Why wont this weapon cause damage? -1 reply

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score1_uk

BSA Mod Co-founder

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9th February 2005

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#1 10 years ago

Here is the main ODF: //Name of the ODF file for the ordinance for this weapon ordName = "ttorp1o" //Display name for this weapon wpnName = "Missile" tooltip = "Missile" verboseTooltip = "Long range VLS Missile's" //Location of the button in the speed panel buttonSlot = 3 // Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 5 //Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. buttonBorder = 1 //Time Delay between shots shotDelay = 1.0f // Range within which the weapon will fire. range = 1000.0f //Sound which is played when the weapon fires fireSound = "missile.wav" //Programming Stuff DO NOT CHANGE classLabel = "cannon" // Percent chance of hitting the target. hitChance = 0.95 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the attacker is in warp warpToHitModifier = 0 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not attacker is stopped stopToHitModifier = 0 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not attacker has been effected //by gravity mines slowToHitModifier = 0 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is in warp toHitWarpModifier = 0 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is stopped toHitStopModifier = 0 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is effected by //gravity mines toHitSlowModifier = 0 // special weapon special = 1 // Need target needTarget = 1 // Restrict the Fire Arc restrictFireArc = 1 // Use this fire arc restriction fireArc = 1.61 targetAlliedCraft = 1 targetAlliedBuildings = 1 targetEnemyCraft = 1 targetEnemyBuildings = 1 damageBase = 450 switchToAttack = 0 And the ord ODF: //Programming Stuff DO NOT CHANGE classLabel = "micro" //The number of units which are subtracted from the Special Energy Reserve specialEnergyCost = 100 //The base amount of damage which the ordinance does with each hit damageBase = 450 //The amount of variance applied to the damage (i.e. 10 + or - 2) damageVariance = 2 //The threshold which must be exceeded to cause crew casualties prior //to shield exhaustion damageThreshold = 450 //The multiplier by which any damage which exceeds the threshold is //multiplied by to calculate the percentage of crew lost with that hit shieldCrewModifier = 0.2 //The multiplier by which any damage which is applied to the hull is //multiplied by to calculate the percentage of crew lost with that hit hullCrewModifier = 0.1 //Amount of time the ordinance will exists without hitting something lifeSpan = 15.0 //How fast the shot moves shotSpeed = 250.0 // This affects the turning radius/rate somewhat unknown. omegaTurn = 2.0 // The rate at which this Torpedo accelerates. shotAccel = 40.0 // The sound of the ordinance hitting the Target hitSound = "swfchanx.wav" // Weapon geometry file name shotGeometry = "bsnuke.sod" rollRate = 5 // Size of photon torpedo. radius = 1.5f When the missile hits, I get the shield effect etc, but the shields stay at 100% with no damage at all :(




fadm_tyler

U.S.S. Tewkesbury NCC-49084-B

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18th January 2006

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#2 10 years ago

Doesn't that classlabel make it a Special Energy draining weapon?




score1_uk

BSA Mod Co-founder

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#3 10 years ago

what class lable can I change it to then? I want it to use energy every time it is fired, not to drain it.




Chiletrek

Warriors from Fluidic Space

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8th August 2004

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#4 10 years ago

Hello: I used the antimatter mine's class label for sod-based missiles... the only thing is that they won't miss (I'd like to fix that so I accept suggestions), but it should be great for nukes. The label is: classLabel = "antimine" I hope this can help.




score1_uk

BSA Mod Co-founder

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9th February 2005

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#5 10 years ago

Problem with the minelayer class lables is that it always goes for the highest value target and not the target I click on.




StarBlade

www.starbase34.net

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7th January 2006

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#6 10 years ago

It's hard to do if you're using a .SOD instead of a sprite for the missile. Try using 'myotron' and add damage. The only downside is that the targeted ships lose fire-control but you can lower that value to minimal. As Chiletrek points out, it's just an added bonus for nukes. Plus there's some vestigial lines of code in the stock myotron.odf that I have to wonder if they actually do work:

//Name of ODF for explosions for striking particular objects xplGround = "xmslgnd" xplVehicle = "xmslcar" xplBuilding = "xmslbld"

Worth a shot.

:cool:




Guest

I didn't make it!

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#7 10 years ago

Its ether that or make a sprite and use the torpedo.




Guest

I didn't make it!

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#8 10 years ago

Did I see lines in that ODF that have it targeting allied ships and stations as well?




086goinfast

NObama

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7th March 2006

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#9 10 years ago

Yup, I see it too.




score1_uk

BSA Mod Co-founder

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9th February 2005

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#10 10 years ago

yes, but that doesnt stop the damage.




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