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new weapon for a starbase i want to make a new commando team for the klingon starbase, but i do not know how or what to change on it. i want the pods that are launced to hold 100 troops, or to fire more than one at a time. this would be just like the special weapon on the ship but .... better :D could any one tell me how and what i would edit in this weapon to do this, because it is still a commando team (only bigger) i only want to change the effects then save it as a new thing. (would have same upgrade pod thing) |
Re: new weapon for a starbase First go into the Odf/special_weapons folder and find: gkcteam.odf and kcteam.odf First we edit the gkcteam.odf //Name of the ODF file for the ordinance for this weapon ordName = "kcteam" Change this to something like kteamo //Display name for this weapon wpnName = "Commando Team" //tooltips tooltip = "KLI_POD3" verboseTooltip = "KLI_POD3_V" //Location of the button in the speed panel buttonSlot = 3 // location of the button in the popup palette popupSlot = 4 // Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 10 //Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. buttonBorder = 1 // Special special = 1 Change to 0 //Time Delay between shots shotDelay = 5.0f Change if you want to // Range within which the weapon will fire. range = 400.0f //Sound which is played when the weapon fires fireSound = "swkcommf.wav" //Programming Stuff DO NOT CHANGE classLabel = "launcher" // Chance to hit. hitChance = 1.0f // need a target? needTarget = 1 change to 0 //this special weapon can be assimilated by the borg tech assimilator assimilatable = "klipod3" // to allow multiple commando teams to be fired at once // don't check to see if is valid as target ignoreValidAsTarget = 1 // don't let others attack this either forceInvalidateTarget = 1 // don't start attacking when you use this weapon // its a take-over attempt switchToAttack = 0 hotkeyLabel = "HOTKEY_F3" When you've finsihed the modifications, save as this and type the file name as gkteam.odf. Now open the kcteam.odf. //Programming Stuff DO NOT CHANGE classLabel = "KlingonCommandoTeam" //The number of units which are subtracted from the Special Energy Reserve specialEnergyCost = 400 change this to 0 if you want or to a lower number like 10 //The base amount of damage which the ordinance does with each hit damageBase = 0 //The amount of variance applied to the damage (i.e. 10 + or - 2) damageVariance = 0 //The threshold which must be exceeded to cause crew casualties prior //to shield exhaustion damageThreshold = 0 //The multiplier by which any damage which exceeds the threshold is //multiplied by to calculate the percentage of crew lost with that hit shieldCrewModifier = 0 //The multiplier by which any damage which is applied to the hull is //multiplied by to calculate the percentage of crew lost with that hit hullCrewModifier = 0 //Amount of time the ordinance will exists without hitting something lifeSpan = 15.0 //How fast the shot moves shotSpeed = 105.0 // This affects the turning radius/rate somewhat unknown. omegaTurn = 3.0 // The rate at which this Torpedo accelerates. shotAccel = 100.0 // Weapon geometry file name shotGeometry = "Wklincom.sod" // Time to play through the animation for the sprite in seconds spriteDuration = 1.0 //this modifies the color of the ordinance (not currently working) shotColor = 227 // Size of photon torpedo. radius = 20.0f // Delay after hit and before damage timeDelay = 5 // The # of people on the boarding party partySize = 40 change this to 100. // Speed of rotation when "falling away" rotationRate = 0.00015 // Fall rate, speed of "falling away" fallRate = 15 // Time to stay around after hitting stayDuration = 5 // Time to stay around after starting to fall fallDuration = 5 // Let's ignore the shields ignoreShield = 1 // The sound of the ordinance hitting the Target hitSound = "swkcommx.wav" once you've completed theses modifications save as the file and type the file name as kteamo.odf. No then. Open the Klingon statiosn Odf file and decide which harpdpoints you want the weapon to fire from. and Example would be weapon1 = "kteam" weaponHardpoints1 = "hp01" assign the weapon to several hardpoints to fire more than one cammando pod. That should do it. hope this helps. |
Re: new weapon for a starbase oh thank you, with each special weapon being different it was kind of hard to use any of the other ones for a base idea or any thing. thanks |
Re: new weapon for a starbase ok so how would i make it so that this NEW version of the commando team would also be upgraded from the original |
Re: new weapon for a starbase alright so how would i make it so that this NEW commando team for the starbase would not need to have an upgrade to it. its just there. also how would i make it so that when traspoting to board a ship in combat, the other ships/stations wont just keep shooting at it, or if a new ship showed up that it would not start to shoot at the one im trying to board. |
Re: new weapon for a starbase Your questions are all answered in the odf text by Adam_Atlantian. Just do as he said and it should work. |
Re: new weapon for a starbase but its not. i had the upgrade but the starbase did not have the weapon, it does have the energy needed and 3 hard points for the pods, but its not there. so what must i do to fix that? i did not change. // Special special = 1 Change to 0 // need a target? needTarget = 1 change to 0 so would that have any effect? (dont see how) i wanted to keep it so that i would have to pay to have the pods on the starbase but because its not working right. thats why im here. |
Re: new weapon for a starbase Okay. I understand what your doing. Problem one, you cant assign more than one special weapon to a button slot on a ship/station. Meaning that if you have two of the above weapon the button wont show up. also for this to work you would need to include the odf in the tech tree. kteam.odf 0 and did you assign the button to it in the Gui_gloabal file? |
Re: new weapon for a starbase ah i see ... i think. i just wanted the other commando team to be upgraded with the first commando team (2 in 1) then with missions like trojan horse, heh thats right little ship come to my base or what ever |
Re: new weapon for a starbase the only things i want to be different are that number of troops each pod has and other things like that (range) every thing else i would want to be the same. what must i change for that? |
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