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[Help] Fleet ops odf help

Mikemckeon007

Cadet Junior
Joined
8 Feb 2020
Messages
61
Age
42
I have been working on a stargate fullrace. i am having a hard time figuring out how to hide the extra stations and turrents and so forth that the ai would use. for instance i have a constuction ship that shows both starbases. does anyone have some pointers.?
 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
Ok if I'm understanding you right you have a construction ship that shows the icons to build both your stargate starbase and the original FO starbase. You want to get rid of the FO starbase and other stations from showing up? If so you should be able to simple // them out in your construction ship file.

For example: The file before you modify it.

builditem0 = "fed_outpostYA"
builditem1 = "fed_storage_dock"
builditem2 = "fed_antares_yardY"
builditem3 = "fed_sf_engineeringY"

After you modified:

builditem0 = "Stargate Starbase"
// builditem0 = "fed_outpostYA"
// builditem1 = "fed_storage_dock"
// builditem2 = "fed_antares_yardY"
// builditem3 = "fed_sf_engineeringY"

Be aware you will have to modify your AI files so the computer will use your new bases and ships.

Hope that helps. If not maybe a more detailed description of your problem would help.
 

Mikemckeon007

Cadet Junior
Joined
8 Feb 2020
Messages
61
Age
42
thank you for taking the time to answer my question. that's not exactly what i mean though.

So, i may be completely wrong. I believe that with the avatar system in place, that the ai can't choose an avatar. If I'm assuming right, I think the reason the odf files having all the turrets and stations laid out individually is so the ai can still build at the choose your avatar portion of the beginning of the match. The problem is that both builditem 0 and builditem 16 show up


basename = "sgcargo"
buildtime = 4
allowbuildqueuepop = 0
constructionvoice = 5
builditem0 = "sg_outpostYA"
buildItem1 = "sg_storage_dock"
buildItem2 = "stargY"
buildItem3 = "OrigateY"
builditem4 = "sg_sf_scienceY"
builditem5 = "atlantisY"
builditem6 = "stargpegY"
builditem7 = "sg_platformY"
builditem8 = "sg_sf_commandY"
builditem9 = "sg_mixedtech_yard_kliA"
builditem10 = "sg_mixedtech_yard_romA"
builditem11 = "sg_mixedtech_yard_borA"
builditem0availability = 2
builditem1availability = 2
builditem2availability = 2
builditem3availability = 2
builditem4availability = 2
builditem5availability = 2
builditem6availability = 2
builditem7availability = 2
builditem8availability = 2
builditem9availability = 130
builditem10availability = 130
builditem11availability = 130
builditem12 = "dom_mixedtech_yard_sg"
builditem13 = "kli_mixedtech_yard_sg"
builditem14 = "rom_mixedtech_yard_sg"
builditem15 = "bor_adap_matrix_sg"
builditem12availability = 2
builditem13availability = 2
builditem14availability = 2
builditem15availability = 2
builditem16 = "sg_outpostY_DDWW"
builditem17 = "sg_platform_phaserY"
builditem18 = "sg_platform_pulseY"
builditem19 = "sg_platform_sensor"
builditem20 = "sg_platform_torpedoY"
unitname = "Goa'uld Cargo Ship"
tooltip = "Goa'uld Cargo Ship"
verbosetooltip = "AUTOTOOLTIP-sg_sgcargo.odf"
hotkeylabel = "GAME-HOTKEY-C"
race = "Stargate"
crewcost = 100
worthxp = 40
recycledilithium = 78
recyclelatinum = 54
recyclebiomatter = 3
recycletime = 36
maxhealth = 151
curhealth = 151
healthrate = 0.448
maxshields = 504
curshields = 504
shieldrate = 1.250
shieldgeneratorhitpoints = 42
engineshitpoints = 42
weaponshitpoints = 42
lifesupporthitpoints = 42
sensorshitpoints = 42
attackpower = 0.000
intrinsicvalue = 0.000
physicsfile = "smooth_physics_70_trift.odf"
trekphysicsfile = "smooth_physics_70_trift.odf"
workerbeename = "sgbee"
numberofworkerbees = 12
weldingbeamsprite = "weldbeam"
weldingbeamwidth = 2.0
workerbeehardpoints = "hp96" "hp97" "hp98" "hp99" "hp96" "hp97" "hp98" "hp99" "hp96" "hp97" "hp98" "hp99"
originalclass = "sgcargoY"
weapon1 = "npc_tractorbeam"
weaponhardpoints1 = "hp08"
enginestargethardpoints = "hp15" "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26"
lifesupporttargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
weaponstargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
shieldgeneratortargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
sensorstargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
hulltargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
criticaltargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
weapon1iconpos = 80 50
possiblecraftnames = "USS Ayers" "USS Ayrton" "USS Bardeen" "USS Barmin" "USS Barnwell" "USS Bechtolsheim" "USS Bell" "USS Blondel" "USS Blumlein" "USS Bode" "USS B?lkow" "USS Brown" "USS Bruch" "USS Busemann" "USS Camm" "USS Camras" "USS Chadwick" "USS Chaffee" "USS Champbell" "USS Chawla" "USS Chelomei" "USS Coandra" "USS Condit" "USS Conway" "USS Coolidge" "USS Corin" "USS Cray" "USS Curtiss" "USS Dahm" "USS Dassault" "USS De Havilland" "USS De Mestral" "USS DeForest" "USS Dennard" "USS Dennis" "USS Dibner" "USS Dittmar" "USS Dobrovolsky" "USS Dodds" "USS Dolby" "USS Dornier" "USS Dowie" "USS Dowty" "USS Dumont" "USS Eckert" "USS Engelbart" "USS Eppler" "USS Faraday" "USS Farnsworth" "USS Gabrielli" "USS Gessow" "USS Glushko" "USS Gora" "USS Gouge" "USS Greene" "USS Greensite" "USS Haack" "USS Habibie" "USS Hafner" "USS Hervian" "USS Homer" "USS Jones" "USS Kalam" "USS Korolev" "USS Kranz" "USS Lilienthal" "USS Lindstrand" "USS Lippisch" "USS Lunney" "USS MacCready" "USS MacGill" "USS Mach" "USS Mackan" "USS Marriott" "USS Maughmer" "USS Messerschmitt" "USS Nath" "USS Neumann" "USS Ohain" "USS Pearse" "USS Petter" "USS Pilcher" "USS Podlech" "USS Potocnik" "USS Prandtl" "USS Rajan" "USS Resnik" "USS Reynolds" "USS Riebe" "USS Roe" "USS Roskam" "USS Roth" "USS Ruppelt" "USS Rutan" "USS Shute" "USS Sikorsky" "USS Simonov" "USS Smith" "USS Sopwith" "USS Sutter" "USS Szebehely" "USS Theodorson" "USS Truly" "USS Tupolev" "USS Vlaicu" "USS Voigt" "USS Von Braun" "USS Von Storch" "USS Vuia"
shipclass = "construction"
shiptype = "N"
classlabel = "constructionrig"
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
avoidanceclass = 3
weldingradius = 0.25
fireball = "x_medium_explosion"
canattack = 0
builder_facility = 1
giveisallowed = 0
timeuntiltakeoff = 3.0
timewelding = 0.5
timeuntilclosure = 3.0
engineshitpercent = 0f
lifesupporthitpercent = 8.0f
weaponshitpercent = 8.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 8.0f
hullhitpercent = 75.0f
turntofire = 0
preferredselect = 0
eventselect = "Basic1ConstructorSelect"
eventacknowledge = "Basic1ConstructorAcknowledge"
eventattack = "Basic1ConstructorAcknowledge"
eventstop = "Basic1ConstructorStop"
eventmove = "Basic1ConstructorMove"
eventrepair = "Basic1ConstructorRepair"
ainame = "CraftProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
combat = 1
can_sandd = 1
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
shieldhit = "shield_fed_hitM"
shieldhitcritical = "shield_fed_hitcritM"
shielddown = "shield_fed_down"
ScaleSOD = .45
 

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Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
The reason builditem16 = "sg_outpostY_DDWW" is on the construction ship is because this is the only way to force the AI to build an upgraded starbase. As far as I know there is no way to have the computer "upgrade a starbase". So they get around this by making the AI build a fully upgraded starbase right out of the gate. You can still eliminate one of the builditems if you are welling to modify the AI file.
 

Mikemckeon007

Cadet Junior
Joined
8 Feb 2020
Messages
61
Age
42
I was hoping to leave the ai the way it is a somehow hide the button like the fleet ops team did with the federation
 

Mikemckeon007

Cadet Junior
Joined
8 Feb 2020
Messages
61
Age
42
i just did what you suggested and removed the upgraded version from the construction ship. i was sitting here and all of a sudden i thought to my self "you know Hath is right" why not . it worked great and didnt really affect the ai
 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
If your AI mirrors the stock AI your change won't affect anything until later in game. When the AI gets to the point where it should have build the upgraded starbase it will either stall out or the game will crash. I would suggest that you go into the AIP's and " // " out any of the lines with the upgraded starbase. Or you could just change the upgrade base to the one on your builditem0 = "sg_outpostYA"
 
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