For ST Armada 2, I want to have a cloak detect that is togglable but takes a long time to recharge so you can't use it that often. I've modified the gdetect3.odf file and gotten the special weapon button to show up in game after researching tachyon detection but the wave texture I added just to see if it works doesn't show up and nothing gets detected. I'm using the BBOM but can't understand the problem? Not all weapons have an ordinance so I didn't think this one needed one? Any insight would be appreciated.
Here's the gdetect3.odf:
//Display name for this weapon wpnName = "Detect Cloak"
tooltip = "Detect Cloak" verboseTooltip = "Scout-class ships can have their sensor arrays modified to use a Tachyon Detection Grid, allowing them to detect cloaked ships within their sensor range."
//Time Delay between shots - not used shotDelay = 20.0
//Location of the button in the speed panel buttonSlot = 1
// location of the button in the popup palette popupSlot = 6
// Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 10
//Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. buttonBorder = 1
// Special stuff - denote special weapon special = 1
// Range within which the weapon will fire - not used. range = 0.0f
//Sound which is played when the weapon fires - temp sound fireSound = "cloak.wav"
//Programming Stuff DO NOT CHANGE classLabel = "detectcloak"
// Chance of hitting the target. - not used hitChance = 0.45
// Special energy cost for the cloaking device specialEnergyCost = 250
// Detect class detectClass = 3
// Detect Timer detectTimer = 10.0f
// wave displayed around the ship using this weapon wave_Effect = "CloakEnhancerWave"
// time between wave explosions timeBetween = 5.0
// Always on, has no button and no hotkey // hotkeyLabel = "HOTKEY_~"
That's not possible in stock Armada II I'm afraid. CloakDetect works as soon as technology requirements are met and cannot be controlled in any other way.
More complicated cloak detection systems are only possible with Fleet Operations.
Of course it's not possible. :) Silly of me to think so. Dang, I thought I had a great idea. Thanks anyway D_N. I've been scouring the guide at the Fleet Ops site and never saw that reference. I'll have to look harder from now on.
Well, there's maybe a way with classLabel = "probetorpedo" This is the ordinance file:
classLabel = "probetorpedo" specialEnergyCost = 500 damageBase = 0 damageVariance = 0 damageThreshold = 45 shieldCrewModifier = 0.0 hullCrewModifier = 0.0 lifeSpan = 30.0 shotSpeed = 99999.9 omegaTurn = 0.0 shotAccel = 100.0 Sprite = "fst04s2a" spriteDuration = 1.5 shotColor = 227 radius = 100.0f Length = 100.0 rangeScan = 300.0f detectCloak = 1
You can toggle an area with it. It's not quite what you were thinking of, but maybe a good workaround.
That's looks interesting TommyGun. Will that work in stock A2 or does it require the what is it, 1.2.5 patch project? Can the AI us it as well?
I don't know, you'll have to find out yourself. I use it in my A1 mod and there it works just fine.
And if that fails, all you need is a wide area weapon that disables weapons for about half a second. As the cloaking device is considered a weapon, pressing the button would force the cloak to be disabled.
The special energy damping weapons might also be worth a look.
If anyone could develop such a weapon, it'd be appreciated. I am crap at playing with special weapons, always crash the system somehow, but weapon that turns off enemy powers around the ship for a brief second would be handy, even if it turned off ally powers, too (could be Fed only and would be a nice balance against all the love Fed ships get in my personal mod).