Problem with Weapons -1 reply

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Guest

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#1 11 years ago

I've installed a mod that adds the DeLorean Time Machine from the 'Back to the Future' movies, and it works great, except it just had Photon Torpedoes as weapons, I gave it Phasers and it works fine, but I wanted to give it Tractor Beam capabilities and the Temporal Rift (hey it's a time machine, it kinda makes sense) and the buttons show up, and when I click on them, I get the little icon that tells you where to put it, but when I pick a place nothing happens, it just sits there. Here's a piece from the ODF file, if something's wrong, what is it?

//Possible Craft Names possibleCraftNames = "Delorean" "Delorean Time Machine"

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

// phaser weapon1 = "fbphas" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28"

// Photon torpedos weapon2 = "spulse" weaponHardpoints2 = "hp02"

// Towing Beam weapon3 = "gtracbm" weaponhardpoints1 = "hp12" "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28"

// Temporal Stop weapon4 = "gtempor" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" On a side note, how do I give this thing Transporter capabilities?

Any help is appricated

-Hscitpe




Fireball_VI

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5th June 2008

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#2 11 years ago

Hello there. Perhaps posting a full odf might allow us to better diagnose the problem. There are 2 things I can think of; some of the hardpoints you've put the weapons to shoot from are not on the model (doubtfull by the looks of it) and the second possibility that I can see is that lines for the ship to have special energy are missing: " //Maximum Value of Special Energy maxSpecialEnergy = 1000 //Rate at which special energy recharges (points per second... we think) specialEnergyRate = 10 "




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#3 11 years ago

ok here's the whole ODF

#include "dmc12.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Delorean DMC-12"

//tooltips tooltip = "Delorean DMC-12" verboseTooltip = "The De Lorean DMC-12 is a sports car which was manufactured by the De Lorean Motor Company from 1981 through 1983. It is most commonly known as the De Lorean, as it was the only model ever produced by the company. The DMC-12 featured gull-wing doors with a brushed stainless steel body. It was famously featured in the Back to the Future trilogy."

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

//Amount of time required to build ship buildTime = 1.0

//Number of officers required to build this ship officerCost = 1

//Number of crew required to build ship & Starting crew crewCost = 1

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

//Dilithium Cost to build dilithiumCost = 0

//Metal Cost to build metalCost = 0

//Max Shield Strength & Begining Shield Strength <5000 maxHealth = 999

// Hitpoints

shieldGeneratorHitPoints = 30 enginesHitPoints = 30 weaponsHitPoints = 30 lifeSupportHitPoints = 30 sensorsHitPoints = 30

//Rate at which shield recharges (points per second... we think) shieldRate = 15

//Maximum Value of Special Energy maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 2100

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

//Possible Craft Names possibleCraftNames = "Delorean" "Delorean Time Machine"

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

// phaser weapon1 = "fbphas" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28"

// Photon torpedos weapon2 = "spulse" weaponHardpoints2 = "hp02"

// Towing Beam weapon3 = "gtracbm" weaponhardpoints1 = "hp12"

// Temporal Stop weapon4 = "gtempor" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06"

//Corbimite Refractor weapon5 = "hcorbom" weaponHardpoints3 = "hp34" "hp35" "hp36"

// 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" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36" shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25" hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"

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

//********************************************************************** //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 = 1.0f

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

//change the scale ScaleSOD = 0.5

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

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

eventSelect = "DeloreanSelect" eventAcknowledge = "DeloreanAcknowledge" eventAttack = "DeloreanAttack" eventStop = "DeloreanStop" eventMove = "DeloreanMove" eventRepair = "DeloreanRepair"

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




Amateur

beginner on armada2files

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23rd April 2005

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#4 11 years ago

Found your problem :) ( I think) - yours reads this // Towing Beam weapon3 = "gtracbm" weaponhardpoints1 = "hp12"

// Temporal Stop weapon4 = "gtempor" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06"

//Corbimite Refractor weapon5 = "hcorbom" weaponHardpoints3 = "hp34" "hp35" "hp36"

When it should read this // Towing Beam weapon3 = "gtracbm" weaponhardpoints3 = "hp12"

// Temporal Stop weapon4 = "gtempor" weaponHardpoints4 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06"

//Corbimite Refractor weapon5 = "hcorbom" weaponHardpoints5 = "hp34" "hp35" "hp36" The WeaponHardpoints number needs to be the same as the weapon number.

From what I could see at a quick glance that's the only prblem there so my guess is it was that that did it. Hope that helped ;)




Warborg

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2nd August 2002

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#5 11 years ago

I'm sure it has transporter function already. The problem is this:

hscitpe;4972404

//Number of crew required to build ship & Starting crew crewCost = 1

The transporter command is set at 5 per second (or cycle). Having only 1 will make it look like the transporter doesn't work as the game doesn't allow you to 'empty' a ship... or car(where did you find this mod?).

If you really want to use the transporter you can up this to a minimum of 10 but if your beaming on a ship without lifesupport, beaming 5 crewmembers is a waste




Guest

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#6 11 years ago

Thanks, shortly after I posted this I fixed the transporter. It came with two ODFs delorean.odf and dmc.odf. In dmc.odf it said transporter=0 I changed it to transporter=1 and added more crew and it worked. I'll try the codes and if it works I'll let you know




Warborg

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#7 11 years ago
hscitpe;4972694Thanks, shortly after I posted this I fixed the transporter. It came with two ODFs delorean.odf and dmc.odf. In dmc.odf it said transport=0 I changed it to transport=1 and added more crew and it worked. I'll try the codes and if it works I'll let you know

Never heard off people using this, I guess it's for races that don't have transporters




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#8 11 years ago

It was here

//************************************************************ // Tara additions for context sensitive menus combat = 1 alert = 1 can_sandd = 1 transporter = 1

I found the file on here Delorean, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Ships

The new weapon codes didn't work except for the Corbimite Refractor, could it maybe have something to do with this?

// ship type for formations shipType = "scout" //This is for stat accumulation shipclass = "scout"




StarBlade

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#9 11 years ago
Warborg;4972703I guess it's for races that don't have transporters

You'd be correct-- the default 'craft.odf' automatically determines that you've got crew, and transporters, if you're a ship. Thus it has to be disabled for Species 8472, Species 9341, Tholians etc., which can be done with the 0/1 switch listed above.

:cool: