ODF Crashing Error -1 reply

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#1 9 years ago

I know something is wrong with these files because after these two ships are built the game crashes. I thought it was the self destruct that the ships creater put in because there was a 2 at the end of the name. I fixed that to match the stock ship's self destruct because that fixed other errors of the same type, but the game is still crashing with these two ships. Can I remove a few lines? AKA some physics files for some aren't part of the original game. Let me know, thank you. Nautilus Class

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#include "battle.odf" //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Nautilus Class" tooltip = "Nautilus Class - Dread" verboseTooltip = "An experimental temporal cruiser, heavily armed, with experimental weaponry and shields." //Race which can build ship & starting race of ship race = "federation" //Amount of time required to build ship buildTime = 30.0 //Number of officers required to build this ship officerCost = 20 //Number of crew required to build ship & Starting crew crewCost = 900 //Dilithium Cost to build dilithiumCost = 700 //Metal Cost to build metalCost = 600 //Max Shield Strength & Begining Shield Strength <1000 maxHealth = 4000 //Rate at which shield recharges (points per second... we think) shieldRate = 30.5 //Maximum Value of Special Energy maxSpecialEnergy = 26000 //Rate at which special energy recharges (points per second... we think) specialEnergyRate = 100 //How much crew dies after ship is shot crewHitPercent = 0.5f // Hitpoints shieldGeneratorHitPoints = 1000 enginesHitPoints = 1000 weaponsHitPoints = 1000 lifeSupportHitPoints = 1000 sensorsHitPoints = 1000 //********************************************************************** //SHIP NAMES //Possible Craft Names possibleCraftNames = "USS Nautiluss" "USS Destroyer" "USS Valiant" "USS Yamato" "USS Hornet" "USS Nemesis" "USS Nimitz" "USS Juno" "USS Heracles" "USS Damocles" "USS Alexander" "USS Agamemnon" "USS Agrippa" //********************************************************************** //ART PARAMETERS & WEAPON NAMES // Pulse Phaser weapon1 = "fc1phas" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" // Phaser weapon2 = "fbphas" weaponHardpoints2 = "hp05" "hp06" "hp07" "hp08" // Phaser weapon3 = "fbphas" weaponHardpoints3 = "hp09" "hp10" "hp11" "hp12" // Torpedos weapon4 = "fbattlephot" weaponHardpoints4 = "hp01" "hp02" // Torpedos weapon5 = "fbattlephot" weaponHardpoints5 = "hp30" "hp31" // Temporal Drive weapon6 = "gtempRift" weaponHardpoints6 = "hp03" "hp05" // Temporal Stasis Field weapon7 = "atemp" weaponHardPoints7 = "hp03" "hp05" // Corbomite Refractor weapon8 = "hcorbom" weaponHardPoints8 = "hp04" "hp13" // Over Load weapon9 = "gwcover" weaponHardPoints9 = "hp03" "hp04" // Self Destruct weapon10 = "gselfdes" weaponHardpoints10 = "hp03" "hp13" // Detect Cloak weapon11 = "gdetectf" weaponHardpoints11 = "hp03" "hp13"

// Begin sounds eventSelect = "BattleSelect" eventAcknowledge = "BattleAcknowledge" eventAttack = "BattleAttack" eventStop = "BattleStop" eventMove = "BattleMove" eventRepair = "BattleRepair" // End sounds // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp17" "hp18" lifeSupportTargetHardpoints = "hp15" "hp16" weaponsTargetHardpoints = "hp19" "hp20" "hp21" "hp22" shieldGeneratorTargetHardpoints = "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" sensorsTargetHardpoints = "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" hullTargetHardpoints = "hp23" "hp24" criticalTargetHardpoints = "hp32" "hp33"

//********************************************************************** //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 = 1.40f //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 //********************************************************************** ScaleSOD = 0.7 //********************************************************************** //PHYSICS PARAMETERS //physics file for all other physics stuff physicsFile = "sbattphys.odf" //John avoidance stuff DO NOT CHANGE //avoidanceClass = 9 // Scripted 3D Attack paths attack_path0 = "p2.pth" attack_path1 = "p3.pth" //********************************************************************** //KEYMAP LABEL //keymapLabel = "fed_destroyer"

USS Sigularity

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// Begin main properties unitName = "USS Sigularity" tooltip = "USS Sigularity - Temporal Stasis Field" race = "federation" buildTime = 30.0 officerCost = 20 crewCost = 250 dilithiumCost = 3000 maxHealth = 2950 shieldRate = 40.7 maxSpecialEnergy = 60000 specialEnergyRate = 50 attackPower = 1.00f intrinsicValue = 0.75f shieldGeneratorHitPoints = 1000 enginesHitPoints = 1000 weaponsHitPoints = 1000 lifeSupportHitPoints = 1000 sensorsHitPoints = 1000 shipclass = "destroyer" enginesHitPercent = 5.0f lifeSupportHitPercent = 8.5f weaponsHitPercent = 5.0f shieldGeneratorHitPercent = 8.0f sensorsHitPercent = 8.0f crewHitPercent = 8.5f hullHitPercent = 57.0f // End main properties // Begin weapons weapon1 = "bm4phas" weaponHardpoints1 = "hp01" weapon2 = "bm4phas" weaponHardpoints2 = "hp02" weapon3 = "bm4phas" weaponHardpoints3 = "hp03" weapon4 = "bm4phas" weaponHardpoints4 = "hp04" weapon5 = "bm4phas" weaponHardpoints5 = "hp05" //Slipstream Drive weapon6 = "slipstream" weaponHardpoints6 = "hp04" "hp05" //Photon Torpedo weapon7 = "fdphot" weaponHardpoints7 = "hp04" "hp05" "hp01" "hp02" "hp03" // Detect Cloak weapon8 = "gdetectf" weaponHardpoints8 = "hp04" "hp05" "hp01" "hp02" "hp03" // Temporal Stasis Field weapon9 = "atemp" weaponHardPoints9 = "hp04" "hp05" "hp01" "hp02" "hp03" // Temporal Stasis Field weapon10 = "gmtunel3" weaponHardPoints10 = "hp70" // End weapons // Begin hardpoints enginesTargetHardpoints = "hp12" "hp13" lifeSupportTargetHardpoints = "hp14" "hp25" "hp26" weaponsTargetHardpoints = "hp14" "hp25" "hp26" shieldGeneratorTargetHardpoints = "hp14" "hp25" "hp26" sensorsTargetHardpoints = "hp14" "hp25" "hp26" hullTargetHardpoints = "hp14" "hp15" "hp25" "hp26" criticalTargetHardpoints = "hp12" "hp13" "hp14" "hp25" "hp26" // End hardpoints // Begin sounds eventSelect = "BraxtonSelect" eventAcknowledge = "BraxtonAcknowledgee" eventAttack = "BraxtonAttack" eventRedAlert = "BraxtonRedAlert" eventYellowAlert = "BraxtonYellowAlert" eventGreenAlert = "BraxtonGreenAlert" eventStop = "BraxtonStop" eventMove = "BraxtonMove" eventRepair = "BraxtoneRepair" eventSelfDestruct = "BraxtonDestruct" // End sounds // Begin misc properties isHero = 1 label = "USS Singularity" weaponYellow = 1.0f weaponRed = 2.0f ScaleSOD = 0.8 weldingRadius = 0.25 physicsFile = "sdestphys.odf" trekPhysicsFile = "trek_scruise3phys.odf" avoidanceClass = 3 fireball = "xfirebsm" combat = 1 alert = 1 can_sandd = 1 shipType = "C" shieldDelay = 3.0f rangeScan = 800.0f damagedScan = 125.0 enginesRepairTime = 1.0f lifeSupportRepairTime = 0.1f weaponsRepairTime = 2.0f shieldGeneratorRepairTime = 2.0f sensorsRepairTime = 3.0f enginesCrewLoss = 5.0f lifeSupportCrewLoss = 3.0f weaponsCrewLoss = 2.0f shieldGeneratorCrewLoss = 2.0f sensorsCrewLoss = 2.0f lifeSupportLoss = 2.0f classLabel = "craft" aiName = "CraftProcess" ship = 1 has_hitpoints = 1 has_crew = 1 transporter = 1 SHOW_MOVEMENT_AUTONOMY = 1 can_explore = 1 // End misc properties



[ST]PAdm-Medafusion

ugh hangovers

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5th August 2004

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#2 9 years ago

well the only thing i can think of is perhaps there is a hp thats not there? other than that it looks ok to me (except i really dont like odf's with outspacing lol)-1st odf 2nd odf file- i think your missing one of the most important lines? #include "battle2.odf" and other than that i think its ok?




StarBlade

www.starbase34.net

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7th January 2006

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#3 9 years ago

Holy crap that's a lot of special weapons. Reminds me how much I hate the concept of God-ships. Check and make sure they're actually there in your odf\special_weapons folder. You also don't need 'label' entries unless they're hero ships used in the campaign. Plus the "Braxton__" sound entries-- make sure they're actually in your 'events.dat' file or else this can cause a crash (not always, but it does happen).

:cool:




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#4 9 years ago

Thanks Starfleet Kid, by any chance where can I find the Braxton sound entries? Does any mod have them because I don't have them, they seems to be what I'm missing along with the atemp weapon, but that should have come with the mod for that ship, I didn't add it and checking the special weapons folder for the Sigma-class (USS Singularity), its not there. Now I'm going to try to find a ship that has that file to download... any suggestions of a good ship that has that weapon, even if its not Federation?




StarBlade

www.starbase34.net

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7th January 2006

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#5 9 years ago

I've never heard of the 'atemp' special weapon before; that and the Braxton sound entries may have been part of someone's personal build and simply been leftover code. You're probably well enough to simply delete the lines of code and move on.

:cool:




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#6 9 years ago

I'll try that.




Shuttlebay 2

don't worry, it'll fit

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14th August 2004

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#7 9 years ago
the Starfleet Kid;4941094I've never heard of the 'atemp' special weapon before; that and the Braxton sound entries may have been part of someone's personal build and simply been leftover code. You're probably well enough to simply delete the lines of code and move on. :cool:

I believe the 'atemp' weapon is either the Temporal Stasis Field special weapon of the stock Super Station or of one of the Premonition models on A2files.




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#8 9 years ago

I'll check. Is the Premonition a special hero ship? I've gotten into making some of those one time hero ships into their own class, my Incursion II class is the stock Incursion but armed a little more, I could do the same for the Premonition if its one like that, I have a special station building these type of ships. I'll at least check all Premonition models for that weapon. Thank you.




086goinfast

NObama

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7th March 2006

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#9 9 years ago

The Premonition was a hero ship in A1 so sure, make it a hero.




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#10 9 years ago

I've finally found the right Premonition-class ship that has the weapons I'm missing, and it happens to already have other names besides USS Prmonition NX 80189. This ship will be a build item, should I put it in my Starbase 97 station (from the Two Towers Mod) or since its a Temporal Ship have it built in the Temporal Research Facility? Any ideas? Also does anyone know where I could find this ship or this class of ships? USS Spirit NX-79995

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800px-USS_Spirit.jpg