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-   -   Adding a second construction ship (http://forums.filefront.com/st-a2-modding-mapping-editing/434301-adding-second-construction-ship.html)

mike8000 February 24th, 2011 12:04 PM

Adding a second construction ship
 
Hi People i am having a little trouble with adding a second construction ship to my game. obviously we can't build more than 14/15 buildings per race so i decided to add another construction ship to give me more advancements. i have downloaded the beta constructionship of filefront but it doesnt work in the game i have added all the lines of coding in the usual place but im wondering if there is anything different i have to do to get a the second construction ship. Any help or if anyone has done it can you please help me nice one and thanks.

StarBlade February 24th, 2011 01:16 PM

Re: Adding a second construction ship
 
Adding a ship to the fleet - Starbase 34 Tutorials

If you've done all that, check the buildItem list in the .ODF to make sure those entries relate to other .ODFs that actually exist in the game.

You can use lots of construction ships. I need seven of them for my version of Starfleet.

Tain_Enabran February 26th, 2011 03:02 PM

Re: Adding a second construction ship
 
Don't forget the fulltech.TT and tech1.TT to be edited. If so you'll neither see your ship nor her build button ingame. As StarBlade specified it verify the buildItem number : if the last item was buildItemX which X is the last number, than your ship must have the buildItemX+1 to be fully functional. Finally something not really essential is the white square area that indicates the missing build button texture referenced in the GUI_global.SPR. It is the same for wireframes.

mike8000 February 27th, 2011 03:11 AM

Re: Adding a second construction ship
 
Hi Guys thanks for the response i would love to play yours that requires 7 construction ship lol that must be immense. its the idea i want to go for. Im going to try what you guys have said but i think i have done all the above but i may of missed something out. Its doing my head in now lol. Another question if i change the name of all files in a pack i.e.sod,tga odf's to something like "const3" will it work as additional const so in theory its the same model but has three versions of build? thanks again guys

mike8000 February 27th, 2011 04:13 AM

Re: Adding a second construction ship
 
@reference=128
@tmaterial=interface

..and add these under it......

fconst2w1 fwconstr 0 0 128 128

ok this is in the read me of the beta construction ship. this doesnt seem right doesnt it need 4 lines for the wireframe. also why is the reference a different number from what is in the gui global? will this make a difference if so where can i find the right details for the model i have downloaded 3d studio is it in there and do i need to dowload a plugin for t to work with the armada 2 models.

mike8000 February 27th, 2011 05:56 AM

Re: Adding a second construction ship
 
ok guys im having the problem with it not loading when i go into a instant action to test it or it crashes when i load it up to begin with what could be the problem is there a particular area of the files that causes this?

StarBlade February 27th, 2011 10:49 AM

Re: Adding a second construction ship
 
Quote:

Originally Posted by mike8000 (Post 5473055)
this doesnt seem right doesnt it need 4 lines for the wireframe. also why is the reference a different number from what is in the gui global?

A lot of modders will only include a single pic for each wireframe. The tag 'w1' means it's associated with the sensor system. But that's the only active part of the wireframe. For more about how to make wireframes I suggest checking out FahreS' tutorial on the main site:

http://armada2.filefront.com/file/Bu...Tutorial;60555

As to the potential causes of your crash, we'll need more specific information about when the crash happens. Does it happen on load? Does it happen when you add a construction ship to the game by building it or using the map editor? Have you included one of these conships as a starting unit for the Federation?

But I'd check the three following things:

1) As Terra_Inc said, make sure it's in your tech1.tt file with 0 requirements
2) Check the weapons. If the weapons it has listed don't exist in your various weapons folders, it'll crash
3) If the list of built items includes an item which doesn't exist in your game, it'll crash

So check your build list, your weapons loadout, and your techtree. If all else fails, make sure all your "" entries are closed.

Beyond that, I'm not sure what else we can offer without more specific info. Good luck....

mike8000 February 27th, 2011 10:50 AM

Re: Adding a second construction ship
 
So i have done everything i can think off. i have even used the stock files for the federation and renamed them to fconst2 and readded them added all the odf details sprites and gui it just crashes. i do understand what im doing as i have added many ships into the game in the past. i just dont seem to be able to get it to work any help would be much appreciated as im ready to throw my computer out of a window.

mike8000 February 27th, 2011 10:54 AM

Re: Adding a second construction ship
 
haha also i didnt realise you were the starfleet kid we have spoken in the past with sfc 3 stuff lol. thanks for the help i will try to work it out but if i have copied all the files and just changed them to fconst2 it should work in theory. i dont suppose you have odf details i can look at. i will put mine up to see if you can see anything wrong.

mike8000 February 27th, 2011 10:57 AM

Re: Adding a second construction ship
 
#include "fconst3.odf"

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

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Construction Ship"

//tooltips
tooltip = "FED_CONST"
verboseTooltip = "FED_CONST_V"

//Amount of time required to build ship
buildTime = 17.0

//Number of officers required to build this ship
officerCost = 2

//Number of crew required to build ship & Starting crew
crewCost = 150

//Dilithium Cost to build
dilithiumCost = 250

//Metal Cost to build
metalCost = 0

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 150

// Hitpoints

shieldGeneratorHitPoints = 30
enginesHitPoints = 30
weaponsHitPoints = 30
lifeSupportHitPoints = 30
sensorsHitPoints = 30

//Rate at which shield recharges (points per second... we think)
shieldRate = 3.5

//************************************************** ********************
//Construction Parameters
buildItem0 = "fbase"
buildItem1 = "fyard"
buildItem2 = "fsensor"
buildItem3 = "fturret"
buildItem4 = "fmining"
buildItem5 = "fresear"
buildItem6 = "fresear2"
buildItem7 = "fyard2"
buildItem8 = "fturret2"
buildItem9 = "fsuperbl"
buildItem10 = "forbital"
buildItem11 = "ftrading"
buildItem12 = "fupgrade"
//************************************************** ********************

//************************************************** ********************
//Worker Bee Parameters

// Name of the worker bee SOD.
workerBeeName = "fbee"
weldingBeamWidth = 5.0

//************************************************** ********************
//SHIP NAMES

//Possible Craft Names
possibleCraftNames =
"USS Geary" "USS Wright" "USS Raphael" "USS Pei"
"USS Teich" "USS Farrar" "USS Wasserman" "USS Fleming"
"USS Danan" "USS Davis" "USS Braverman"
"USS Muir" "USS Scarpa" "USS Gaudi" "USS Palladio"
"USS Hejduk" "USS Meyers" "USS Calatravo" "USS Eisenman"
"USS Sullivan" "USS Roddenberry" "USS Frost" "USS Elliot"
"USS Walden" "USS O'Toole" "USS Zechariah" "USS M.L.King, Jr."
"USS Walkin" "USS Lamia" "USS Campbell" "USS Calabria"
"USS Bradshaw" "USS Moore" "USS Webster" "USS Lang"
"USS Dutton" "USS Scott" "USS Malamed" "USS Moyes"
"USS Somers" "USS Graham" "USS Boehm" "USS Budington"
"USS Robinson" "USS Truffaut" "USS Godard" "USS Swiderek"
"USS Wolff" "USS McDermott" "USS Mysliwy" "USS Nadeau"
"USS Ryan" "USS Hastings" "USS Dunlop" "USS Knox"
"USS Greco" "USS Wyman" "USS Blumberg"

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

// Weapon Name (ex. "gphaser" -> gphaser.odf)
//weapon1 = "gphaser"
//weaponHardpoints1 = "hp12" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20"

// Towing Beam
weapon1 = "gtracbm"
weaponhardpoints1 = "hp12"

// Hardpoints to hit for various systems and other locations.

enginesTargetHardpoints = "hp06"
lifeSupportTargetHardpoints = "hp06" "hp08" "hp09"
weaponsTargetHardpoints = "hp06" "hp08" "hp09"
shieldGeneratorTargetHardpoints = "hp06" "hp08" "hp09"
sensorsTargetHardpoints = "hp06" "hp08" "hp09"
hullTargetHardpoints = "hp08" "hp09" "hp10" "hp11" "hp13"
criticalTargetHardpoints = "hp06" "hp08" "hp09"

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

hotkeyLabel = "HOTKEY_F1"
this is the odf file for fconst3 its basically a copy of the stock one.


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