Special Weapon classlabels -1 reply

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kel333

IWL: Klingon Defense Force

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10th June 2005

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#1 11 years ago

Okay, most of Armada is easy to understand. But I get confused when dealing with the reference structure. What I'm talking about is how a single ship.odf can require over 30 other files to work. Now, granted, an average ship will only reference about 10 -12 other odfs, but still! Even considering that, ship/station files (even physics and such- once understood) are elementary. They all follow fairly standard rules, and there's only a few types/classlabels. With Special Weapons, however, there are 75 distinct types- with dozens of classlabels! And some weapons reference 7+ files each! I'm working on a list (and possible guide) that'll help people moding weapons to know, and see, what they're doing. What I'm getting at is, I've been working with them for a while now, and trying to find out if specific functions will work is exhausting. The BBOM mentions and describes allot of them, but doesn't really say how to do anything. I'm currently trying to get a sod based weapon (using the launcher & micro classlabels) to use some sort of object, or wave, to create a nuclear explosion on impact. One that'll do area damage, with a flashy visual. So far I can get one or the other, but not both. With the sod weapon, I only get hull damage to a single target, and a sprite based visual explosion. With sprite weapons, I get the area damage, but the visuals are dodgy. Is there anyone out there who can help me with this issue (or anything to contribute to a guide) anyone who know all about getting weapons to dance for 'em?




Achilles

I stole fire from the lighter!

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13th January 2003

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#2 11 years ago

the nuke is real easy using the ion storm I think.




kel333

IWL: Klingon Defense Force

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10th June 2005

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#3 11 years ago

Ah yes, the old, reliable... wait no, I meant to say 'un-reliable' Ion Storm. The problem is (does anyone else have this) even using the stock version, the Ion Storm only works about half the time. The rest of the time, the sprite just gets stuck on the target until it's lifespan runs out. Then poof, no storm, the sprite just winks out. Thank you, Achilles, for the suggestion. You're right, it does work (mostly) but, as far as I can tell, only allows for a sprite weapon with a sod explosion. That's not such a bad thing (I could just use a glowing sprite instead of the missile.sod) but it won't allow a smoke trial. So, do I want the visual effects to be right, or the damage?




Intrepid781

I want to be like Revenge

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2nd September 2006

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#4 11 years ago

Ah working on the nuke for Battlestar Armada are you Kel?




kel333

IWL: Klingon Defense Force

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10th June 2005

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#5 11 years ago

Yeah... It really is amazing the things you can accomplish with the stock weapons but, if you want to do something specific, it's very hard to find any way to wrangle it. Most of the hundreds of hours I've spent on it has yielded few results. Usually, I'll select a weapon(s) that I think'll do what I want, start messing with it, end up spending days/weeks fiddling, only to find that the first results are the only ones that work. It's very rare to find any new functionality. What I need is: A launcher weapon, with a sod ordinance, and an object/wave/explosion effect. I've got the first to parts working perfectly, I just can't get anything to link to the explosion. I've tried everything I can think of: adding objects/nebulas only works with the sprite based ordinance, and ... I lost my train of thought... Suffice it to say, I tried using the amine, dreadnaught, and even tried naming the missile as a ship and using the ship explosion effect. Of course, the classlabel restrictions just laughed scornfully at the attempt. I guess I'll try a couple more things an' then admit defeat. I'll have a working weapon, just not the one I want. Ciao




Terradyhne

anti Star Trek reboot

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26th June 2004

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#6 11 years ago

did you look into the naval armada mod demo, there was a nuke weapon but i don't know if it had the area target or a unit or structure as target and if it works in the original A2 3d space settings




StarBlade

www.starbase34.net

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7th January 2006

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#7 11 years ago
kel333;4007907Usually, I'll select a weapon(s) that I think'll do what I want, start messing with it, end up spending days/weeks fiddling, only to find that the first results are the only ones that work. It's very rare to find any new functionality.

I run into the same problem, frequently. Almost accidentally this one time I toyed with a nuke. I think if you had a 'big flash' animated .SOD and replaced the Phoenix Effect (gbholeg) .SOD with it, that it might work. Not sure it'd do what you want but it might. But you might have to rely on a separate 'built' nuke rather than a launched one. The game is exceedingly (and annoyingly) picky about the launchers it allows you to use.... and what it lets you do with them.... as I've found once too often....




score1_uk

BSA Mod Co-founder

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9th February 2005

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#8 11 years ago

Have u made any progress with the missile weps kel?




Knight-2000

Dread thinks I'm a special person

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19th March 2006

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#9 11 years ago

just a suggestion, but why not try something similar in operation to the Ion Cannons (on the raptor class) in Star Wars Fleet Command - from looking at it, the ion cannon is actually two weapons - the visible ion cannon effect which does no damage, and then a second, 'invisible' weapon, which is what causes the targetted ships systems to go offline... could you not do something similar here? of course, thats assuming i havent mis-read how they did it somehow...




kel333

IWL: Klingon Defense Force

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10th June 2005

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#10 11 years ago

First, I'd like to apologize for not replying sooner- I been busy. Second, thanks for all the comments/suggestions. It helps allot. :bows:

Terradyhne;4008338did you look into the naval armada mod demo, there was a nuke weapon but i don't know if it had the area target or a unit or structure as target and if it works in the original A2 3d space settings[/quote] Thanks, Terradyhne, I'll look into that!
the Starfleet Kid;4009369I run into the same problem, frequently. Almost accidentally this one time I toyed with a nuke. I think if you had a 'big flash' animated .SOD and replaced the Phoenix Effect (gbholeg) .SOD with it, that it might work. Not sure it'd do what you want but it might. But you might have to rely on a separate 'built' nuke rather than a launched one. The game is exceedingly (and annoyingly) picky about the launchers it allows you to use.... and what it lets you do with them.... as I've found once too often....[/quote] This is a good suggestion. I tried it, several different ways, and it does work. Only it's functionality is not right- it doesn't behave the way we want. It's kinda similar to the amine- in that once launched/built, it will sit there till an enemy comes into range. Another way I tried was tying it into the ordinance instead of the ship, but it still caused the launching vessel to self destruct- it would be nice if there were a way to avoid this. [quote=score1_uk;4013096]Have u made any progress with the missile weps kel?
Not much. Spent allot of time on it, but not found any new functionality. Will compress work and decide on a final product. Question: Which do you prefer: an accurate visual effect, or more accurate damage effect? [quote=HighGuardKnight;4013651]just a suggestion, but why not try something similar in operation to the Ion Cannons (on the raptor class) in Star Wars Fleet Command - from looking at it, the ion cannon is actually two weapons - the visible ion cannon effect which does no damage, and then a second, 'invisible' weapon, which is what causes the targetted ships systems to go offline... could you not do something similar here? of course, thats assuming i havent mis-read how they did it somehow...

Yes, excellent suggestion. I credit the idea for my original missiles to Star Wars Fleet Command. It works quite well. Unfortunately, I don't know how to make it work for special weapons- is there a way to link them, and is their a way to do this with the techtree? Anyway, I'll look into these ideas and reply here with my results. Again, thanks. :cya: