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Old April 22nd, 2007   #1
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Question 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

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)
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Old April 22nd, 2007   #2
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Default 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.

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Old April 23rd, 2007   #3
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Default 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
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Old April 23rd, 2007   #4
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Default 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
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Old April 23rd, 2007   #5
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Default 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.
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Old April 23rd, 2007   #6
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Default 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.

Long live the Fighters.
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Old April 23rd, 2007   #7
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Default 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.
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Old April 23rd, 2007   #8
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Default 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?

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Old April 24th, 2007   #9
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Default 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
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Old April 24th, 2007   #10
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Default 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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