shield hit help -1 reply

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melloyello

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7th May 2008

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#1 7 years ago

how can i add the fleet ops shield hits to my game without using the full mod? i know fleet ops has new odf commands to make it work.... so is there a way i can just add them?




Dominus_Noctis

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2nd October 2010

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#2 7 years ago

The closest you can get in stock Armada II is using the shieldGeometryName ODF command.

If you are just concerned with having Armada II available to yourself for modding, you can easily run A2 as a mod in Fleet Ops using the Modification Manager. Apoclaydon has transferred stock A2 to a mod for use in that system: Star Trek Armada II: Fleet Operations - Star Trek Armada II Import

More information on using the mod manager can be found here: Modification Modules - The Hitchhiker's Guide to Fleet Operations




melloyello

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7th May 2008

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#3 7 years ago

thats really gay




C.A.B.A.L.

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13th March 2009

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#4 7 years ago

Well, A1 and A2 have pretty limited game engines and had virtually no documentation. Most people didn't even know that shieldGeometryName even existed until fairly recently.

There are a couple of mods here and at MSFC that replace the stock shield effect with a blue one, but it's a universal change rather than just the Feds so you may not want it.




Dominus_Noctis

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#5 7 years ago

That's after all one of the major reasons why FO has been worked on in this direction for so long - to bring an enhanced engine to all A2 modders to make their ideas possible :)




melloyello

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7th May 2008

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#6 7 years ago

is there any way to just put some kind of effect on the phaser?... like.. what im wanting is if i have a purple beam hit the shields or the hull... i want a small PURPLE explosion where it hit.... it kinda does that with the photons... but they are just stock explosions.... u see what im tryn to do? i guess it doesnt have to be with shields... just a small effect where the beams hit. my shields can be whatever color... i just want colored hits to match the beams. is there a odf command that lets you add hit textures or something?




C.A.B.A.L.

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13th March 2009

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#7 7 years ago

I can't remember for sure if these do it, but try using these in an ordinance file: explosionSprite = "!!" //Must refer to an established sprite in "explosion.spr", but determines the effect (without shockwave) once the weapon detonates. explosionSpriteRadius = #f //This is the radius of the sprite for the weapon's explosion. The blastRadius can be a different size. If you want to check out more weapon ODF lines, try this link.




Dominus_Noctis

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2nd October 2010

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#8 7 years ago

Those only work for Artillery ordnances unless you are using FO.