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[Help] Need Help Trouble Shooting New Phaser Weapon

Admiral*Alex

Petty Officer 2nd Class
Joined
4 Apr 2018
Messages
212
Age
26
For those haven't used the new chat feature yet - let you get you up to speed:


I want to created a Heavy Disruptor Beam Special Weapon for the Vor'cha Attack Cruiser (based heavily on R5D5's Cheetah Class Phaser Overload on A2F) but has some issues. I figured it was because I jumped straight into making a Special Weapon instead of trying out making a basic weapon first. (I have added addition weapons and special weapons to existing starships and added modded ships before) I tried making following the BBOM twice but for some reason Armada 2 crashed every time.
Then I figured I was editing a line I wasn't suppose to, so instead of following BBOM to the letter, I go bare bones. It crashed. Did a soft repair. Played the Fed Campaign for a while, and completed the mission - so Armada 2 works.


At this point; I'm either clearly missing something (from rush and now frustration) or I can't read. Because of Chat; I'm posting the code for the ship, the weapon, the other weapon.odf (not sure what it's called), and my copy of BBOM - just in case my mine is missing something.
 

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Admiral*Alex

Petty Officer 2nd Class
Joined
4 Apr 2018
Messages
212
Age
26
UGH..it seems the ship and weapons didn't post. Round Two!
 

Attachments

  • Files.zip
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Admiral*Alex

Petty Officer 2nd Class
Joined
4 Apr 2018
Messages
212
Age
26
As requested by Chat; Quoted Files


Ship.odf (Saber Class)
#include "destroy.odf"

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

//tooltips
tooltip = "FED_DESTROY2"
verboseTooltip = "FED_DESTROY2_V"

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

//Amount of time required to build ship
buildTime = 18.0

//Number of officers required to build this ship
officerCost = 6

//Number of crew required to build ship & Starting crew
crewCost = 80

//Dilithium Cost to build
dilithiumCost = 100

//Metal Cost to build
metalCost = 0

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 80

// Hitpoints

shieldGeneratorHitPoints = 16
enginesHitPoints = 16
weaponsHitPoints = 16
lifeSupportHitPoints = 16
sensorsHitPoints = 16

//Rate at which shield recharges (points per second... we think)
shieldRate = 0.95

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

//Possible Craft Names
possibleCraftNames =
"USS Asama" "USS Grimsvotn" "USS Tambora"
"USS Sixx" "USS Mauna Kea" "USS Kilauea"
"USS Labo" "USS Lacona" "USS Lagafell"
"USS Pele" "USS Maroa" "USS Tongariro"
"USS Taupo" "USS Rotorua" "USS Tofua"
"USS Metis Shoal" "USS Falcon Island" "USS Koro"
"USS Taveuni" "USS Wallis Island" "USS Manengouba"
"USS Oku" "USS Haruj" "USS Tarso Voon"
"USS San Carlos" "USS Bayuda" "USS Suswa"
"USS Manarunu" "USS Marsabit" "USS Menengai"
"USS Longongi" "USS Vesuvius" "USS Ischia"
"USS Vulsini" "USS Larderrilo" "USS Jan Mayen"
"USS Krafga" "USS Kverkfjoll" "USS Bardabunga"
"USS Hekla"

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

// Pulse Phaser
weapon1 = "fbigphas"
weaponHardpoints1 = "hp01" "hp02" "hp03"

// Photon Torpedo
weapon2 = "fdphot"
weaponHardpoints2 = "hp04" "hp05"

// 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"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20"
criticalTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" "hp17" "hp18" "hp19" "hp20"


//**********************************************************************
//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 = 0.25f

//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.25f

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

//**********************************************************************
//PHYSICS PARAMETERS

// Scripted 3D Attack paths
attack_path0 = "p2.pth"
attack_path1 = "p3.pth"

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_destroyer"
hotkeyLabel = "HOTKEY_F2"


// let's make this a bit smaller
ScaleSOD = 0.8
Big Phaser.odf
ordName = "fbigphaso"

//Display name for this weapon
wpnName = "Phaser"

//Time Delay between shots
shotDelay = 2.0f

// Range within which the weapon will fire.
//range = 575.0f
range = 600.0f

//Sound which is played when the weapon fires
fireSound = "phfwea.wav"

//Programming Stuff DO NOT CHANGE
classLabel = "cannon"

// Percent chance of hitting the target.
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage)
hitChance = 0.75

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is full impulse
impulseToHitModifier = -0.25

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not attacker is stopped
stopToHitModifier = -0.0

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is full impulse
toHitImpulseModifier = 0.00

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped
toHitStopModifier = 0.25
Other Weapon ODF
//This is the main phaser ordinance file

//Programming Stuff DO NOT CHANGE
classLabel = "phaser"

//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 0

//The base amount of damage which the ordinance does with each hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageBase = 24

//The amount of variance applied to the damage (i.e. 10 + or - 2)
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageVariance = 2

//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageThreshold = 25

//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
shieldCrewModifier = 0.2

//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
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
hullCrewModifier = 0.1

//Amount of time the ordinance will exists without hitting something
lifeSpan = 1.6

//Length of the shield hit animation.
shieldDuration = 1.0

//How fast the shot moves
shotSpeed = 1e6

//The sprite which is used for this ordinance
Sprite = "phaser"

//Phaser specific: this modifies the color of the phaser
shotColor = 227

//Phaser specific: this is the thickness of the beam
Radius = 4.0

// Time to play through the animation for the sprite in seconds
spriteDuration = 1.0
 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
use these as your starting point and lets see if that works
 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
ok your not the only one having trouble posting things.

ODF FILE Name = fsovphas.odf

#include "phaser.odf"

//Name of the ODF file for the ordinance for this weapon
ordName = "fsovphaso"

//Display name for this weapon
wpnName = "Phaser"

// Range within which the weapon will fire.
range = 650.0f

//Time Delay between shots
shotDelay = 1.5625f

//Sound which is played when the weapon fires
fireSound = "phfwea.wav"

hitChance = 0.85



ODF ORDANICE FILE NAME = fsovphaso.odf

#include "phasero.odf"

//The base amount of damage which the ordinance does with each hit
damageBase = 100

//The sprite which is used for this ordinance
Sprite = "fphaser"

damageThreshold = 15
hullCrewModifier = 0.45
 

Hath

The COON !!!
Leader of the Trash Panda Horde
Joined
6 Mar 2019
Messages
780
glad those worked. now you can mod them to produce the phaser you want. faster firing rate or more damage.
 
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