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Adding New Hero Ships/Ship Varients And Need Help

Jasoneagle

Drive'n Electriction
Joined
29 Sep 2006
Messages
1,014
Age
41
Okay, I just Reinstalled A2 and am Looking to Either Change some of the Hero Ships or even make new ones, but have ran into a Snag.

I Tried to Make a Locutus Tac Cube (as a Test, in till I find the Model I want to Use) and all I got was the Bug Box, Tried the

baseName = (Inserted Tac Cube, Sov, Tac Fusion Cube odf Names but no joy.)


I am Basically going to try and Put together a Total Mod (New Races, Ships, Stories, Heros, and Maps) Though not A total Conversion just a MP/IA Mod and this is so far the Biggest Bump in the Road (other than not finding Dax's New Ship anywhere yet.)
 

Atlantis

Master Chief Petty Officer of Starfleet
Joined
1 May 2006
Messages
518
You don't put in the ODF filename, you put in the SOD filename. In most cases it's the same though, so I doubt this makes much difference...

It really should be as simple as:
baseName=fbattle
 

Jasoneagle

Drive'n Electriction
Joined
29 Sep 2006
Messages
1,014
Age
41
Does Placement in the File Matter?


Edit: Tryed adding exactly what you wrote and still got the Bug Box (added to top of file.)
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,335
Age
39
Check to see if the SOD is in the SOD folder and that it's correct spelling. Usually it's better to have the sod and ODF name the same and not to use the following:

Code:
baseName = sodname
 

Rodglas

The Very Model of a Modern Major-General
Joined
12 May 2006
Messages
396
Check to see if the SOD is in the SOD folder and that it's correct spelling. Usually it's better to have the sod and ODF name the same and not to use the following:

Code:
baseName = sodname


Mostly agreeed, unless you want more then one unit (odf) using the same SOD. using baseName helps keep the SOD folder less cluttered.

Use the format from Majestics post it should work fine.

Rod
 

Jasoneagle

Drive'n Electriction
Joined
29 Sep 2006
Messages
1,014
Age
41
Where in the odf file should baseName go or does it not matter?
 

Atlantis

Master Chief Petty Officer of Starfleet
Joined
1 May 2006
Messages
518
It doesn't matter. In an odf, any line can be anywhere, in any order.
 

Jasoneagle

Drive'n Electriction
Joined
29 Sep 2006
Messages
1,014
Age
41
Yahoo, got the ship to come up and it has everything i want,(aside from sounds, will work on that later still need to find the Locutus sound files.) but it will not Assimilate new tech Has the Weapon and all but can't seem to get it to work.


#include "bbattle2"
//Ship Uses Soverign Class Model and Textures

baseName = "Fbattle"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Locutus Of Borg"

tooltip = "BORG_LOCUTUS"
verboseTooltip = "BORG_LOCUTUS_V"

//This ship is a hero.
isHero = 1

//Ship label provided because this is a unique ship.
label = "Locutus"

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

//Amount of time required to build ship
buildTime = 22.0

//Number of officers required to build this ship
officerCost = 12

//Number of crew required to build ship & Starting crew
crewCost = 700

// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1

//Dilithium Cost to build
dilithiumCost = 450

//Metal Cost to build
metalCost = 100

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 650

// Hitpoints

shieldGeneratorHitPoints = 150
engine****Points = 120
weapon****Points = 120
lifeSupportHitPoints = 150
sensor****Points = 110

//Rate at which shield recharges (points per second... we think)
shieldRate = 10

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 15

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

//SHIP NAMES

//Possible Craft Names
possibleCraftNames = "Locutus of Borg"

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

// phaser
weapon1 = "bbphas"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28"

// Photon torpedos
weapon2 = "bbphot"
weaponHardpoints2 = "hp29" "hp30" "hp31" "hp32" "hp32" "hp33"

//Self Destruct
weapon3 = "gselfdes"
weaponHardpoints3 = "hp34" "hp35" "hp36"

//Corbimite Refractor
weapon4 = "hcorbom"
weaponHardpoints4 = "hp34" "hp35" "hp36"

//Auto Assimilating Bore
weapon5 = "hholdbm"
weaponHardpoints3 = "hp34" "hp35" "hp36"

// Shield Remodulation
weapon6 = "hremod"
weaponHardpoints6 = "hp34" "hp35" "hp36"

// Technology Assimilation Beam
weapon7 = "gTechAssimBeam"
weaponHardpoints5 = "hp34" "hp35" "hp36"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"

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

//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.50f

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

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//**********************************************************************
//John avoidance stuff DO NOT CHANGE
avoidanceClass = 9



//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_battle"
hotkeyLabel = "HOTKEY_F4"

Did not know if I should attach the ODF file or do it like this.
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,335
Age
39
Well the attachment feature doesn't allow odf files to be attached. Although if you put the odf contents in [noparse]
Code:
content
[/noparse]
format then it will keep the format for you. Adding them in [noparse][/noparse] tags is also a good idea.

Example:

Code:
#include "bbattle2"
//Ship Uses Soverign Class Model and Textures

baseName = "Fbattle"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Locutus Of Borg"

tooltip = "BORG_LOCUTUS"
verboseTooltip = "BORG_LOCUTUS_V"

//This ship is a hero.
isHero = 1

//Ship label provided because this is a unique ship.
label = "Locutus"

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

//Amount of time required to build ship
buildTime = 22.0

//Number of officers required to build this ship
officerCost = 12

//Number of crew required to build ship & Starting crew
crewCost = 700

// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1

//Dilithium Cost to build
dilithiumCost = 450

//Metal Cost to build
metalCost = 100

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 650

// Hitpoints

shieldGeneratorHitPoints = 150
engine****Points = 120
weapon****Points = 120
lifeSupportHitPoints = 150
sensor****Points = 110

//Rate at which shield recharges (points per second... we think)
shieldRate = 10

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 15

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

//SHIP NAMES

//Possible Craft Names
possibleCraftNames = "Locutus of Borg"

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

// phaser
weapon1 = "bbphas"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28"

// Photon torpedos
weapon2 = "bbphot"
weaponHardpoints2 = "hp29" "hp30" "hp31" "hp32" "hp32" "hp33"

//Self Destruct
weapon3 = "gselfdes"
weaponHardpoints3 = "hp34" "hp35" "hp36"

//Corbimite Refractor
weapon4 = "hcorbom"
weaponHardpoints4 = "hp34" "hp35" "hp36"

//Auto Assimilating Bore
weapon5 = "hholdbm"
weaponHardpoints3 = "hp34" "hp35" "hp36"

// Shield Remodulation
weapon6 = "hremod"
weaponHardpoints6 = "hp34" "hp35" "hp36"

// Technology Assimilation Beam
weapon7 = "gTechAssimBeam"
weaponHardpoints5 = "hp34" "hp35" "hp36"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"

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

//************************************************** ********************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.50f

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

//************************************************** ********************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//************************************************** ********************
//John avoidance stuff DO NOT CHANGE
avoidanceClass = 9



//************************************************** ********************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_battle"
hotkeyLabel = "HOTKEY_F4"

Oh and you'll find the sound entries in the events.dat file which is in the main Armada 2 directory.
 

Amateur

Waiting for Godot
Joined
29 May 2006
Messages
755
Age
34
Think I found the problem (well, a problem. Weapons modding isn't what I'm best at)

You've got the weapons set up wrong. Try this instead.

Code:
// phaser
weapon1 = "bbphas"
weaponHardpoints1 = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26" "hp27" "hp28"

// Photon torpedos
weapon2 = "bbphot"
weaponHardpoints2 = "hp29" "hp30" "hp31" "hp32" "hp32" "hp33"

//Self Destruct
weapon3 = "gselfdes"
weaponHardpoints3 = "hp34" "hp35" "hp36"

//Corbimite Refractor
weapon4 = "hcorbom"
weaponHardpoints4 = "hp34" "hp35" "hp36"

//Auto Assimilating Bore
weapon5 = "hholdbm"
weaponHardpoints5 = "hp34" "hp35" "hp36"

// Shield Remodulation
weapon6 = "hremod"
weaponHardpoints6 = "hp34" "hp35" "hp36"

// Technology Assimilation Beam
weapon7 = "gTechAssimBeam"
weaponHardpoints7 = "hp34" "hp35" "hp36"

Plus the techtree might be causing problems.
 
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