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Ragnar

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#1 11 years ago

I'm attempting to create my own SOD based torpedo, but so far I'm having no luck at all. I've cut bits and pieces from here and there, but still, all I get is a crash screen. Here is the weapon and the ordinance Weapon ODF (ttorp1)

//Name of the ODF file for the ordinance for this weapon ordName = "ttorp1o" //Display name for this weapon wpnName = "Torpedo" //Time Delay between shots shotDelay = 6.0 // Range within which the weapon will fire. range = 900.0f // Percent chance of hitting the target. //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage) hitChance = 0.5 // Percent chance of hitting the target. //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage) hitChance = 0.90 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the attacker is full impulse impulseToHitModifier = -0.30 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not attacker is stopped stopToHitModifier = -0.0 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is full impulse toHitImpulseModifier = 0.00 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is stopped toHitStopModifier = 0.25 // Restrict the Fire Arc restrictFireArc = 1 //Sound which is played when the weapon fires fireSound = "drone.wav"

Ordinance ODF (ttorp1o)

//The base amount of damage which the ordinance does with each hit damageBase = 100 //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 = 23 //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 = 0.3 //How fast the shot moves shotSpeed = 300 //SOD file to be played shotGeometry = "wttorp.sod" //Amount of time the ordinance will exists without hitting something lifeSpan = 8.0 //Seeking time seekTime = 2.0 //How fast the shot moves shotSpeed = 300.0 // This affects the turning radius/rate somewhat unknown. omegaTurn = 8.0 // The rate at which this Torpedo accelerates. shotAccel = 100.0

Anyone know what is missing/What is needed to make this work?




kel333

IWL: Klingon Defense Force

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#2 11 years ago

Are those the complete files? Cause you're missin the classlables and you got hitChance and shotSpeed twice, (although, that shouldn't matter as it'll just ignore the second ones). Also, I think you need to specify a FireArc for the restriction. That's all I can see right now. Let us know what come of it.




Ragnar

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#3 11 years ago

Ok I jus don't think I can get this to work. Is there a specific classlabel you should use for the SOD based missiles or what? I used the launcher one but to no effect. Jus crashes to the desktop when I try to fire it. :( I'm still gonna experiment with other classlabels, but a little bit of help on this would be amazingly grateful :) This is the weapon and ordinance again, slightly updated. I'm really no expert when it comes to SOD ordinance etc. Weapon

ClassLabel = "launcher" //Name of the ODF file for the ordinance for this weapon ordName = "ttorp1o" //Display name for this weapon wpnName = "Torpedo" //Time Delay between shots shotDelay = 6.0 // Range within which the weapon will fire. range = 900.0f // Percent chance of hitting the target. //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage) hitChance = 0.90 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the attacker is full impulse impulseToHitModifier = -0.30 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not attacker is stopped stopToHitModifier = -0.0 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is full impulse toHitImpulseModifier = 0.00 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is stopped toHitStopModifier = 0.25 // Restrict the Fire Arc restrictFireArc = 1 // Firearc fireArc = 1.2 //Sound which is played when the weapon fires fireSound = "drone.wav"

Ordinance

ClassLabel = "photontorpedo" //The base amount of damage which the ordinance does with each hit damageBase = 100 //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 = 23 //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 = 0.3 //How fast the shot moves shotSpeed = 300 //SOD file to be played shotGeometry = "wttorp.sod" //Amount of time the ordinance will exists without hitting something lifeSpan = 8.0 //Seeking time seekTime = 2.0 //How fast the shot moves shotSpeed = 300.0 // This affects the turning radius/rate somewhat unknown. omegaTurn = 8.0 // The rate at which this Torpedo accelerates. shotAccel = 100.0



kel333

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#4 11 years ago

This- fireArc = 1.2 should be a fraction of 1 like so- fireArc = 0.3 This- ClassLabel = "photontorpedo" should be- classLabel = "micro" or- classLabel = "KlingonCommandoTeam" (notice the 'C' is lowercase) Also, you may want to try these in the ordinance file- rollRate = 0 hitSound = "missile2.wav" particleArt = "explode" radius = 1.0f affectedSystem = 0 DrainRate = 100 DrainTime = 0.3 I think that should do it. If you have any more problems, recheck your spelling, and look at the stock files you're moding to compare. Also, if you sill get a bug, it could be a problem with your sod. Check that.




Ragnar

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#5 11 years ago

Ok I've tried several different classlabels, but still, they don't work to full effect. The SOD works because with some of the classlabels, before crashing, you can see it firing and actually seeking. Then it crashes. There are only so many classlabels that actually allow a projectile. And the majority of them have effects that I really don't want. Classlabels I've tried: micro - Works but crashes when it targets a ship. KlingonCommandoTeam - Doesn't seem to work at all. plasmacannon - Doesn't work chainpulsar - Works but crashes as sprite gets half way to target. These are all the ones I've tried, but I really don't know why they won't work like the ingame versions. If I replace the SOD each one of these uses my missile turns up fine. But I can't get it to work to my own specifications. The chainpulsar looked promising, I think I'm gonna experiment with it more. But anyone's input into this would be greatly appreciated. I'd be so thankful. :)




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#6 11 years ago

Well, its not perfect but I needed to make an SOD Missile for the Sha'Kurian Impulse Velocity Projectiles. I used the Anti-Matter Mine classlabel, with the specialweapon tag set to 0, and the reload time set to 6.5 seconds, and needtarget set to 1, and I set the fire range to 600 and the Homing Range to 700 (otherwise, sometimes the missiles would fire and not be able to find a target, and they'd just hang there in space). I also added a crpulse emitter to the back of my missile, so it has a nice trail when it fires. I can email you a copy of my missile weapon if you like.

Squire James




kel333

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#7 11 years ago

Good thinking James. @ragnar- I'm not sure, from your descriptions, what you're trying to accomplish (specifically) or what/when it's crashing. I recommend copying all the settings from the stock weapon you're referencing, into your weapon, then change {([one thing at a time])} till you either get what you want, or find a problem. That's how I do it. It's time consuming, but really faster when you think about it, cause you get results without repeating mistakes, or having to track em down.




Ragnar

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#8 11 years ago

Squire James, I just tried your idea of using the antimine classlabel. And it works. BUT it crashes on the second missile that fires. Is that because it fires too fast? I got a 2.0f fire rate for it. Also, just before it crashed, the ship it hit received NO damage. Here's the changed ODF's for them. Weapon

//Name of the ODF file for the ordinance for this weapon ordName = "ttorp1o" //Display name for this weapon wpnName = "Antimatter Mines" //tooltips tooltip = "FED_POD4" verboseTooltip = "FED_POD4_V" //Location of the button in the speed panel buttonSlot = 1 // location of the button in the popup palette popupSlot = 2 // 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 //Time Delay between shots shotDelay = 3.0f // Range within which the weapon will fire. range = 900.0f //Sound which is played when the weapon fires fireSound = "swfantif.wav" //Programming Stuff DO NOT CHANGE classLabel = "minelayer" // Percent chance of hitting the target. hitChance = 1.00 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the attacker is full impulse impulseToHitModifier = 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 the target is full impulse toHitImpulseModifier = 0 // Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is stopped toHitStopModifier = 0 // special weapon special = 0 // Need target needTarget = 0 //Don't automatically switch to attack mode after launching a mine switchToAttack = 0 //this special weapon can be assimilated by the borg tech assimilator assimilatable = "fedpod4" hotkeyLabel = "HOTKEY_F1"

Ordinance

//Programming Stuff DO NOT CHANGE classLabel = "antimine" // Radius of chain detectRadius = 1000.0f //The number of units which are subtracted from the Special Energy Reserve specialEnergyCost = 0 //The base amount of damage which the ordinance does with each hit damageBase = 75 //The amount of variance applied to the damage (i.e. 10 + or - 2) damageVariance = 5 //The threshold which must be exceeded to cause crew casualties prior //to shield exhaustion damageThreshold = 52 //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 = 180.0 //How fast the shot moves // this is a maximum shotSpeed = 350.0 // The rate at which this Torpedo accelerates. shotAccel = 40.0 //The sprite which is used for this ordinance Sprite = "wphoton" // Weapon geometry file name shotGeometry = "wttorp.sod" // Time to play through the animation for the sprite in seconds spriteDuration = 1.0 //this modifies the color of the ordinance (not currently working) shotColor = 227 // Size of photon torpedo. radius = 2.0f

hotkeyLabel = "HOTKEY_F1"

I was wondering if you could send your own missile ODF to me, I'd like to see if I can use that :) You'll get credit of course in the final makings of my mod lol.




kel333

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#9 11 years ago

Off hand, I can't see why it would crash. Odd that it would happen when the second one fires. Are you sure it's not when the first one hits target? Either way, if it's not in the odf, it might be in the sod. This is a curious problem. Sorry I'm not more help. If you keep having trouble, you may pack your weapon up, send me what you've got, and I could take a look (if you have an MS3D file for the sod?).




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#10 11 years ago

I sent you an email Ragnar, but I need you to reply before I can attach anything to it! (I can't attach files using the forum email function)




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