warp code and impulse code -1 reply

Please wait...

staingar - A

Holder of the golden phaser

50 XP

29th January 2007

0 Uploads

122 Posts

0 Threads

#1 9 years ago

i'm needing this code for an upcoming series of mods i'm going to release since i figured out some weapon codes. i'm looking to add warp to my list of codes. I'm just wanting the codes necessary to make something warp. I'm also looking for the impluse codes as well. if anyone would be kind enough to give me an example of these codes it would be much appreciated.




dinosaurJR

...

50 XP

14th March 2006

0 Uploads

8,116 Posts

0 Threads

#2 9 years ago

Dude, if your looking for almost anything .odf related, check the Starbase34 website. they have a section on .odf commands as long as an unwound slinky! www.starbase34.net - WELCOME TO STARBASE 34 is where you can find it Seriously, these guys know what they are talking about :-) good luck man!




staingar - A

Holder of the golden phaser

50 XP

29th January 2007

0 Uploads

122 Posts

0 Threads

#3 9 years ago

i put in their code but for some reason it didn't work. just to make sure I put it in right is this the code? warpspeed = # with # being the number i enter for warp speed.




Freyr VIP Member

A2Files Staff

46,875 XP

6th February 2005

11 Uploads

4,275 Posts

0 Threads

#4 9 years ago

I don't ODF mod much myself, but isin't the warp speed already defined in the physics file? If it is already set to zero there then I suspect that adding a second entry in the ODF itself might get overridden by the earlier command.

Someone more knowledgeable can probably tell you right away if i'm barking up the wrong tree, but have a look at the physics entry for that file, its defined in the ODF so you shoould be able to get the filename from that.




São Magnífico

Modern-day warrior

50 XP

2nd April 2009

0 Uploads

294 Posts

0 Threads

#5 9 years ago

I believe entries in the ship ODF override anything "included" or referenced in the file, but I'm not sure about physics. I tend to keep all of that stuff in the physics file where it belongs.




StarBlade

www.starbase34.net

50 XP

7th January 2006

0 Uploads

1,705 Posts

0 Threads

#6 9 years ago

^ Individual ship .ODF entries override anything that is added by using the #include code-- physics, too.

The warp speed is determined by the code you've listed there. Take a look in ODF\other and anything with the words "____phys.odf" in there will have, within the first ten lines or so, reference to both impulse speeds (standard and combat situations) as well as warp drive. Note that most standard impulse speeds don't exceed 50, and warp speeds range from 250 to 500 or so. Anything beyond that and you better have good reason (some super-impulse fighter, hyper speeds in Star Wars, etc). Otherwise it potentially offsets game balance.

Thankfully, dinosaurJR has already linked you to the Starbase 34 listing-- check under ODF commands lists, as it'll probably have everything you've been figuring out for yourself and more.

:cool:




Guest

I didn't make it!

0 XP

 
#7 9 years ago

Remeber too that all .odf coding is case sensitive. If its capatalised in the book you better do it that way in the file or it won't work.




dinosaurJR

...

50 XP

14th March 2006

0 Uploads

8,116 Posts

0 Threads

#8 9 years ago
starfox1701;4914879Remeber too that all .odf coding is case sensitive. If its capatalised in the book you better do it that way in the file or it won't work.

Yeah, what he said - i think the command is; warpSpeed = # I might be wrong though... as with so many things in life, the devil is in the detail...;)




Warborg

Revenge was here.

50 XP

2nd August 2002

0 Uploads

1,833 Posts

0 Threads

#9 9 years ago

I tried doing a direct copy of the warpspeed and impulse direct to the ship odf and it didn't respond but didn't try it on another ship




Guest

I didn't make it!

0 XP

 
#10 9 years ago

The "warpSpeed = XX" line is used in the physics file which governs the ship movement. Placing this line in the ship ODF without removing any other references to another physics file in the same ODF will cause the game to ignore it. Tried the same thing in the first Phsysics Project and got real frustrated real fast.