.starbase34.net

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6th January 2006

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#3 9 years ago

There is no workaround. In one of those "if only they knew we'd mod this game" issues, the crew on board HAVE TO BE KLINGON, thus any boarding attempts that are successful result in the ship becoming the property of the nearest Klingon commander, not you.

Not recommended to try using the Klingon commando team if you're not actually playing as Klingons. Unfortunately there is no known workaround, other than re-building the game to use the name "klingon" for the race you're intending to use the weapon. This would be a very plausible solution for those of you out there who want to use this weapon for your Colonial fleet units in a BSG mod: replace the Fed race with Cylon, the Klingon race with Colonial, but leave the race stuff alone (keep the 'race = "klingon" ' tag as-is in each Colonial or Cylon vessel). It'd get you around the issues involved with using a assault Raptor in a boarding action. The only downside is that then you have to do a complete rebuild of your Fed and Klingon races in order to get this to work, AND no one else gets to use a boarding pod. (Ditto the above for Systems Commonwealth and Magog, for a 'Drom mod.)

:cool:




bgil

Let No Evil Escape My Sight.

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3rd February 2007

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#4 9 years ago

Drag. Maybe I can do something similar with a different classlabel. The colony pod maybe. Thoughts?




Amateur

beginner on armada2files

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23rd April 2005

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#5 9 years ago
bgil;4860544Drag. Maybe I can do something similar with a different classlabel. The colony pod maybe. Thoughts?

I don't think that'd work - though I do have another suggestion... Maybe you could (somehow) create a blank transporter texture and then just re-introduce the assault ships with their transport attack function. It's not perfect - but it' the best idea I have to getting it close to what you want. Sorry if I've been no help :)




bgil

Let No Evil Escape My Sight.

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3rd February 2007

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#6 9 years ago

I'll look into that, thanks. An interesting idea.




Tain_Enabran

For Cardassia!

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11th January 2008

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#7 9 years ago

I think the only way is to change the race name, the race icon and the soundtracks.




Guest

I didn't make it!

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#8 9 years ago

I just muted the crew voices in my game. The ship still is under your control, you just don't have to listen to the Klingons.




bgil

Let No Evil Escape My Sight.

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3rd February 2007

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#9 9 years ago

I looked into the Babylon 5 mod from Rivendell and they made it work. They replaced all original A2 races with B5. It seems though that they used the KlingonCommandoTeam classlabel to create a boarding weapon for each race in the mod. I've looked through the files and can't figure out how they did it. Is there any way to view the classlabel files? Any thoughts?




StarBlade

www.starbase34.net

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6th January 2006

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#10 9 years ago
bgil;4873479Is there any way to view the classlabel files?

Not by any means I'm aware of, I think they're locked in the .EXE or someplace within the game coding. Modding classLabels can only be done by tampering with the .EXE and violating the End User License Agreement. I think that's still considered taboo at FileFront, as I haven't seen anything to indicate that the rules have changed.

:cool:




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