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cecilzero1

Armadafleet Command staff

50 XP

25th August 2002

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#21 16 years ago

easy :p

do this for warbird

add these to your odfs k

now im using A2 odf you can do the same for A1

#include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Warbird Class"

//tooltips tooltip = "ROM_BATTLE" verboseTooltip = "ROM_BATTLE_V"

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

//Amount of time required to build ship buildTime = 23.0

//Number of officers required to build this ship officerCost = 12

//Number of crew required to build ship & Starting crew crewCost = 400

//Dilithium Cost to build dilithiumCost = 350

//Metal cost to build metalCost = 100

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 1100

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

// Hitpoints

shieldGeneratorHitPoints = 220 enginesHitPoints = 220 weaponsHitPoints = 220 lifeSupportHitPoints = 220 sensorsHitPoints = 220

//Rate at which shield recharges (points per second... we think) shieldRate = 10.0

//Maximum Value of Special Energy maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 20

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

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

//Possible Craft Names possibleCraftNames = "Adjacian" "Albius" "Antius" "Araram" "Auleius" "Cacivus" "Clania" "Clenos" "Crolvius" "Devoras" "D'desedex" "D'entin" "D'ereq" "D'seret" "D'varian" "D'vinn" "Gannius" "Hadargeros" "Irix" "J'pax" "Lacrius" "Lhorakis" "Ludelvius" "Macro" "Menvutus" "Mereidex" "Octius" "Onus" "Pacestius" "Paeso" "Pecassia" "Pellecia" "Plaurullius" "Querulbo" "Rucorius" "Saneraspis" "Scrillius" "Sedunius" "Seganico" "Sia" "Sistius" "Sulvian" "Sutian" "Suttius" "S'tema" "Tabodus" "Telbostius" "Tridonius" "Trocus" "Tuttialius" "T'deret" "T'dir" "T'salvan" "Vadenius" "Vattilius" "Vencus" "Vicilius" "Vilus" "Visis" "Vopputus" "Votantius" "Vrelnec" "V'ashan" "V'rela" "Sakti"

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

// Phaser weapon1 = "rbphas" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp26" "hp27"

// Photon Torpedo weapon2 = "rbphot" weaponHardpoints2 = "hp04" "hp05"

// Cloaking Device weapon3 = "grcloak" weaponHardpoints3 = "hp01"

// Shield Inversion Field weapon4 = "gshieldi" weaponHardpoints4 = "hp01" "hp04"

// Self Destruct weapon5 = "gselfdes" weaponHardpoints5 = "hp10"

[color=red]// Phaser weapon6 = "rbphas" weaponHardpoints6 = "hp05" "hp13" "hp11" "hp26"

// Photon Torpedo weapon7 = "rbphot" weaponHardpoints7 = "hp17" "hp19"[/color]

// 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" "hp13" "hp11" "hp26" "hp27" shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25" hullTargetHardpoints = "hp06" "hp08" "hp10" "hp12" "hp14" "hp16" "hp18" "hp20" "hp22" criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp21" "hp23"

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

//********************************************************************** //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 = 2.0f //**********************************************************************

//change the scale ScaleSOD = 1.2

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "rom_battle" hotkeyLabel = "HOTKEY_F4"

this is my defiant k

#include "destroy.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Defiant Class" tooltip = "USS Defiant - Antimatter Mines, Cloak" verboseTooltip = "Let's just see how much pounding this ship can take"

//This ship is a hero. isHero = 1

//Ship label provided because this is a unique ship. label = "USS Defiant"

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

//Amount of time required to build ship buildTime = 100.0

//Number of officers required to build this ship officerCost = 3

//Number of crew required to build ship & Starting crew crewCost = 50

//Dilithium Cost to build dilithiumCost = 1800

//Max Shield Strength & Begining Shield Strength <1000 maxHealth = 1400

//Rate at which shield recharges (points per second... we think) shieldRate = 4.95

//Maximum Value of Special Energy maxSpecialEnergy = 2000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 30

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

//Possible Craft Names possibleCraftNames = "USS Defiant"

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

[color=blue]// Pulse Phaser weapon1 = "ftpulse" weaponHardpoints1 = "hp11"

// Pulse Phaser weapon2 = "ftpulse" weaponHardpoints2 = "hp12"

// Pulse Phaser weapon3 = "ftpulse" weaponHardpoints3 = "hp07"

// Pulse Phaser weapon4 = "ftpulse" weaponHardpoints4 = "hp06"

// Phaser weapon5 = "ftpulse" weaponHardpoints5 = "hp05"

// Photon Torpedo weapon6 = "fbattlephot" weaponHardpoints6 = "hp10"

weapon7 = "fbattlephot" weaponHardpoints7 = "hp09"

//Anti-matter Mines weapon8 = "gamine" weaponHardpoints8 = "hp13"

//Self Destruct weapon9 = "gselfdes" weaponHardpoints9 = "hp05" "hp06" "hp07"[/color]

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp04" "hp06" "hp07" lifeSupportTargetHardpoints = "hp04" "hp06" "hp07" weaponsTargetHardpoints = "hp04" "hp06" "hp07" shieldGeneratorTargetHardpoints = "hp04" "hp06" "hp07" sensorsTargetHardpoints = "hp04" "hp06" "hp07" hullTargetHardpoints = "hp04" "hp06" "hp07" criticalTargetHardpoints = "hp04" "hp06" "hp07"

//********************************************************************** enginesHitPoints = 30 lifeSupportHitPoints = 30 weaponsHitPoints = 30 shieldGeneratorHitPoints = 30 sensorsHitPoints = 30 //********************************************************************** //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 = 0.4f

//********************************************************************** //SYSTEM DAMAGE DISTRIBUTION //The following section's values should add up to 100 //Percent Chance out of 100 of engines being destroyed enginesHitPercent = 2.0f

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

//Percent Chance out of 100 of weapons being destroyed weaponsHitPercent = 10.0f

//Percent Chance out of 100 of shields being destroyed shieldGeneratorHitPercent = 7.5f

//Percent Chance out of 100 of sensors being destroyed sensorsHitPercent = 7.5f

//Percent Chance out of 100 of hull being hit (crew dying) hullHitPercent = 70.0f

//Percent Chance out of 100 of entire ship exploding criticalHitPercent = 0.5f //**********************************************************************

//********************************************************************** //SYSTEM HITPOINTS //These values are the hitpoint values of the systems //If the value is set to zero the ship does not have that system enginesHitPoints = 20 lifeSupportHitPoints = 20 weaponsHitPoints = 20 shieldGeneratorHitPoints = 20 sensorsHitPoints = 20 //**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 2.0f //**********************************************************************

//********************************************************************** //MESSAGE & SOUND PARAMETERS

eventSelect = "defiSelect" eventAcknowledge = "defiAcknowledge" eventAttack = "defiAttack" eventRedAlert = "defiRedAlert" eventYellowAlert = "defiYellowAlert" eventGreenAlert = "defiGreenAlert" eventStop = "defiStop" eventMove = "defiMove" eventRepair = "defiRepair" eventDecommission = "defiDecommission" eventTransport = "defiTransport" eventSelfDestruct = "defiSelfDestruct"

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

//change the scale ScaleSOD = 1.6

it still weak hull wise but it can still pack a punch if you know how to use it :D




Star Hawk

Slightly cooler than a n00b

50 XP

16th November 2002

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36 Posts

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#22 16 years ago

Thank you for replying to my post so accurate and in detail. I really appreciate that. It gave me a general idea what A1/A2 modding is like. But since no one replied for quite a while I thought my post was forgotten or not noticed. So I began to overthink my idea for a small mod and came to a good solution. So when I read your reply I was kind of overwhelmed by all those specifications. Then I read my question again and noticed that it does not tell what I am looking for (having the better plan for my mod in mind). I reorganised my idea to the following : I found it easier to begin with the normal A2 material (since I think your mod should remain the way it is) I found a Mod for A1 which contains a weapon which I´d like to give to the warbird in A2. Its a forward shooting disruptor. So I thought to make the WB more realistic I could give the WB this disruptor and change the phaser so it only fires aftwards. For the Defiant I think my question is right. I also found a weapon in this Mod which comes very close to the weapon I had in mind. So I got 2 new questions : How can I bring A1 weapons to A2 (with all the textures and sound files) ? and How can I change the Warbird how I described above ? (I mean replacing one of its phasers with this disruptor and changing the other one so it only fires backwards)

I know it may seem strange to first ask a question then change it and ask it again but I found material which can replace A2 material so that the result comes closer the result I thought of. I would appreciate help. Thanks.

PS.: Im sorry I did not come up with this before you posted, but I did not check email for a while.