Adding torpedoes to the Kelvin -1 reply

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#1 9 years ago

I've downloaded the USS Kelvin but it doesn't seem to have any torpedoes. I've tried fiddling around with the ships file to add them manually but it doesn't seem to be working. Any ideas?




gdata

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#2 9 years ago

If you post the modified odf we can tell you what's missing ;)




SFC3

HL2: Leak: Mod Fan/Geek

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#3 9 years ago

That's because there aren't any.




gdata

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#4 9 years ago
SFC3;4955823That's because there aren't any.

That's why he tried to add some :p (even though it's uncanon)




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#5 9 years ago

Well heres the original ODF since i managed to screw the modified one up. I initially tried changing the weapons values to number of fore photons = 1 and number of aft photons = 1 before copying and pasting the weapon names/hardpoints for the photons from the new constitution, i suspected that it wouldn't work but nm. I know the ship isn't meant to have torps but how do i add them? Thanks a lot :D

#include "F_class_scout.odf" #include "Repair_tosearly.odf" #include "f_scout_tos_upgrades.odf" //********************************************************************** // GENERAL STUFF... //********************************************************************** // Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Kelvin Type" // Tooltips tooltip = "hermesclass" verboseTooltip = "hermesclass_v" // Race which can build ship & starting race of ship race = "federation" //Energy per shot energyPerPulsePhaser = 0.08 //********************************************************************* // General (upgradeable) values the Player sees for each system hullLevel = 550 weaponsLevel = 700 sensorsLevel = 800 enginesLevel = 770 shieldsLevel = 600 // WEAPON values numberOfPhaserBeams = 3 numberOfForePhotons = 0 photonSpread = 1 //forePhotonSpread = 1 numberOfAftPhotons = 0 //aftPhotonSpread = 0 // COMMAND POINT COST commandPointCost = 2200 startYear = 2240 endYear = 2300 //Energy per shot energyPerPulsePhaser = 0.08 weaponsEnergyReplenishRate = 0.5 // how fast can i restore my weapons energy pool weaponPoolDiminishRate = 1.2 // how slowly does my weapons pool diminish //********************************************************************** // SHIP NAMES //********************************************************************** possibleCraftNames = "USS Kelvin" "USS Celsius" "USS Fahrenheit" "USS Rankine" // "USS Joestore" "USS Caffrey" "USS Porantite" "USS Gallant" // "USS McDaniel" "USS Elias" "USS Klugman" "USS O'Brien" logoFileNames = "f_STXI_kelvin_Logo_1" "f_STXI_kelvin_Logo_2" "f_STXI_kelvin_Logo_3" "f_STXI_kelvin_Logo_4" //********************************************************************** // ART PARAMETERS & WEAPON NAMES //********************************************************************** // upper forward phasers 1 weapon1 = "fed_tos_pulse_kelvin" weaponHardpoints1 = "hp05" "hp06" "hp07" // upper forward phasers 2 weapon2 = "fed_tos_pulse_kelvin" weaponHardpoints2 = "hp10" "hp11" "hp12" // lower forward phasers 1 weapon3 = "fed_tos_pulse_kelvin" weaponHardpoints3 = "hp15" "hp16" "hp17" // lower forward phasers 2 weapon4 = "fed_tos_pulse_kelvin" weaponHardpoints4 = "hp20" "hp21" "hp22" // Left phaser 1 weapon5 = "fed_tos_pulse_kelvin" weaponHardpoints5 = "hp08" // Left phaser 2 weapon6 = "fed_tos_pulse_kelvin" weaponHardpoints6 = "hp23" // Right phaser 1 weapon7 = "fed_tos_pulse_kelvin" weaponHardpoints7 = "hp13" // Right phaser 2 weapon8 = "fed_tos_pulse_kelvin" weaponHardpoints8 = "hp18" // Aft Right phaser 1 weapon9 = "fed_tos_pulse_kelvin" weaponHardpoints9 = "hp14" // Aft Right phaser 2 weapon10 = "fed_tos_pulse_kelvin" weaponHardpoints10 = "hp19" // Aft Left phaser 1 weapon11 = "fed_tos_pulse_kelvin" weaponHardpoints11 = "hp09" // Aft Left phaser 2 weapon12 = "fed_tos_pulse_kelvin" weaponHardpoints12 = "hp24" // Upper Regular phaser 1 weapon13 = "fed_tos_pulse_kelvin" weaponHardpoints13 = "hp01" // Upper Regular phaser 2 weapon14 = "fed_tos_pulse_kelvin" weaponHardpoints14 = "hp02" // Lower Regular phaser 1 weapon15 = "fed_STXI_pulse" weaponHardpoints15 = "hp03" // Lower Regular phaser 2 weapon16 = "fed_STXI_pulse" weaponHardpoints16 = "hp04" // tractor beam weapon17 = "f_tractor_bm" weaponHardpoints17 = "hp35" // Warp weapon18 = "gwarp" weaponHardpoints18 = "hp33" //Self Destruct weapon19 = "gselfdes" weaponHardpoints19 = "hp32" // long range sensor weapon20 = "long_range_sensor" weaponHardpoints20 = "hp34" // Hardpoints to hit for various systems and other locations. EngineTargetHardpoints = "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" WeaponTargetHardpoints = "hp32" "hp01" "hp02" "hp03" "hp04" ShieldTargetHardpoints = "hp34" SensorTargetHardpoints = "hp31" // Sub-System Destruction Effect EngineDestructionHardpoints = "hp09" WeaponDestructionHardpoints = "hp01" "hp07" ShieldDestructionHardpoints = "hp14" SensorDestructionHardpoints = "hp11" //********************************************************************** // CHANGE THE SCALE //********************************************************************** realLength = 240 //********************************************************************** // SHIELDS AND DAMAGE //********************************************************************** //Apollo, generated Mon Dec 16 11:47:42 2002 hasHull = 1; hasShield = 1; hasWeapons = 1; hasEngines = 1; hasSensors = 1; // These will break off. engineBreakNodes = "B_Engine" "T_Engine" selfDestructRadius = 300; // this applies when our ship is destroyed - sls selfDestructDamage = 600; // the damage applied when we blow up - sls //********************************************************************** // PHYSICS PARAMETERS //********************************************************************** // physics file for star trekky physics behavior PhysicsFile = "f_Apollo_physics.odf" //********************************************************************** // BUILD, etc. //********************************************************************** // Amount of time required to build ship buildTime = 33.0 //********************************************************************** // Scale for the camera radius cameraRadiusScale = 1.3



gdata

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#6 9 years ago

Copy the STXI photon entries below this:

// long range sensor weapon20 = "long_range_sensor" weaponHardpoints20 = "hp34"

And then change the indices to 21, 22, etc.

And then you'll have to change:

// WEAPON values numberOfPhaserBeams = 3 numberOfForePhotons = 0 photonSpread = 1 //forePhotonSpread = 1 numberOfAftPhotons = 0 //aftPhotonSpread = 0

And you should try some other hardpoints (the hpxx), for example those of the pulse phasers...




MARKYNCC

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#7 9 years ago

If you want the 'Kelvin' to have torpedoes, and you have screwed up the odf file for the 'Kelvin', you could try "DontDrunkimShoot's" STXI Phasers" which can be downloaded from file front. I have tried this myself, he has produced new odf files for the Kelvin and the Enterprise, which dont require you to alter 'sprites' or anything else, and the 'Kelvin' has been given torpedoes with this mod.

hope this helps.