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Star Trek Armada Classic Modding

Jetfreak

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I remember Starfox taking about this way back, but did we ever find out what how the Zsort buckets worked in the Armada engine?

int ST3D_NUM_ZSORT_BUCKETS = 16384

Fleet Ops has this number at 65536, so I assume higher is better for modern machines?


PS
I also dug out this old GUI mod I did for the stock Feds, makes the LCARS modern blue-ish and semi-transparent.
 

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CABAL

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I remember Starfox taking about this way back, but did we ever find out what how the Zsort buckets worked in the Armada engine?

int ST3D_NUM_ZSORT_BUCKETS = 16384

Fleet Ops has this number at 65536, so I assume higher is better for modern machines?
Z-sorting typically has to do with managing object depth. If you don't use enough bits for how close together things are, then you get stuff like the doors in Morrowind sometimes appearing to be behind the wall they're in rather than in front of it, with the renderer rapidly cycling between both states as you move and your position relative to both changes.

I assume that low values for this variable would result in similar graphical issues if two ships were on top of each other. So it probably just bumped the rendering precision a bit.
 

Jetfreak

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Thanks partner, I was just wondering since I've never tried the higher number in my personal builds. This virus downtime has me revisiting some old A2 installs, I'll pick out some goodies and pack them for release within the week.


PS
Does Warp-In work in STA2 Classic? I'm tempted to straight up copy and paste the FO odf's to get it over with.
 

CptBenSisko

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Thanks partner, I was just wondering since I've never tried the higher number in my personal builds. This virus downtime has me revisiting some old A2 installs, I'll pick out some goodies and pack them for release within the week.


PS
Does Warp-In work in STA2 Classic? I'm tempted to straight up copy and paste the FO odf's to get it over with.
They should work Jet.. just have to add the right ship odf names to file
 

Chiletrek

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Hello:
They should work Jet.. just have to add the right ship odf names to file
I have a version of Armada2 Classic by Blade/Apoclaydon, and I am sooo wondering myself too if I can get such goodies into it from FleetOps, like warp-ins and mobile research stations. Are those possible then?
 

Hath

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Hello:

I have a version of Armada2 Classic by Blade/Apoclaydon, and I am sooo wondering myself too if I can get such goodies into it from FleetOps, like warp-ins and mobile research stations. Are those possible then?

I've tried to get the warp-ins to work a couple of times. But either it can't be done or I'm just to stupid to figure it out. So if someone figures it out PLEASE post how you did it, because I would love to have warp-ins in stock A2.

PS: I also tried using the Cardassian "Quantum singularity Effect" (that creates a Species 8472 ship) to try and get around the problems I was having but no luck. While I could get different ships to spawn I couldn't get those ships to turn into player controlled ones. So again if someone has figured this out I would love to hear from you!
 

Chiletrek

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Hello:
When the time comes we might have a separate topic in the Modding section, because the FleetOps features are too nice to pass, specially if we can get them in the Classic mod for it.

My problem is that for my mods to work as I want, I have to put too much faith in the mboile research stations to work :( .
 

Jetfreak

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I haven't gotten into the Warp-In stuff yet. But I was able to modify the Dominion Bug collision weapon and put it in my STA2C Classic build. Literally changed a few values in the odfs, but mostly a cut and paste job.

I've also transferred the FO explosions and nebulae in my build, which makes for pretty eye-candy. You can see them in the screencap I posted in my Revamp thread.

Turns out the FO SOD's and sprite files are interchangeable in FO and STA2C.

I was also doing some AI modding with @Rifraf a while back, he buffed up the Cardassians and general AI overall.


PS
I'm still a nooblet admin in training, asking a favour from the seniors to separate this discussion in a new thread pls
 

SciFiFan

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As requested. This is the new Star Trek Armada Classic modding thread. Feel free to continue the discussion here.
 

CptBenSisko

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Here is some code for you guys to play with...

fed_warpin - this is the button you press to call for your warpin ships. Feel free to change whatever you need to as far as tooltips and race names etc. And

wpnname = "Warp In Reserves"
tooltip = "Warp In Reserves"
verbosetooltip = "AUTOTOOLTIP-fed_warpin.odf"
//hotkeylabel = "GAME-HOTKEY-F12"
buttonslot = 1
range = 999999
needtarget = 1
targetlocation = 1
aitargetlocation = 1
targetalliedcraft = 0
targetalliedbuildings = 0
targetenemycraft = 0
targetenemybuildings = 0
specialenergycost = 300
replacementkeepowner = 1
replacementresetspecialenergy = 1
replacementinstantai = 1
replacementinstantcycle = 300
replacementmode = 1
replacement0condition = "unitedfederation"
replacement0class0 = "fed_warpinE"
overrideceasefire = 1
selectmode = 2
fleetcapfile = "all_cap_warpin.odf"
transferstats = 0
replacementmaintainorders = 1
classlabel = "replaceweapon"
special = 1
replacementregisterasnew = 0
replacementcreationtype = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0



fed_warpinE - This is the code that triggers the warpin

classlabel = "u_ball_obj"
basename = "effect_empty"
race = "unitedfederation"
lifetimer = 1
avoidme = 0
avoidanceclass = 0
animation = 1
ignoreinterface = 1
hidden = 1
maxspecialenergy = 500
specialenergyrate = 0
weapon1 = "fed_warpinA"
weaponhardpoints1 = "root"
mapicon = "mapicon_empty"
invincible = 1
invalidastarget = 1
clearsfog = 0
perceivedneutral = 1


And finally.....
fed_warpinA - this is where you define what ships you want to warp in.. and how you want them positioned when they arrive


wpnname = "Warp In Reserves"
buttonslot = 1
targetalliedcraft = 0
targetalliedbuildings = 0
targetenemycraft = 0
targetenemybuildings = 0
warpin = 1
warpinspeed = 1500
specialenergycost = 500
replacementkeepowner = 1
replacementresetspecialenergy = 1
replacementresetcrew = 1
replacementinstantai = 1
replacementinstantderelict = 1
replacementinstantplayer = 1
transferstats = 0
replacement0class0 = "fCentaur"
replacement0class0randomweight = 20
replacement0class1 = "fAmbassador"
replacement0class1randomweight = 20
replacement0class2 = "fExcelsior"
replacement0class2randomweight = 20
replacement0class3 = "fNeworleans"
replacement0class4randomweight = 20
replacement1class0 = "fCentaur"
replacement1class0randomweight = 20
replacement1class1 = "fAmbassador"
replacement1class1randomweight = 20
replacement1class2 = "fExcelsior"
replacement1class2randomweight = 20
replacement1class3 = "fNeworleans"
replacement1class4randomweight = 20
replacement1class0position = 0,0,250
replacement1class1position = 0,0,250
replacement1class2position = 0,0,250
replacement1class3position = 0,0,250
replacement1class4position = 0,0,250
replacement2class0 = "fCentaur"
replacement2class0randomweight = 20
replacement2class1 = "fAmbassador"
replacement2class1randomweight = 20
replacement2class2 = "fExcelsior"
replacement2class2randomweight = 20
replacement2class3 = "fNeworleans"
replacement2class3randomweight = 20
replacement2class0position = 0,0,-250
replacement2class1position = 0,0,-250
replacement2class2position = 0,0,-250
replacement2class3position = 0,0,-250
replacement2class4position = 0,0,-250
replacement3class0 = "fCentaur"
replacement3class0randomweight = 20
replacement3class1 = "fAmbassador"
replacement3class1randomweight = 20
replacement3class2 = "fExcelsior"
replacement3class2randomweight = 20
replacement3class3 = "fNeworleans"
replacement3class3randomweight = 20
replacement3class0position = 0,0,100
replacement3class1position = 0,0,100
replacement3class2position = 0,0,100
replacement3class3position = 0,0,100
replacement4class3position = 0,0,100
replacement4class0 = "fCentaur"
replacement4class0randomweight = 20
replacement4class1 = "fAmbassador"
replacement4class1randomweight = 20
replacement4class2 = "fExcelsior"
replacement4class2randomweight = 20
replacement4class3 = "fNeworleans"
replacement4class3randomweight = 20
replacement4class0position = 0,0,-100
replacement4class1position = 0,0,-100
replacement4class2position = 0,0,-100
replacement4class3position = 0,0,-100
replacement4class4position = 0,0,-100
overrideceasefire = 1
//fleetcapfile = "all_cap_warpin.odf"
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0
 

CptBenSisko

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lol ironically you could set it to warp in 200 of the same ship, ala Picard LOL
 

Jetfreak

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Bingo! That did the trick! Now I can finally use this buildbutton I was saving up.

PS
Is it possible to get it to work on "Warp Disabled" instant action maps. They seem to crawl at impulse if you do this setting on AI matches.
 

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CptBenSisko

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hmm.. thats odd.. cause fleetops doesnt use warp at all.. and the ships warp in at the designated speed.
 

Rifraf

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I was also doing some AI modding with @Rifraf a while back, he buffed up the Cardassians and general AI overall.

That was fun. I miss it and have been getting the itch to get back into modding again. Have you by chance figured out anything to make the AI play any better, like a big Ah Ha moment?
 

CptBenSisko

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i recently discovered how to adjust the modifers for ai build cost and build times after 20yrs of modding LOL
 

Jetfreak

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@CptBenSisko No biggie on the warp issue, its just a heads-up for the instant action warp disabled command. Everything else is super smooth. I can finally call some Descents and Odysseys during battles. :)

For the AI, its pretty much carry-on with your files Rifraf. I just added a few lines of code for my modded ships.
 

CptBenSisko

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@CptBenSisko No biggie on the warp issue, its just a heads-up for the instant action warp disabled command. Everything else is super smooth. I can finally call some Descents and Odysseys during battles. :)

For the AI, its pretty much carry-on with your files Rifraf. I just added a few lines of code for my modded ships.

Yeah thats what Im confused about. Does the map itself have Warp disabled? or just the physics of the ships have warp disabled?
 

Hath

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So Jetfreak you got the warp-ins to work in A2? And if you did is the only coding that's needed the same as CptBenSisko provided? I only ask because I've used that code before but with no luck? Also what station did you use?
 

CptBenSisko

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So Jetfreak you got the warp-ins to work in A2? And if you did is the only coding that's needed the same as CptBenSisko provided? I only ask because I've used that code before but with no luck? Also what station did you use?

I would say as long as your mod is based on FO, it should work.. I converted my old A2 mod to FO quite a few years ago.. probably why it stopped working (still scratching my head over that)


What happens when you press the warp in button, and set a destination?
 

Hath

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Sorry for the confusion. I'm trying to get warp-ins to work in basically stock A2 with just ship and station art upgrades and a few odf tweaks. But its been a year or two since I tried and I cant remember for sure what happened when I hit the warp-in button. But if I remember right it crashed the game half the time and didn't do anything the other half, depending on how I modified the odfs. Know that's not a lot of help.
 

CptBenSisko

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Sorry for the confusion. I'm trying to get warp-ins to work in basically stock A2 with just ship and station art upgrades and a few odf tweaks. But its been a year or two since I tried and I cant remember for sure what happened when I hit the warp-in button. But if I remember right it crashed the game half the time and didn't do anything the other half, depending on how I modified the odfs. Know that's not a lot of help.

I was litterally about to message you. Yeah if you are trying to use it in a build not based on FO, that might be why its crashing.
 

Jetfreak

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To be clear, it's the map with warp disabled on my case.

And yeah, I put the warp-in on my FO-based STA2 Classic build. It's pretty much a dead end on stock A2 methinks.
 

Hath

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Thanks CptBenSisko and Jetfreak. I have to agree on the dead end but I was just hoping that I was being stupid and there was a way to make it work. Either of you have any thoughts on using the Cardassian "Quantum singularity Effect" (that creates a Species 8472 ship) to try and get around this problem?
 

Chiletrek

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Hello:
This... is... soo.. encouraging!!!! And yet I still have to start modding myself... my bad :sweat: .

How do you limit the ships you can call for reinforcements? Just to not spam cool dreadnoughts?
 

CptBenSisko

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Here ya go Chile.


maxcap = 10
captooltip = " Warp-In Support ( %d / %d )"
fleetcapclass0 = "fAmbassador"
fleetcapclass0capvalue = 1
fleetcapclass1 = "fExcelsior"
fleetcapclass1capvalue = 1
fleetcapclass2 = "fMiranda"
fleetcapclass2capvalue = 1
fleetcapclass3 = "fCentaur"
fleetcapclass3capvalue = 1
fleetcapclass4 = "fAmbassador1"
fleetcapclass4capvalue = 1
fleetcapclass5 = "fAmbassador2"
fleetcapclass5capvalue = 1
fleetcapclass6 = "fAmbassador3"
fleetcapclass6capvalue = 1
fleetcapclass7 = "fNeworleans"
fleetcapclass7capvalue = 1
 

Chiletrek

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Hello:
Ohhh, very nice!

What about the "(%d / %d)" bit in the code?
 

CABAL

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Hello:
Ohhh, very nice!

What about the "(%d / %d)" bit in the code?
It's an automatic "X out of Y" type thing. So if you have one Ambassador and nothing else on the list you get "Warp-In Support (1/10)" because the Ambassador only increases the count by 1 and the maxcap value is 10.
 

Chiletrek

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Hello:
So it is only a counter? Cool :thumbsup:
 
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