Akira Weapons error -1 reply

Please wait...

SFC3

HL2: Leak: Mod Fan/Geek

50 XP

15th May 2008

0 Uploads

528 Posts

0 Threads

#21 10 years ago

Your going to have to reinstall.




Guest

I didn't make it!

0 XP

 
#22 10 years ago
Lt_Commander_Harden;4836332Ok. I copied and pasted the ODF you sent me, and It still has the same error for the torpedo pod. I'm using Trek Battles 2. Do you think it can be more than just the ODF?, because it was liek downloading a whole new ship. I had to download the textures and everything. Would it be possible to get the old akira back?

Trek Battles might not use the Stock m3d model. If your using tb2 you would need the odf file from it so it matches the model properly. I don't have that odf. If you reinstall TB2 to an empty folder then you can get the odf file from there and put it in and see if your weapons go back to normal. Still sounds like the odf your using doesn't match the m3d your trying to use.




Lt_Commander_Harden

GF Pwns Me!

50 XP

4th October 2008

0 Uploads

53 Posts

0 Threads

#23 10 years ago

Forgive me if I sound a little computer illiterate.....But, how exactly would I do that?




gdata

Who needs a user title?

50 XP

10th January 2007

0 Uploads

1,588 Posts

0 Threads

#24 10 years ago

We can also do it like this:

#include "F_tngclass_cruiser.odf" #include "Repair_tngearly.odf" #include "f_cruiser_tng_upgrades.odf"

//********************************************************************** // GENERAL STUFF... //********************************************************************** // Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Akira class"

showClass = "GUI_CLASS_210"

// Tooltips tooltip = "akiraclass" verboseTooltip = "akiraclass_v"

// Race which can build ship & starting race of ship race = "federation"

photonReplenishRate = 2.2 // how fast can i restore my photons energyPerPhoton = 0.2 // how much energy expended when firing a photon torpedo

//********************************************************************** //SHIP SYSTEM INFORMATION //**********************************************************************

// General (upgradeable) values the Player sees for each system hullLevel = 1600 weaponsLevel = 1550 sensorsLevel = 1300 enginesLevel = 1140 shieldsLevel = 1600

// WEAPON values numberOfPhaserBeams = 1 numberOfForePhotons = 5 photonSpread = 2 //forePhotonSpread = 1 numberOfAftPhotons = 5 //aftPhotonSpread = 0

// COMMAND POINT COST commandPointCost = 14000 startYear = 2365 endYear = 2400

//********************************************************************** // SHIP NAMES //********************************************************************** possibleCraftNames = "USS Akira" "USS Rabin" "USS Spector" "USS Thunderchild" // "USS Alembic" "USS Columbia" "USS Jefferson" "USS Ziusudra" "USS Atrahasis" // "USS Gibson" "USS Strato" "USS Smythe" "USS Preston Sturges" // "USS Hawkeye" "USS McDonald" "USS Baxter" "USS Franklin" // "USS Castellani" "USS Munchausen" "USS Brospell" "USS Graham" // "USS Rabin" "USS Spector" "USS Annunakai" "USS Enki"

logoFileNames = "F_Akira_Logo_1" "F_Akira_Logo_2" "F_Akira_Logo_3" "F_Akira_Logo_4"

//********************************************************************** // ART PARAMETERS & WEAPON NAMES //********************************************************************** // Phaser Arrays

// for phaser strip weapon1 = "fed_tng_phaser_1beam" weaponHardpoints1 = "hp01" "hp02"

// left phaser strip weapon2 = "fed_tng_phaser_1beam" weaponHardpoints2 = "hp03" "hp04"

// right phaser strip weapon3 = "fed_tng_phaser_1beam" weaponHardpoints3 = "hp05" "hp06"

// aft phaser strip weapon4 = "fed_tng_phaser_1beam" weaponHardpoints4 = "hp07" "hp08"

//Photon Torpedo Banks //************************************************************************** // front Photon torpedos #1 weapon5 = "fed_tng_photon_akiratt" weaponHardpoints5 = "hp09" "hp10" "hp11" "hp12" "hp13"

// aft Photon torpedos #1 weapon6 = "fed_tng_photon_akiratt" weaponHardpoints6 = "hp14" "hp15" "hp16" "hp17"

//Self Destruct weapon7 = "gselfdes" weaponHardpoints7 = "hp16"

//**************************************************************************** // real tractor beam weapon8 = "f_tractor_bm" weaponHardpoints8 = "hp14" "hp15"

// Warp weapon9 = "gwarp" weaponHardpoints9 = "hp24"

// long range sensor weapon10 = "long_range_sensor" weaponHardpoints10 = "hp31"

// Chain Reaction Pulsar Weapon11 = "gchainp" weaponHardpoints11 = "hp09" "hp10"

// Hardpoints to hit for various systems and other locations. EngineTargetHardpoints = "hp25" "hp26" "hp27" WeaponTargetHardpoints = "hp28" "hp29" ShieldTargetHardpoints = "hp30" SensorTargetHardpoints = "hp31" "hp32" "hp33"

// Sub-System Destruction Effects EngineDestructionHardpoints = "hp25" "hp26" "hp27" WeaponDestructionHardpoints = "hp28" "hp29" ShieldDestructionHardpoints = "hp30" SensorDestructionHardpoints = "hp31" "hp32" "hp33"

//********************************************************************** // CHANGE THE SCALE //********************************************************************** realLength = 440

//********************************************************************** // SHIELDS AND DAMAGE //********************************************************************** //Akira, generated Mon Dec 16 13:26:40 2002 hasHull = 1; hasShield = 1; hasWeapons = 1; hasEngines = 1; hasSensors = 1;

// These will break off. engineBreakNodes = "L_Engine" "R_Engine" weaponBreakNodes = "Weapons"

selfDestructRadius = 750; // this applies when our ship is destroyed - sls selfDestructDamage = 1500; // the damage applied when we blow up - sls

//********************************************************************** // PHYSICS PARAMETERS //**********************************************************************

// physics file for star trekky physics behavior PhysicsFile = "f_akira_physics.odf"

//********************************************************************** // BUILD, etc. //********************************************************************** // Amount of time required to build ship buildTime = 60.0

cameraRadiusScale = 1.5

And yes, we're using a non-stock model for the Akira.




Lt_Commander_Harden

GF Pwns Me!

50 XP

4th October 2008

0 Uploads

53 Posts

0 Threads

#25 10 years ago

thanx so much. My Akira is working fine now. One question, though. How do I get the Chain Pulse Reactor to work?




086goinfast

NObama

50 XP

7th March 2006

0 Uploads

9,633 Posts

0 Threads

#26 10 years ago
Chain Reaction Pulsar

Thats one of the many leftover items from the Armada games and the related classlabels have been removed so don't even bother with them and any others.




gdata

Who needs a user title?

50 XP

10th January 2007

0 Uploads

1,588 Posts

0 Threads

#27 10 years ago
086goinfast;4839815Thats one of the many leftover items from the Armada games and the related classlabels have been removed so don't even bother with them and any others.

Not true...it's possible to enable the chain reaction pulsar...it's the only weapon from A2 that works...




086goinfast

NObama

50 XP

7th March 2006

0 Uploads

9,633 Posts

0 Threads

#28 10 years ago

Really? It can be setup to work just as it did in Armada?




Guest

I didn't make it!

0 XP

 
#29 10 years ago

Akira with Chain Pulse and Keymapped Cloak, Star Trek: Legacy Downloads, Star Trek: Legacy Weapons

But that only works with the "Stock" Akira. Also it would overwrite the input.map file and disable any new keybindings that are in Trekbattles.

It amounts to adding the chainpulse to a hardpoint then adding a keybinding entry to the input.map file to "shoot" it. Which is basically what Argonus did with stock legacy.

It has no limiter, so it can fire thousands of pulses off and never use any weapon energy. It's not been used basically, because it's endless firepower..




gdata

Who needs a user title?

50 XP

10th January 2007

0 Uploads

1,588 Posts

0 Threads

#30 10 years ago

We did not make any new keybindings in TB2...