Hit Chance And Ignore Shields -1 reply

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HMS Frontier

Space The Final Froniter

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31st July 2006

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#1 11 years ago

I've altered photon.odf so a class of ship cant get hit by torpedoes here it is // Percent chance of hitting targets (based on the class of ship) hitChance = 1.0 "flcrusier.odf" 0.85 "ffrigate.odf" 0.78 "fdestroy.odf" 0.6 "fcorvette.odf" 0.0 (this one) And altered a pulse phaser odf so it has ignoreShield = 1 but nether off them work any suggestions




Admiral_Icehawk

That was too close

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10th January 2007

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#2 11 years ago

I dont think you can actually make it zero but try making it 0.0000000000001 its basically a one in a billion chance then, as for the shield thing, yeah I tried that once too and it didn't work it only seems to work for some special weapons.




HMS Frontier

Space The Final Froniter

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31st July 2006

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#3 11 years ago

thanks




kel333

IWL: Klingon Defense Force

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10th June 2005

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#4 11 years ago
Admiral_Icehawk;3557314I dont think you can actually make it zero but try making it 0.0000000000001 its basically a one in a billion chance then, as for the shield thing, yeah I tried that once too and it didn't work it only seems to work for some special weapons.

Wow, I did not know that. Handy info, if it's accurate. Not that I doubt you, but are you sure about these?




Admiral_Icehawk

That was too close

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10th January 2007

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#5 11 years ago

I tried it again with torpedos, pulses and phaser as well a the psyblast weapon, basically all the weapons that can be set as standard weapons without problems, didn't work for any of them, The psyblast could kill crew but not inflict any damage one the ship if the shields were at full, even when damage is added into its odf, the ship did have "shieldProtection = 1.0" though so it was protected entirely by its sheilds.

I do have an idea though. Get the shield disrupter weapon ordinace odf make a copy and change the disabler time to about 0.5 seconds or less. Then attach it to a torpedo based odf and change the weapon phys to match that of the weapon then change the range to about 1-5 units more than the original weapon. If this works right the weapon will disable the shield for an incredibaly breif time while the original weapon penetrates the shield. If timed right it should work. But it is just an idea, might be worth a try.




kel333

IWL: Klingon Defense Force

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10th June 2005

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#6 11 years ago

Nice follow through, thanks. I'll def be interested to know if this works.