Undocumented ODF command - shieldGeometryName -1 reply

  • 1
  • 2

Please wait...

DOCa Cola

Enjoy the real thing ;)

50 XP

15th April 2003

0 Uploads

206 Posts

0 Threads

#1 11 years ago

While working with the Armada 2 Binary for Fleet Operations i discovered a yet undocumented command for ODF files. now, it has been noticed by these who were working with a hex editor on armada2.exe but still hadn't a clue where or what to use it for. That brings us to the "undocumented" part.

The command shieldGeometryName can only be used in those "main ordinance file" ODFs like pulseo.odf in stock armada is. it works this way:

you add the command shieldGeometryName to a suitable ODF. (of course :p) you cannot directly change a vessels shield with it, that means a vessel firing with the weapon aren't affected by this command but (like a weapon usually does) the target vessel - which doesn't mean the target could be the source vessel itself ;).

now, what does it do anyway? You can actually assign a SOD filename to the command. That means, when the source vessel fires at the target vessel, the target's shield sod is replaced with the sod you defined in that weapon sod (and only when firing with that weapon on the target vessel) BUT on the downside this is limited to hardcoded shield SOD files. These are by name:

xshldx01 xshlddie wshldadd wshldsub wcorbrfr wshldrmd wmanhiem WEclairlink1

so usage of this command in an ODF file is for example shieldGeometryName = "xshlddie"

I am sure some creative ODF scripters will find good use for this limited but still very interesting command as we also will use it alot in Fleet Operations v3 final, too.

Have fun. ;)




ColdDarkParanoia

Pro-Filer thinks I'm cool!!

50 XP

25th March 2005

0 Uploads

421 Posts

0 Threads

#2 11 years ago

Wow, very interesting, so just to summaries... You can make it so that a certain weapon when fired at a certain ship causes that ship to show a different shield sod? If so that could give a greater sense of a ships power. For example, low power ships fire low power weapons and there for would not have the same enpacked on another ships shields. similarly, a strong ship would have more powerful weapons and so when it fires on a ship would give yet again a different effect. Is this right, or have i completely taken what you've said the wrong way? lol :p




DOCa Cola

Enjoy the real thing ;)

50 XP

15th April 2003

0 Uploads

206 Posts

0 Threads

#3 11 years ago

that's it :) though you are limited to the sods shown, which of course, if not used in a mod, can be replaced with other effects




The Joelteon7

The cake is a lie.There is no cake.

50 XP

13th November 2004

0 Uploads

3,926 Posts

0 Threads

#4 11 years ago

Well that's simple, you simply make sure that in the ordinance ODF you place all the markings for the precise target, eg. cdestroy2 = 1 or whatever. Takes time, but should be doable. Whilst it is a discovery, I have a feeling it'll make little difference.




[ST]PAdm-Medafusion

ugh hangovers

50 XP

5th August 2004

0 Uploads

3,704 Posts

0 Threads

#5 11 years ago

good discovery definetly sounds interesting, gonna try it later on in a few hours, so you can make the fed's have blue sheilds, klings would have red (i think idk?) and roms would have green sheilds at the same time kool thanks for posting this




Achilles

I stole fire from the lighter!

50 XP

13th January 2003

0 Uploads

1,596 Posts

0 Threads

#6 11 years ago

Thanks for sharing Doca, hope there are much such revelations to follow.




Adam_Atlantian

Moogles Woot! ^_^

50 XP

26th June 2006

0 Uploads

430 Posts

0 Threads

#7 11 years ago

hmm.....I think i just had an uber idea.....*grins evily* Thanks for the share. Now I'm off to see if this is also true for Armada 1.




Majestic-MSFC

Majestic is thy Name!

50 XP

2nd April 2006

0 Uploads

2,152 Posts

0 Threads

#8 11 years ago

Indeed, thanks for posting this, its appreciated. It is sure to be used in Yesteryears, after all most of those stock SODs listed won't be used so can easily be replaced with new ones.




The Joelteon7

The cake is a lie.There is no cake.

50 XP

13th November 2004

0 Uploads

3,926 Posts

0 Threads

#9 11 years ago

Actually, talking with Ryan, I believe there's a very simple way now of giving each race their own shields.

Go into the pulseo, phasero and photono odf's and underneath each of these, you put the entire odf listing for one race of stations and ships. Change each effect to different colored shields and voila, whenever any ship fires on any way, certain colors will come up.

Of course, it will take a long time to write out all the coding, but once you've done it once, you can simply copy all 6 (providing you're going from stock) large entries to the other 2 odf's.




AdmarilRyan

I'm not crazy... Not always

50 XP

16th May 2005

0 Uploads

753 Posts

0 Threads

#10 11 years ago

glad my top secret plans are public knowledge now lol, this information released by Doca is the solution to a puzzle that I've worked on looking at the exe with a hex editor and so on and I believe Elrond was working on it once aswell but again he never quite got it.

but yes, the main generic weapon odfs that everything links to are the key to applying this to all ships, if of course it allows a multiple entry method, ie:

shieldGeometryName = "fshield" [COLOR=black] "kbattle.odf" kshield[/COLOR]

(or something along those lines)

edit: out of curiousity, what are the different colors that should be used for each race's shields? at I guess it's: Fed = Blue Klingon = Red/Orange Cardassian = Orange/Yellow Romulan = Green

but I'm not very sure




  • 1
  • 2