I've been having some problems of late with the Death Chant. I'm not sure exactly how this one works, so I'm not sure what I'm doing wrong.
The following is what I have so far for death chant. Note that these are the STOCK Klingon death chants. I haven't looked into others (the Metathran, for instance, use a 'death chant' variant called 'high prayer') but I have investigated this pretty thoroughly, with no idea what's causing it.
//Display name for this weapon wpnName = "Death Chant"
//tooltips tooltip = "KLI_POD6" verboseTooltip = "KLI_POD6_V"
//Name of the ODF file for the ordinance for this weapon ordName = "dchant"
//Location of the button in the speed panel buttonSlot = 1
// location of the button in the popup palette popupSlot = 9
// Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 5
//Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. buttonBorder = 2
// Mark this as a special weapon. special = 1
//Time Delay between shots shotDelay = 3.5
// Range within which the weapon will fire. range = 700.0f
//Sound which is played when the weapon fires fireSound = "swkdethf.wav"
//Programming Stuff DO NOT CHANGE classLabel = "areacannon"
//Should not be used wpnReticle = "gblast"
//UNKNOWN wpnPriority = 0
//UNKNOWN wpnCategory = "AREA"
// HIT_EVERYONE = 0, // HIT_ALLIES = 1, // HIT_ENEMIES = 2 hitCondition = 1
//this special weapon can be assimilated by the borg tech assimilator assimilatable = "klipod6"
hotkeyLabel = "HOTKEY_F9"
//Programming Stuff DO NOT CHANGE classLabel = "deathchant"
//The number of units which are subtracted from the Special Energy Reserve specialEnergyCost = 800
//The base amount of damage which the ordinance does with each hit damageBase = 0
//The amount of variance applied to the damage (i.e. 10 + or - 2) damageVariance = 0
//The threshold which must be exceeded to cause crew casualties prior //to shield exhaustion damageThreshold = 0
//The multiplier by which any damage which exceeds the threshold is //multiplied by to calculate the percentage of crew lost with that hit shieldCrewModifier = 0
//The multiplier by which any damage which is applied to the hull is //multiplied by to calculate the percentage of crew lost with that hit hullCrewModifier = 0
//Amount of time the ordinance will exists without hitting something lifeSpan = 0
//How fast the shot moves shotSpeed = 35.0
// This affects the turning radius/rate somewhat unknown. omegaTurn = 3.0
// The rate at which this Torpedo accelerates. shotAccel = 100.0
//The sprite which is used for this ordinance Sprite = "wcover" // where the HELL is this sprite located!?
// Time to play through the animation for the sprite in seconds spriteDuration = 1.0
//this modifies the color of the ordinance (not currently working) shotColor = 227
// Size of photon torpedo. radius = 2.0f
// Let's ignore them thar shields ignoreShield = 1
// Special value for special effects (how long it lasts?) specialValue = 15
// Values for this effect FireModifier = 1.5 RepairModifier = 0.5 TurnModifier = 1 DamageModifier = 1 SpeedModifier = 1 HitModifier = 1
entry in weapon.spr that mentions anything vaguely 'death chant' related
#Death Chant sprite wdeathchant wdeathch 0 0 64 64 @sprite_node wdeathchant wdeathchant const (64,64) (1,1,1) billboard
Critically, there's NO mention of "wcover" in ANY of the sprite files. I've looked in every total conversion I've ever downloaded and the death chant files are essentially the same. And my "wdeathch" sprite is the stock Klingon-symbol .tga file.
Now here's what it looks like in-game. I discovered this playing instant-action against the Klingons. In this case, rather than wait hours for the Klingons to actually use it again, I stole it and tweaked my techtree temporarily so that the Aeon timeship visible is using it instead.
The textures are there. They're not showing up, but they are present in \textures\rgb.
And everything works in game in terms of the special weapon's operation. But it's REALLY annoying to have this white box suddenly cover everything.
Hmm, all I know is that sprite line in the weapon odf doesn't change anything. wcover is about the Engine Overload weapon, not the Death Chant.
You can't change the sprite for the Death Chant anyway, may's well just go back to the stock files. If you want to change the image, just change the image itself.
This is interesting. I thought the 'don't play the sound effect' problem was the only one with the Death Chant. There is a sound effect for it that plays the first two bars of the Klingon Battle Anthem. The sound effect is in game and plays whenever I call it up in Media Player, but it will not play in the stock game. I spent a couple of days trying to get this to work and nothing, so I have resigned myself to the silence.
See, I've heard that sound effect before --when the sprite doesn't work!
But I don't want to change the image. I just want the image to work.
you can change the little icon for it..but it changes it for both your custom weapon and the death chant itself..I've been trying to get this to work for my Fleet Tactical Command System..for my Enterprise-E. I want a little federation logo to appear in place of the klingon one..and still keep the klingon one..but i had to settle for a blank one instead...you can't have two different pictures...they are hardcoded together..maybe Docacola can make some headway with this
starfox1701;4194484Do you have the texture installed, you know wdeathch?
Yes, it's stock. Klingon logo dealie.
I'd much rather have the one from KA2, if I had to be picky.
Sisko-- that'd be cool, if the FleetOps upgrades included multiple 'deathchant' style classLabel tags, with different names. If they did the same thing, but for different races, perhaps at different levels of effect...?
the actual odfs can be changed..so they have different effects...my FTCS for Worf and Martok have different effects than the FTCS for Picard and Sisko or the Borg Queen.....the Klingon ones focus on weapons and such..the Borg ones focus on Defense and the Federation ones are all around...with Sisko being a little more heavily firepower, and picard a little more shield recharge...
So, yeah. I've been having an insanely busy week but the little time I've had to try anything mentioned above hasn't really changed things any.
Does anyone have a stock "wdeathch" entry from 'weapon.spr' they can show me so I know I haven't mangled the code?
wdeathchant wdeathch 0 0 64 64 :) Nice to see someone else likes my blue ECCM rings (although I dulled them down for v1.1 to fit the new dulled down ECM waves, so the whole thing didn't look so garish when ECM and ECCM is going off) EDIT: Looking at the the ordinance for my ECCM, I notice that the sprite listing is wrong, so it must be hardcoded to use wdeathchant sprite