Multi Targets -1 reply

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Prometheus_MVAM

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30th May 2004

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#1 13 years ago

Hi, there are a lot of strong borg cubes at armada2files, but every cube fires all his weapons at one ship and at the same time. I think this doesnt look so good and the cube looses much time with that. Is there mod or way to change that, so that the cube fires some phasers there and then some torpedos here. It should look more like in the films... So please help me:bows: :bows:




The Joelteon7

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13th November 2004

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#2 13 years ago

I've forgotten the lines, I'm sure though by the time i remember somebody else will have done so...anyohw: Yes, it is totally achievable. 1) You may want to restrict the fire arc of your wepaonary for a start, that way, you can simulate...well...weapon arcs. 2) You can change the amount of targets one ship weapon can fire at, so, you'll want to have numerous weapons on each ship, each with different arcs and multi-targets. I know this doesn't fully answer your question, but I hope it helps :)




Operative34997

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#3 13 years ago

Actually Prometheus, Joelton, the stock Tactical Fusion and I think the standard fusion cubes use a borg phaser that fires at multiple targets. All you have to do is put one of those into the ones you've downloaded. I think the fusion can fire at 3 targets, and the tactical fusion can do 4 targets. But you can modify them to fire at up to 8 targets. I think they are called bb4phas and bb3phas by default. I'm at work right now so I can't check.




Sherman2

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#4 13 years ago
Operative34997Actually Prometheus, Joelton, the stock Tactical Fusion and I think the standard fusion cubes use a borg phaser that fires at multiple targets. All you have to do is put one of those into the ones you've downloaded. I think the fusion can fire at 3 targets, and the tactical fusion can do 4 targets. But you can modify them to fire at up to 8 targets. I think they are called bb4phas and bb3phas by default. I'm at work right now so I can't check.

:cort: It may appear that way but in reality its only because your right clicking on a different target every 0.325 of a second.

classLabel = "areacannon" hitcondition = 2

You can change hitcondition to eather 0, 1 or 2(0 for all, 1 for allies, 2 for enemies). You can also add "maxTargets = ## and replace ## with any number. classLabel = "areacannon" is for phasers and/or torpedos but "areamissile" is for torpedos only. Hope that helps.




Operative34997

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#5 13 years ago
Sherman2:cort: It may appear that way but in reality its only because your right clicking on a different target every 0.325 of a second.

Well, I'm not right clicking on anything every .325 seconds. As I said, I wasn't sure, but I think...that the cubes come that way in the stock game but I will check later. Do you even have a stock Armada 2 game to check to see if it is indeed there?




Prometheus_MVAM

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#6 13 years ago

It is so the stock fusion cubes have multi targeting weapons!!! I've tried it with a stock armada 2. The numbers of the weapons in the odf is very interesting : they count from one to six and then they start again with one, but the hardpoints change!!! And yes the weapons are called bm4phas and bm4phot. So thanks for your help now I can try to increase the power of the cube!!!:) :)




Operative34997

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#7 13 years ago

No problem. It's nice to see someone else likes to have realistic cubes ingame.




Sherman2

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#8 13 years ago
Prometheus_MVAMIt is so the stock fusion cubes have multi targeting weapons!!!

:cort:

bbattle3.odf:

#include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Fusion Cube"

//tooltips tooltip = "BORG_BATTLE3" verboseTooltip = "BORG_BATTLE3_V"

//Race which can build ship & starting race of ship race = "borg"

//Amount of time required to build ship buildTime = 40.0

//Number of officers required to build this ship officerCost = 80

//Number of crew required to build ship & Starting crew crewCost = 4800

//Dilithium Cost to build dilithiumCost = 4400

//Metal Cost to build metalCost = 800

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 8000

// Hitpoints

shieldGeneratorHitPoints = 1600 enginesHitPoints = 1600 weaponsHitPoints = 1600 lifeSupportHitPoints = 1600 sensorsHitPoints = 1600

//********************************************************************** //SYSTEM DAMAGE DISTRIBUTION //The following section's values should add up to 100 //Percent Chance out of 100 of engines being destroyed enginesHitPercent = 10.0f

//Percent Chance out of 100 of life support being destroyed lifeSupportHitPercent = 2.5f

//Percent Chance out of 100 of weapons being destroyed weaponsHitPercent = 2.0f

//Percent Chance out of 100 of shields being destroyed shieldGeneratorHitPercent = 8.0f

//Percent Chance out of 100 of sensors being destroyed sensorsHitPercent = 13.0f

//Percent Chance out of 100 of hull being hit (crew dying) crewHitPercent = 2.5f

//Percent Chance out of 100 of entire ship exploding hullHitPercent = 62.0f //**********************************************************************

//Rate at which shield recharges (points per second... we think) shieldRate = 58

//Maximum Value of Special Energy maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 32

// max number of assimilated weapons maxExtraWeapons = 3

// don't use the horrible old % crew loss on damage saneCrewLossMethod = 1

//**********************************************************************

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "C842-46743" "C842-35432" "C842-47518" "C842-58787" "C842-48345" "C842-21248" "C842-34219" "C842-68548" "C842-32174" "C842-87888" "C842-79277" "C842-98484" "C842-98344" "C842-34497" "C842-75387" "C842-98167" "C842-35752" "C842-04145" "C842-52371" "C842-24975" "C842-17868" "C842-73282" "C842-76264" "C842-31611"

//**********************************************************************

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Phaser weapon1 = "bb3phas" weaponHardpoints1 = "hp35" "hp40" "hp45" "hp50" "hp55" "hp60"

// Phaser weapon2 = "bb3phas" weaponHardpoints2 = "hp31" "hp36" "hp41" "hp47" "hp51" "hp59"

// Phaser weapon3 = "bb3phas" weaponHardpoints3 = "hp33" "hp39" "hp42" "hp49" "hp52" "hp58" // Photon Torpedo weapon4 = "bb3phot" weaponHardpoints4 = "hp05" "hp10" "hp15" "hp20" "hp25" "hp30"

// Photon Torpedo weapon5 = "bb3phot" weaponHardpoints5 = "hp01" "hp06" "hp11" "hp17" "hp21" "hp29"

// Photon Torpedo weapon6 = "bb3phot" weaponHardpoints6 = "hp03" "hp09" "hp12" "hp19" "hp22" "hp28"

// Holding Beam weapon7 = "gholdbm" //weapon7 = "gholdbm" weaponHardpoints7 = "hp04" "hp08" "hp14" "hp18" "hp24" "hp27"

//Self Destruct weapon8 = "gselfdes" weaponHardpoints8 = "hp32"

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

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" hullTargetHardpoints = "hp06" criticalTargetHardpoints = "hp01"

//**********************************************************************

//********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 1.0f

//**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 5.0f //**********************************************************************

//********************************************************************** //PHYSICS PARAMETERS

//physics file for all other physics stuff physicsFile = "bbatphys.odf"

//John avoidance stuff DO NOT CHANGE avoidanceClass = 9 //********************************************************************** //KEYMAP LABEL keymapLabel = "borg_battle"

bbattle4.odf:

#include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Tactical Fusion Cube"

//tooltips tooltip = "BORG_BATTLE4" verboseTooltip = "BORG_BATTLE4_V"

//Race which can build ship & starting race of ship race = "borg"

//Amount of time required to build ship buildTime = 40.0

//Number of officers required to build this ship officerCost = 96

//Number of crew required to build ship & Starting crew crewCost = 5600

//Dilithium Cost to build dilithiumCost = 5600

//Metal Cost to build metalCost = 1200

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 14400

// don't use the horrible old % crew loss on damage saneCrewLossMethod = 1

// Hitpoints

shieldGeneratorHitPoints = 3600 enginesHitPoints = 3600 weaponsHitPoints = 3600 lifeSupportHitPoints = 3600 sensorsHitPoints = 3600

//********************************************************************** //SYSTEM DAMAGE DISTRIBUTION //The following section's values should add up to 100 //Percent Chance out of 100 of engines being destroyed enginesHitPercent = 10.0f

//Percent Chance out of 100 of life support being destroyed lifeSupportHitPercent = 2.5f

//Percent Chance out of 100 of weapons being destroyed weaponsHitPercent = 2.0f

//Percent Chance out of 100 of shields being destroyed shieldGeneratorHitPercent = 8.0f

//Percent Chance out of 100 of sensors being destroyed sensorsHitPercent = 13.0f

//Percent Chance out of 100 of hull being hit (crew dying) crewHitPercent = 2.5f

//Percent Chance out of 100 of entire ship exploding hullHitPercent = 62.0f //**********************************************************************

//Rate at which shield recharges (points per second... we think) shieldRate = 116

//Maximum Value of Special Energy maxSpecialEnergy = 1400

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 40

// max number of assimilated weapons maxExtraWeapons = 4

//**********************************************************************

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "C642-63454" "C642-47555" "C642-65344" "C642-74747" "C642-74746" "C642-46563" "C642-39866" "C642-95877" "C642-75839" "C642-19218" "C642-31113" "C642-98875" "C642-36444" "C642-62454" "C642-83637" "C642-02132" "C642-63313" "C642-64546" "C642-55884" "C642-84958" "C642-04231" "C642-98346" "C642-51151" "C642-65345" "C642-26554" "C642-20136" "C642-64564" "C642-35216" "C642-98376" "C642-84899"

//**********************************************************************

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Phaser //weapon1 = "bb3phas" //weaponHardpoints1 = "hp35" "hp40" "hp45" "hp50" "hp55" "hp60"

// Phaser //weapon2 = "bb3phas" //weaponHardpoints2 = "hp31" "hp36" "hp41" "hp47" "hp51" "hp59"

// Phaser //weapon3 = "bb3phas" //weaponHardpoints3 = "hp33" "hp39" "hp42" "hp49" "hp52" "hp58" // Photon Torpedo weapon4 = "bb3phot" weaponHardpoints4 = "hp05" "hp10" "hp15" "hp20" "hp25" "hp30"

// Photon Torpedo weapon5 = "bb3phot" weaponHardpoints5 = "hp01" "hp06" "hp11" "hp17" "hp21" "hp29"

// Photon Torpedo weapon6 = "bb3phot" weaponHardpoints6 = "hp03" "hp09" "hp12" "hp19" "hp22" "hp28"

// Phaser weapon1 = "bm4phas" weaponHardpoints1 = "hp35" "hp40" "hp45" "hp50" "hp55" "hp60"

// Phaser weapon2 = "bm4phas" weaponHardpoints2 = "hp31" "hp36" "hp41" "hp47" "hp51" "hp59"

// Phaser weapon3 = "bm4phas" weaponHardpoints3 = "hp33" "hp39" "hp42" "hp49" "hp52" "hp58"

// Photon Torpedo //weapon4 = "bm4phot" //weaponHardpoints4 = "hp05" "hp10" "hp15" "hp20" "hp25" "hp30"

// Photon Torpedo //weapon5 = "bm4phot" //weaponHardpoints5 = "hp01" "hp06" "hp11" "hp17" "hp21" "hp29"

// Photon Torpedo //weapon6 = "bm4phot" //weaponHardpoints6 = "hp03" "hp09" "hp12" "hp19" "hp22" "hp28"

// Holding Beam weapon7 = "gholdbm" weaponHardpoints7 = "hp04" "hp08" "hp14" "hp18" "hp24" "hp27"

//Self Destruct weapon8 = "gselfdes" weaponHardpoints8 = "hp32"

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

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" hullTargetHardpoints = "hp06" criticalTargetHardpoints = "hp01"

//**********************************************************************

//********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.50f

//**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 5.0f //**********************************************************************

//********************************************************************** //PHYSICS PARAMETERS

//physics file for all other physics stuff physicsFile = "bbatphys.odf"

//John avoidance stuff DO NOT CHANGE avoidanceClass = 9 //********************************************************************** //KEYMAP LABEL keymapLabel = "borg_battle"

Multi-Target is not defined in the ship odf but in the weapon odf: Main FC Beam:

#include "phaser.odf"

//Name of the ODF file for the ordinance for this weapon ordName = "bb3phaso"

//Display name for this weapon wpnName = "Phaser"

//Time Delay between shots shotDelay = 0.5625f

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

Main TFC Beam:

#include "phaser.odf"

//Name of the ODF file for the ordinance for this weapon ordName = "bm4phaso"

//Display name for this weapon wpnName = "Phaser"

//Time Delay between shots shotDelay = 0.55

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

A Multi-Target Phaser would be like this:

#include "phaser.odf"

//Name of the ODF file for the ordinance for this weapon ordName = "bm4phaso"

//Display name for this weapon wpnName = "Phaser"

//Time Delay between shots shotDelay = 0.55

classLabel = "areacannon" hitcondition = 2 //Sound which is played when the weapon fires fireSound = "phbwea.wav"

the Bold text must stay the same but the Underlined text can be 0/1/2 for targeting friendly or enemy or all.




Prometheus_MVAM

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#9 13 years ago

Thanks for that additional information it was very helpful!!!:) :) :)