i recently discovered that i have a gift for modding odfs, and creating them, so i have decided to come here and see if anybody needs an odf modder. i will make any ship, station and possibly weapon odf as long as i have the necessary tools, eg... hardpoint locations for shios and stations, and well, thats about it, maybe the sod name. if anybody needs me, then i will check the working hours, and what/how much needs doing, and then do it.
Well, if you could get the Borg Tech Assimilator to work right for the Romulans (i'm trying to make a sort of technology aquisition programme for the Romulans in KA2) then that would be really handy :) No matter what I do, if i copy the odf for the tech assimilator, and make it romulan, it crashes.
i shall see what i can do for you. if it is the gtechassim.odf you are editing, this may be the cause, hypothetically // Get the classes for it assignClass0 = "bbattle1" assignClass1 = "bbattle2" assignClass2 = "bbattle3" assignClass3 = "bbattle4"
Well, i haven't played about with the weapon yet, I was meaning the Technology Assimilator Facility (you take captured ships to it, it breaks em down and you get to keep the special weapons)
Hmmm... Assuming your as gifted as you say, then congrats. :lol: Couple of questions for you then: 1. Is there anyway that I can get a weapon that fires only from the hardpoint to targets straight ahead? (For example, I want to give a ship a cannon on its front, it would need to manually align and aim itself to the target). This one I know is possible, but I've never messed around with weapons too much, so this is down to n00byness! =p 2. Is there a way of creating fire and forget weapons on STA2? By this I mean, continuing the above idea, once the projectile is launched if the enemy ship moves, the projectile will simply keep heading forward, with a good chance of missing. Now this is advanced coding. I've never seen a weapon that does this. But It'll be bloody cool if it works. Thanks for any help/ideas. I'll probably need more input in the future. :)
restrictfireArc or something like that is the ODF command, I use it alot in my mod. Its somewhere here on the forums, the whole command with the angle command and all. Actually, here it is
The Joelteon7;3801609Well, from what I know about the modelling side of it, you need to rotate your hardpoints so they're already facing one direction. That's part 1. The second part is to make sure in your weapon odf's you have to have restrictFireArc = 1 (1 = yes) fireArc = number The number will be an angle, so say if it was 90, it would fire 45 degrees to the left and to the right of the point.[/quote] [quote=kel333;3802732]If I'm correct, I think it's the Pink axis that's the "forward" one in Milkshape. Just select the HP you want to rotate, then drop a joint along the "forward" axis, then use the Move tool and rotate it around to behind the HP 180 degrees. I think that should do it.
Genius, now those Halo ships I mentioned can have MAC guns. :rofl:
MAC Guns. Sweeet. Wonder what they'd look like if you could get animation to fire the weapon. That'd be sweet. You're doing Halo ships? How many? What ones? EXPLAIN. :D
how abot this? i want a special weaopn, torpedo spread. every fed ship that does not have its own one of a kind weapon, i want to have a torpedo spread. eg: saber and intrep class ships. instead of only firing the normal number that it does in combat, it would fire 2 or 3 more torpedos along with the normal ones. the weapon would run until the ship ran out of energy OR you turned off the weapon (kind of like the point deff for the neb) do you think you could do that?
It can be done as far as I know, but I don't know what ODF to change. Sorry I can't be of more help. You'd need to base it off a special weapon that fires multiple times at once.