Weapon Sensor Platform -1 reply

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tj_hawk

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2nd April 2008

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#1 8 years ago

well gonna need some help on this one. it seems no matter how many times i try changing the hardpoints or weapons it seems to crash at the ship select screen when i click on it. and i need some help fixing it if possible.

#include "F_tngclass_destroyer.odf" #include "Repair_tnglate2.odf" #include "f_destroyer_upgrades_tng.odf"

//********************************************************************** // GENERAL STUFF... //********************************************************************** //Name of station class in Display window & in edit mode & tooltip unitName = "Weapons Platform Sensor Array"

// Determines whether or not a craft has the capability of getting a targeting boost. -tmob hasTargetingBoost = 1

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

basename = "F_TNG_sensor"

//tooltips tooltip = "fed_tng_wpsa" verboseTooltip = "fed_tng_wpsa_v"

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

// global WEAPON values photonReplenishRate = 6.5 // how fast can i restore my photons weaponsEnergyReplenishRate = 6.0 // how fast can i restore my weapons energy pool weaponPoolDiminishRate = 0.2 // how slowly does my weapons pool diminish energyPerPhoton = 0.1 // how much energy expended when firing a photon torpedo shieldRechargeRateModifier = 5.0 // how fast the shields charge up shieldRechargeRate = 8.0 // how fast do my shields repair themselves

repairRate = 9.5

photonHullDamageReduction = 2.10

//****************************************************** // General (upgradeable) values the Player sees for each system hullLevel = 1400 weaponsLevel = 1150 sensorsLevel = 2000 enginesLevel = 0 shieldsLevel = 1550

// WEAPON values numberOfPhaserBeams = 2 numberOfForePhotons = 2 photonSpread = 1 //forePhotonSpread = 4 numberOfAftPhotons = 2 //aftPhotonSpread = 0

// COMMAND POINT COST commandPointCost = 10000 startYear = 2370 endYear = 2400

//********************************************************************** // ART PARAMETERS & WEAPON NAMES //**********************************************************************

// #1 phasers weapon1 = "fed_tng_phaser_1beam" weaponHardpoints1 = "hp10" "hp07"

// #2 phasers weapon2 = "fed_tng_phaser_1beam" weaponHardpoints2 = "hp09" "hp06"

// #3 phasers weapon3 = "fed_tng_phaser_1beam" weaponHardpoints3 = "hp11" "hp08"

// Photons weapon4 = "fed_tng_photon_cruiser" weaponHardpoints4 = "hp04" "hp01"

// Self Destruct Protocol weapon5 = "gselfdes" weaponHardpoints5 = "hp16"

// Advanced Onboard Sensor System weapon6 = "lrs_station" weaponHardpoints6 = "hp05"

// Onboard Active Tachion Grid weapon7 = "cloakdetect3" weaponhardpoints7 = "hp16"

// Hardpoints to hit for various systems and other locations. weaponsTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" criticalTargetHardpoints

//********************************************************************** // CHANGE THE SCALE //********************************************************************** realLength = 30

//********************************************************************** // SHIELDS AND DAMAGE //********************************************************************** // Max Shield Strength & Begining Shield Strength //Federation Weapons Platform, generated Thurs Sept 14 07:09:54 2010 hasHull = 1; hasShield = 1; hasWeapons = 1; hasEngines = 0; hasSensors = 1;

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

selfDestructRadius = 3000; // this applies when our ship is destroyed - sls selfDestructDamage = 3200; // the damage applied when we blow up - sls

//********************************************************************** // PHYSICS PARAMETERS //********************************************************************** // physics file for star trekky physics behavior PhysicsFile = "station_physics.odf"

//********************************************************************** // BUILD, etc. //********************************************************************** // Amount of time required to build ship buildTime = 39.0

// Scale for the camera radius cameraRadiusScale = 1.4




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#2 8 years ago

I'd look at these various bits for various reasons. Also ensure your assigning weapons to "Real" hardpoints including the subsystems. Ensure what weapon you are adding works on another "ship". If your physics file works on another ship and those 2 specialized weapons work on other ships you should be ok.

Or just take a Ship odf and convert it from scratch. There is nothing different from a station model than a ship model, except the station might have a docking hardpoint, but that doesn't really do anything for a ship.

criticalTargetHardpoints enginesLevel = 0 engineBreakNodes = "L_Engine" "R_Engine" weaponBreakNodes = "Weapon" PhysicsFile = "station_physics.odf"

// Advanced Onboard Sensor System weapon6 = "lrs_station" weaponHardpoints6 = "hp05"

// Onboard Active Tachion Grid weapon7 = "cloakdetect3" weaponhardpoints7 = "hp16"




tj_hawk

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#3 8 years ago

well it's a sensor array modified for weapons....and the sensors and cloak detect are supposed to work but isn't working for some odd reason. like i said the moment i click on it, the game crashes. and for all the station mods i've done (except a couple), the engines level is always at 0. so i don't know why the hell it isn't letting me select the sensor at the ship select screen.




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#4 8 years ago

Have you actually tried the the sensor or cloak detect on a working "ship"? They may work for a station class object but not for a ship class object which you have made the flyable stations.

It also could be hasEngines = 0; it's only guessing without the files, potential issues and all that. the "model" shouldn't be causing it but you can always change the basename to something else and see if that prevents the crash.

When you have problem like that you should eliminate 1 thing at a time. And if you make something totally new that doesn't work like this does and can't find it, the best thing to do is often take it apart bit by bit. Taking a good known working odf and switch the basename, then putting in a few things at a time until you get back to the crash and then you have a much smaller bit to look at to find out what's not working. Otherwise your just guessing and can beat you head against the wall so to speak for weeks if your really unlucky.

Good luck.




tj_hawk

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#5 8 years ago

well after three weeks of trying, i can't seem to get the damn mod to work. i've tried pretty much every hardpoint combination i can think of....(after not putting in the ship names to begin with) and i still get nothing but the game crashing whenever the game finishes loading in skirmish mode. if someone would be willing to help me out i will be forever grateful.




dEjavU'

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#6 8 years ago

Can you try removing these three entries....

PhysicsFile = "station_physics.odf"

repairRate = 9.5

photonHullDamageReduction = 2.10

..see if one of them is the culprit and if so try reapplying and reducing them until you find which one is causing the crash. ;)




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#7 8 years ago

Weapon 7 has a spelling mistake. Legacy is looking for something that is not there. The odf files are case sensitive.




tj_hawk

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#8 8 years ago

well after changing the odf file a bit nothing works at all still this is what it currently looks like.

#include "F_tngclass_scout.odf" #include "Repair_tnglate2.odf" #include "f_scout_upgrades_tng.odf"

//********************************************************************** // GENERAL STUFF... //********************************************************************** //Name of station class in Display window & in edit mode & tooltip unitName = "Weapons Platform Sensor Array"

// Determines whether or not a craft has the capability of getting a targeting boost. -tmob hasTargetingBoost = 1

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

basename = "f_tng_sensor"

//tooltips tooltip = "fed_tng_wpsa" verboseTooltip = "fed_tng_wpsa_v"

//********************************************************************** // SHIP NAMES //********************************************************************** //Possible Craft Names possibleCraftNames = "Platform 612" "Platform 473" "Platform 263" "Platform 823" "Platform 173" "Platform 383" "Platform 420" "Platform 252" "Platform 419" "Platform 521" "Platform 152" "Platform 528" "Platform 357" "Platform 523" "Platform 162" "Platform 693" "Platform 344" "Platform 182" "Platform 106" "Platform 260" "Platform 123" "Platform 312" "Platform 412" "Platform 411" "Platform 452" "Platform 422" "Platform 102" "Platform 34" "Platform 62" "Platform 17" "Platform 93" "Platform 27" "Platform 303" "Platform 72" "Platform 28" "Platform 64" "Platform 82" "Platform 12" "Platform 44" "Platform 77" "Platform 11" "Platform 34" "Platform 67" "Platform 69" "Platform 99" "Platform 86" "Platform 268" "Platform 623" "Platform 40" "Platform 176"

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

// global WEAPON values photonReplenishRate = 6.5 // how fast can i restore my photons weaponsEnergyReplenishRate = 6.0 // how fast can i restore my weapons energy pool weaponPoolDiminishRate = 0.2 // how slowly does my weapons pool diminish energyPerPhoton = 0.01 // how much energy expended when firing a photon torpedo shieldRechargeRateModifier = 5.0 // how fast the shields charge up shieldRechargeRate = 8.0 // how fast do my shields repair themselves

//****************************************************** // General (upgradeable) values the Player sees for each system hullLevel = 1400 weaponsLevel = 1150 sensorsLevel = 2000 enginesLevel = 0 shieldsLevel = 1550

// WEAPON values numberOfPhaserBeams = 2 numberOfForePhotons = 2 photonSpread = 1 //forePhotonSpread = 4 numberOfAftPhotons = 2 //aftPhotonSpread = 4

// COMMAND POINT COST commandPointCost = 10000 startYear = 2370 endYear = 2400

//********************************************************************** // ART PARAMETERS & WEAPON NAMES //**********************************************************************

// Quantum Torpedo Launcher weapon1 = "fed_tng_photon_quantum" weaponHardpoints1 = "hp01" "hp05" "hp09" "hp13"

// Phaser Array weapon2 = "fed_tng_phaser_1beam" weaponHardpoints2 = "hp02" "hp06" "hp10" "hp14"

// Phaser Array weapon3 = "fed_tng_phaser_1beam" weaponHardpoints3 = "hp03" "hp07" "hp11" "hp15"

// Quantum Torpedo Launcher weapon4 = "fed_tng_photon_quantum" weaponHardpoints4 = "hp04" "hp08" "hp12" "hp16"

// Self Destruct Protocol weapon5 = "gselfdes" weaponHardpoints5 = "hp16"

// Advanced Onboard Sensor System weapon6 = "lrs_station" weaponHardpoints6 = "hp05"

// Onboard Cloak Detection Grid weapon7 = "cloakdetect3" weaponHardpoints7 = "hp05"

// Hardpoints to hit for various systems and other locations. weaponsTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" criticalTargetHardpoints

//********************************************************************** // CHANGE THE SCALE //********************************************************************** realLength = 30

//********************************************************************** // SHIELDS AND DAMAGE //********************************************************************** // Max Shield Strength & Begining Shield Strength //Federation Weapons Platform, generated Thurs Sept 14 07:09:54 2010 hasHull = 1; hasShield = 1; hasWeapons = 1; hasEngines = 0; hasSensors = 1;

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

selfDestructRadius = 3000; // this applies when our ship is destroyed - sls selfDestructDamage = 3200; // the damage applied when we blow up - sls

//********************************************************************** // PHYSICS PARAMETERS //********************************************************************** // physics file for star trekky physics behavior PhysicsFile = "station_physics.odf"

//**********************************************************************

//********************************************************************** // BUILD, etc. //********************************************************************** // Amount of time required to build ship buildTime = 39.0

// Scale for the camera radius cameraRadiusScale = 1.4




dEjavU'

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#9 8 years ago

I'm thinking this maybe the problem....

#include "F_tngclass_scout.odf"

#include "f_scout_upgrades_tng.odf"

..and then you have this physics file assigned to it....

PhysicsFile = "station_physics.odf"

...as I further read up on legacy odf's for stations I find it more and more that stations such as this should not have these entries. :)




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#10 8 years ago

If "station_physics.odf" is from the original files then it is likely a problem. If it's not a true ship physics file then you can't use it on a "flyable station", as a flyable station is truly a Ship not a Station.

Give it a regular ship physics file, after that you can make a copy of one and dumb it down so that the station can't "move" later on once you get things working right otherwise. You can alter a physics file so all the object can do is turn, but never has any forward thrust. I figure you can make it so that the object can't turn in any direction if you like. But first you have to "get it working" then go from there.

Also a bad physics file would cause a crash right at the beginning of the match, (or at least as soon as any thrust in any direction was applied, be it engine power or Turning in any axis.) so it could very well be your problem.

What's this made to work in? Stock?

--------------

Oh this as well "hasEngines = 0;" must be 1 for a "ship" type object that the player can "fly/control". Otherwise crashes ensue. You must give it engines, but make the physics file so that the object can't move.




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