tmp transwarp -1 reply

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mikemckeon007

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14th January 2008

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#1 9 years ago

im currently trying to make the transwarp drive from the tmp era starfleet race mod work with with my bs galactica. what i want to do is have the effect from the transwarp used when a ship is built instead of a wormhole. does anyone know how to accomplish this? thank you for your time.




Pro_X

by your command

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2nd February 2009

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#2 9 years ago

okay, add this to the bsg .odf under weapons

//Transwarp Drive weaponXX = "gtwarpd" weaponHardpointsXX = "hp02"

then go to the tech1.tt, then go to // ***[ BORG SPECIAL WEAPONS ]******************** and replace this

gtwarpd.odf 1 borpod4.odf // transwarp drive (interceptor)

with this

gtwarpd.odf o // transwarp drive (interceptor)

:)




mikemckeon007

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#3 9 years ago

thanks pro x but thats not what i meant. i want my ships to come thru the wormhole when construction is complete like in the caretaker pack found on the site but instead of a worm hole i want to use the effect from the transwarp drive found in the tmp era race. i cant seem to get it to work right it just crashs when i try




stanny

I like cheese

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7th May 2004

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#4 9 years ago

So like fleetops?




mikemckeon007

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#5 9 years ago

i dont know. i haven't played fleet ops




Atlantis27

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#6 9 years ago

No no I don't think he meant like FleetOps, I think he meant more like the Sp8472 Fluidic Gate in A2... which I think isn't possible in A1, sorry.




mikemckeon007

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#7 9 years ago

i do mean armada 2. what i want to do is use the shot geometry from the tmp race transwarp and get it to work with the idea i said i wanted to do.




Icewolf132

Only Slightly Insane

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1st June 2007

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#8 9 years ago

I think I know what you're trying to set up Mike, the best files to use as a base would be the 8472_FluidicGate under Stations and fluidicrift2 under Other. Below is a simple setup using the stock transwarp drive special weapon sod from the Borg Interceptor, obviously you'll have to tweak with it to suit your needs and your mod :)

FedTransYard.odf

Spoiler: Show

#include "station.odf"

//********************************************************************** //MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Federation Transwarp Gate"

//tooltips tooltip = "Federation Transwarp Gate" verboseTooltip = "An experimental gate used to transport reinforcments from a diffrent sector of space."

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

//Amount of time required to build ship buildTime = 180.0

//Number of officers required to build this ship officerCost = 10

crewCost = 500

// amount of biomatter needed to build dilithiumCost = 3000

// ammount of metal needed to build metalCost = 1400

//Max Shield Strength & Begining Shield Strength <1000 maxHealth = 3600

//Rate at which shield recharges (points per second... we think) shieldRate = 2.0

//********************************************************************** //Construction Parameters buildItem0 = "TMPShip1" buildItem1 = "TMPShip2" buildItem2 = "TMPShip3" buildItem3 = "TMPShip4"

//Hardpoint location for building and portal effect buildHardpoint = "hp01"

// The wormhole it uses to put them through wormhole = "FedTransPortal.odf"

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

// Hardpoints to hit for various systems and other locations. //enginesTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06" //lifeSupportTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06" //weaponsTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06" shieldGeneratorTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06" sensorsTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06" hullTargetHardpoints = "hp02" "hp03" "hp04" "hp05" "hp06" criticalTargetHardpoints ="hp02" "hp03" "hp04" "hp05" "hp06"

//********************************************************************** //********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 1.50f

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

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

eventSelect = "ShipyardSelect" eventAcknowledge = "ShipyardAcknowledge" eventDecommission = "ShipyardDecommission"

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "fluid_gate" hotkeyLabel = "HOTKEY_F5"

//Runtime class label for instantiation of object. classLabel = "shipyard"

//************************************************************ // Brian additions for context sensitive menus builder_ship = 1 transporter = 1 has_crew = 1 SHOW_MOVEMENT_AUTONOMY = 1 SHOW_SW_AUTONOMY = 1

//animation = 2 scaleSOD = 2.0

FedTransPortal.odf

Spoiler: Show

// Rift used by the 8472 Fluidic Gate // Geometry name. baseName = "wtranwrp"

// Runtime class type (DO NOT EDIT) classLabel = "wormhole_obj"

// Object name. unitName = "Transwarp Portal"

//play looped animation animation = 2

//distance below the combat floor this object is placed distanceBelowGrid = 0

//Time (in seconds) it takes to go from closed to open AnimationTime = 1.0f

//Sets the "closed" scale of the wormhole //ClosedScale = 0.7f ClosedScale = 0.01f

//Sets the "open" scale of the wormhole //OpenScale = 2.5f OpenScale = 2.0f

// Set the rotation //Rotation = -0.6f Rotation = -0.3f

// ??? DisableTimer = 10

//What's the color of the internal light red_glow = 0.0 green_flow = 1.0 blue_glow = 0.1

//How does lighting fall off? glow_falloff_start = 60.0 glow_falloff_range = 60.0

//Constants affecting how craft moves into wormhole

//the range at which the craft starts to speed up SpeedEffectRange = 75.0f //the maximum factor applied to the speed (at range = 0) MaxSpeedFactor = 5.0f

//the range at which the craft begins to "stretch" ScaleEffectRange = 75.0f //the maximum stretch factor (achieved at range = 0) MaxScaleFactor = 2.0f

// do not avoid avoidMe = 0

// The sound played when the wormhole opens openSound = swbtrnsa.wav




mikemckeon007

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14th January 2008

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#9 9 years ago

that worked great thank you. here is my next question though. the wormhole is on a ship is there a way to make it so it wont build all ship from it in the same spot as the first ship it built?




score1_uk

BSA Mod Co-founder

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9th February 2005

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#10 9 years ago

not that i know of, that would need mulipule build hps.




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