Question about a special weapons mod. -1 reply

Please wait...

Guest

I didn't make it!

0 XP

 
#1 10 years ago

Evening all, Have a question, hoping someone with more experience than I, with making new special weapons can help with. I am making a set of nebula generating weapons, I started with the 4 stock ones and each one seperatly works fine but when i put more then one on any given ship it will not show the button to use it in game. The ship builds with no issue but only shows the first one on the weapons list in the odf. I am new to the special weapons modding, most my experience so far is in models and maps and basic odf changes to ships/stations/basic weapons, so this has been confusing me for a little while now. I even tried puting one on the stock 8472 behemoth that already has a variation of the same and it wont show. This makes me suspect that there is a limit on the number of weapons a unit may have with that class label, but not being certain I figured ask some of the pros. I got the idea from a mod posted on the forums in '05. I even downloaded it to see if i could get a fix for it and what ive done so far was put in almost exactly like stated in the directions on that mod. There was no mention of an issue with useing all 4 from that mod on one ship and when i tried to install it per the directions i came up with the same problem.




dEjavU'

____________________

50 XP

7th June 2008

0 Uploads

662 Posts

0 Threads

#2 10 years ago

It would help us to see your problem more clearly if you explain in detail how you installed these weapons in the first place. From this end all I can do is make dumb educated guesses like.....did you number all your weapons correctly, did you add each weapon correctly in the Tech 1 and GUI_ Global, in your special weapon file for each weapon do you have them named correctly? You need to be more descriptive with how you have your nebula weapons set up. Oh and for the record, the maximum number of special weapon a ship can use is six(including self destruct and tractor beams).




pepperman

Cloaked in the Neutral Zone

50 XP

5th February 2004

0 Uploads

742 Posts

0 Threads

#3 10 years ago

I suspect that the weapons are all using the same button slot and are those clobber each other. Check your odf files to see what button each of the weapons are using and adjust accordingly




Achilles

I stole fire from the lighter!

50 XP

13th January 2003

0 Uploads

1,596 Posts

0 Threads

#4 10 years ago

you can't have 2 or more weapons with the same classlabel on one ship I'm afraid.




Guest

I didn't make it!

0 XP

 
#5 10 years ago

Thats what i was affraid of. Thanks Achilles. I double and triple checked everything and even traded out button slots per the post abolve, trying to figure what went wrong with it and that was the last thing that made any sense to me. Guess since i plan this to be used on only one ship my only option would be to set up some ship changing weapons that you can cycle around to the nebula generator you want. Basically it will be a panic button for holding up a zerg rush for a moment while your fleet moves to assist by either turning off all sensors in the area effectivly cloaking everything or disabling engines or whatever. Though the idea of making a klingon missle spoof off the cardassian one that generates a radiation nebula is also an entertaining idea.