Notices

Go Back   FileFront Forums > The Games! > Star Trek: Armada II > ST:A2 Modding, Mapping and Editing

Remember Me?

ST:A2 Modding, Mapping and Editing
Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

Reply
 
LinkBack Thread Tools Rate Thread Display Modes
Old August 30th, 2006   #1
Long live the Lyrans!
 
Palm's Avatar
 
Join Date: August 15th, 2006
Status: Available
37 posts, 0 likes.
Rep Power: 0
Palm has disabled reputation
Default

I was wondering if their was any way to make a special weapon (Wave, beam, topedo, whatever) that whatever it hit would transform into another ship/odf? (Like a forced fusion weapon perhaps?) is this possible?

is this possible with the limitations of the game engine?

Two Merged
- SSA


Last edited by Flash525; September 13th, 2006 at 01:58 PM. Reason: Merged
Palm is offline   Reply With Quote
Old August 31st, 2006   #2
Resynchronizing with Reality
Sorry, You're Not a Winner
 
Datarock's Avatar
 
Join Date: April 17th, 2006
Location: Kent, England, UK
Status: Dead to the World
4,737 posts, 0 likes.
Rep Power: 26
Datarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admiration
Send a message via Skype™ to Datarock
Default Re: Transformation weapon?

Try taking a look at the Gemini Effect for the Feds, or the USS Incursions holo generator, it may help, yet it may not. I managed to created a weapon using P81's Intrepid, the weapons raises and lowers the nacelles when activated and its a fusing weapon and works with the Galaxy Separater. It uses 2 models the, original one and an edited one with raised nacelles. Good Luck
Datarock is offline   Reply With Quote
Old August 31st, 2006   #3
Long live the Lyrans!
 
Palm's Avatar
 
Join Date: August 15th, 2006
Status: Available
37 posts, 0 likes.
Rep Power: 0
Palm has disabled reputation
Default Re: Transformation weapon?

you have to remember though, what I want is A weapon that transforms ships it hits (enemies and allies) into a specified ship...

Palm is offline   Reply With Quote
Old August 31st, 2006   #4
Resynchronizing with Reality
Sorry, You're Not a Winner
 
Datarock's Avatar
 
Join Date: April 17th, 2006
Location: Kent, England, UK
Status: Dead to the World
4,737 posts, 0 likes.
Rep Power: 26
Datarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admirationDatarock is worthy of your admiration
Send a message via Skype™ to Datarock
Default Re: Transformation weapon?

No then, i dont know if this is possible, someone else may be able to help, i dont know if this would work but try combining the data of the gemini effect and the Holo generator but changing it to your specifications to hit allies and enemies, Good Luck
Datarock is offline   Reply With Quote
Old August 31st, 2006   #5
Long live the Lyrans!
 
Palm's Avatar
 
Join Date: August 15th, 2006
Status: Available
37 posts, 0 likes.
Rep Power: 0
Palm has disabled reputation
Default

even just enemies is good enough, but I'll try to fiddle with the geminin effect/holo-gen, see if I can get somethin going...

So far...I can't seem to get anything working, due to the fact that the effects of the manheim/holo-gen are "classlabels" so are unchangeable....

Two Merged
- SSA


Last edited by Flash525; September 13th, 2006 at 01:59 PM. Reason: Merged
Palm is offline   Reply With Quote
Old September 1st, 2006   #6
The Internet ends at GF
 
Join Date: March 29th, 2006
Status: Available
106 posts, 0 likes.
Rep Power: 0
mark06 has disabled reputation
Default Re: Transformation weapon?

i had a think and it would be possible, although immensley difficult, to program the gemini effect weapon to chenge enemy ships into the ship that fired the weapon, but nothing else
mark06 is offline   Reply With Quote
Old September 1st, 2006   #7
Long live the Lyrans!
 
Palm's Avatar
 
Join Date: August 15th, 2006
Status: Available
37 posts, 0 likes.
Rep Power: 0
Palm has disabled reputation
Default Re: Transformation weapon?

How would you go about doing that idea...?

Palm is offline   Reply With Quote
Old September 1st, 2006   #8
I'm so cool I can Post
 
Join Date: March 19th, 2006
Status: Available
104 posts, 0 likes.
Rep Power: 0
namdnas has disabled reputation
Default Re: Transformation weapon?

try taking taking the holo and delete the effect time that should make them stay one kind or ship
namdnas is offline   Reply With Quote
Old September 1st, 2006   #9
www.starbase34.net
 
StarBlade's Avatar
 
Join Date: January 6th, 2006
Location: second star from right, straight on 'til morning
Status: ready for action
1,651 posts, 8 likes.
Rep Power: 22
StarBlade will become famous one dayStarBlade will become famous one dayStarBlade will become famous one dayStarBlade will become famous one day
Default Re: Transformation weapon?

I think that the holo-EMITTER on the Romulan Shadow, and not the holo-GENERATOR on the Federation Incursion, is what you're going to need here. And a whole heck of a lot of special energy....
StarBlade is offline   Reply With Quote
Old September 1st, 2006   #10
Long live the Lyrans!
 
Palm's Avatar
 
Join Date: August 15th, 2006
Status: Available
37 posts, 0 likes.
Rep Power: 0
Palm has disabled reputation
Default

oh yes...the holo-EMITTER might work better...thanks....I'll check it out

SO far it seems that most of those weapons are hard coded into the game, and as such cannot be changed....

Damn, as far as I can tell, no "transformation weapon" for me....stupid hard-coded crap...

Either way...on to other modding gajunk...

Yea, ok, thats three posts merged...
- SSA


Last edited by Flash525; September 13th, 2006 at 01:55 PM. Reason: Merged
Palm is offline   Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
How to make a 'mod' weapon replace a default weapon? Spike1942 SW:KOTOR Modding, Mapping and Editing 4 January 28th, 2010 02:14 PM
Question about vista transformation pack 6 Customizer Tech Discussion 11 March 2nd, 2007 04:20 AM
Transformation Blue_Crimson SW:JK3 Modding, Mapping and Editing 10 July 6th, 2006 12:35 PM


All times are GMT -7.







   
 





This site is part of the Defy Media Gaming network

The best serving of video game culture, since 2001. Whether you're looking for news, reviews, walkthroughs, or the biggest collection of PC gaming files on the planet, Game Front has you covered. We also make no illusions about gaming: it's supposed to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!

FileFront Forums - Terms of Service - Top
Theme Selection
Copyright © 2002-2016 Game Front. All rights reserved. Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
Forum Theme by Danny King (FileTrekker), Sheepeep & Graeme(rs)
RSS Feed Widget by FeedWind