Torpedoes (On and Off) -1 reply

  • 1
  • 2

Please wait...

Flash525

The Carbon Comrade

50 XP

14th July 2004

0 Uploads

15,103 Posts

0 Threads

#1 9 years ago

In the stock game, any ship that has both Phasers and Torpedoes will fly into battle, firing them at will. That is the way the game is made, and I suppose it adds to the special effects and such. With Zero Hour however, I don't want that to be the case. With Zero Hour, I would like it so that ships only ever start firing with Phasers. Torpedo's would be controlled much alike special weapons (alike the Cloaking ability). You'd have to turn them on to allow them to be used, and for ships with more than one type of Torpedo, you'd only be able to use one at a time, IE, you'd not be able to fire Photons and Quantum's simultaneously. I figure this'll work especially well when it comes to attacking ships / stations that you may not wish to destroy, so you can just weaken them up a bit. Obviously, some ships wont be having Torpedoes anyway, so they'd not matter, but for those that are, I'd like to keep special weapons around, and I don't really want the on / off option of torpedoes to interfere with special weapon energy. I know what I am asking is possible, at least, I'd have thought it to be. The question is, how would I go about doing this? Short of turning every torpedo into a special weapon (which I've still got to work out how to do), is there a more simplified way?




[ST]PAdm-Medafusion

ugh hangovers

50 XP

5th August 2004

0 Uploads

3,704 Posts

0 Threads

#2 9 years ago

Well that's the same thing i can only think of too. Turn it into special weapon. Forgive me I havn't really gotten fully back into modding but wouldn't you just set the nrg use to 0?




stanny

I like cheese

50 XP

8th May 2004

0 Uploads

115 Posts

0 Threads

#3 9 years ago

Use the patch project's 'replaceweapon' command to change the ship's odf from one that lacks torpedoes to one that has them.




Amateur

beginner on armada2files

50 XP

23rd April 2005

0 Uploads

398 Posts

0 Threads

#4 9 years ago
stanny;4908378Use the patch project's 'replaceweapon' command to change the ship's odf from one that lacks torpedoes to one that has them.

:agreed That's how I would do it, probably the easiest way all things considered.




Achilles

I stole fire from the lighter!

50 XP

13th January 2003

0 Uploads

1,596 Posts

0 Threads

#5 9 years ago

exept the AI wouldn't use it.

As far as I know a toggle torpedo doesn't work like you are after.




stanny

I like cheese

50 XP

8th May 2004

0 Uploads

115 Posts

0 Threads

#6 9 years ago

Surely you could tell the AI to activate it and then leave it on?




Achilles

I stole fire from the lighter!

50 XP

13th January 2003

0 Uploads

1,596 Posts

0 Threads

#7 9 years ago

the AI does not use the refit weapon




Amateur

beginner on armada2files

50 XP

23rd April 2005

0 Uploads

398 Posts

0 Threads

#8 9 years ago

Well that's that plan out of the window... It looks like it'll have to be a launch button then. Maybe special weapon cost/available could simulate torpedo ammuntion in that case?




HMS Frontier

Space The Final Froniter

50 XP

1st August 2006

0 Uploads

388 Posts

0 Threads

#9 9 years ago

I have done some thing along these lines by converting all the torpedoes into special weapons. If you set it to use 0 special energy it should work but there is no way I know of for a ship to use only one type of torpedo. As Achilles has said the AI wont use the replace weapon and using it would also mean every single ship that uses torpedoes would have to have a custom replace weapon and two odf files meaning a total of four per ship.




Flash525

The Carbon Comrade

50 XP

14th July 2004

0 Uploads

15,103 Posts

0 Threads

#10 9 years ago

In regards to the AI not using these special weapons, they use the cloak don't they? That is pretty much an on / off weapon.




  • 1
  • 2