swilson0907
Crewman 1at Class
- Joined
- 13 Jan 2011
- Messages
- 156
This is something nearly everyone has tried to work around at one time or another. From nearly the moment the game came out. The A2 game engine was originally developed for a modern mechanized ground combat game which was never developed further. The coding has references to all sorts of things like grenades and smoke rounds and such. Weapons and ships which can fire on multiple targets have always fired randomly at nothing as long as I can remember.
This is something down in the hard code of the game. I suspect the only way to fix it properly is with a .dll hook of some sort, a la Fleet Ops. Or, you could decompile the game engine code and then adjust what you wanted. Decompiling the code means the EULA is violated and it would be impossible for any responsible website to host such a mod due to legalities concerning intellectual property copyright violations. And yeah, we already know this sucks.
There have been some ingenious workarounds to cut down the amount of random firings by multi target weapons but AFAIK, no one has eliminated it completely.
As of right now, I don't have any plans on releasing my mod to the public (sorry to all who might want StarGate units, but the onese that I have are the same everyone else can get until I attempt to convert StarGate ships from Sins of a Solar Empire for exampele.
Thunderfoot, where can I find the game engine code for Armada II? Will it also allow me to create a true Hyperspace Window that works more like the ones seen in StarGate SG1 and Atlantis? What I really want to do is negate warp for all ships from StarGate and have them use a Hyperspace Window, (Four Versions: 1) Asgard/Tau'ri 2) Goa'uld 3) Ancients 4) Wraith. The Wraith version would be the weakest).
I don't mind, that's why I posted them. They're probably scavanged from something else anyway
Just note if you copy the railguns word for word that there's a reference to a sound file which I don't think is standard.
For the fighters it should just be a case of swapping the ship names in the file and adding the odf to the mothership and techtree. Simples.
Nope, railguns will still random fire if you select a target. No way round it, and we did spend a bit of time trying with the BSGHRM. But they do not target own ships.
I'll check about the Railguns further, I am using a pretty good version right now since all versions have the Multi-Targetting problems.
So what do you use 1.2.5 for if not the replace weapon and build limit?
I think it is time that I answer this question that I didn't have time to do so before.
I use the 1.2.5 Patch in my game but I have never used the buildlimit or the replace weapon except for certain ships in the form of the weapon.
Here is one question that I have, is the Replace Weapon the only way to acutally make a Fighter? I didn't want to have to lose the ships that will be launching the fighters because to be true to StarGate, every Tau'ri ship just about has F-302 Fighters aboard them and they launch them to help the bigger ships. I don't want to lose the bigger ships for fighters that I don't mind it they get destroyed. For my game, the Replace Weapon coding for fighters will ruin alot of the ingame tactics.
gwdarts
gf302
As you can see by how I have the files edited with the
that I really wanted to have these fighters be true to the meaning of a fighter in StarGate. I would like them to leave the bays they are stored in and launch attacks on the enemy ships (doesn't have to be the one the main ships are firing on) well the bigger ships, the main battery of the attack force concentrates their fire on the enemies bigger ships. Is this possible? And how can I make this happen that way?
The following are my Railguns, I decided to post them again for your reference:
railgun1
railpulse1o
railgun3
railpulse2o
Do you by any chance see any changes that I should make to my Railguns? Maybe in the length of the beams or the firing distances? Railgun1 is supposed to be less of a distance and in power than railgun3 is.
Here is one question that I have, is the Replace Weapon the only way to acutally make a Fighter? I didn't want to have to lose the ships that will be launching the fighters because to be true to StarGate, every Tau'ri ship just about has F-302 Fighters aboard them and they launch them to help the bigger ships. I don't want to lose the bigger ships for fighters that I don't mind it they get destroyed. For my game, the Replace Weapon coding for fighters will ruin alot of the ingame tactics.
gwdarts
Code:
//Display name for this weapon
wpnName = "Wraith Dart"
//tooltips
tooltip = "Wraith Dart Squadron"
verboseTooltip = "The Wraith Hive Ship has the capability to launch Darts to attack the enemy on all fronts and to allow for the Hive Ship to take on either other Hive Ships, Ancient Facilities, and any other race that might be try to obliterate them or to prevent them from Culling their worlds. The Darts might be destroyed in the ensueing fights, but the Wraith aren't afraid to die if they have to."
// Mark this as a special weapon.
special = 1
//Location of the button in the speed panel
//buttonSlot = 2
//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2
//Time Delay between shots
shotDelay = 10.0
// Range within which the weapon will fire.
range = 2500.0f
//sod Reference
workerBeeName = "dart"
//ODF Reference
include = dart.odf
//Sound which is played when the weapon fires
fireSound = "drones.wav"
//Programming Stuff DO NOT CHANGE
//classLabel = "fighter"
classLabel = "drones_weapon"
// Need a target?
needTarget = 1
//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 50
//The base amount of damage which the ordinance does with each hit
damageBase = 320
//The amount of variance applied to the damage (i.e. 10 + or - 2)
damageVariance = 0
//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
damageThreshold = 2
//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
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
hullCrewModifier = 0.1
//Amount of time the ordinance will exists without hitting something
lifeSpan = 30.0
// The sound of the ordinance hitting the Target
hitSound = "drone****.wav"
// length the effect lasts
duration = 7
// number of drones for the visual effect
numDrones = 5
//How fast the shot moves
shotSpeed = 250
gf302
Code:
//Display name for this weapon
wpnName = "F302 Fighter"
//tooltips
tooltip = "F302 Fighter Squadron"
verboseTooltip = "The Enterprise Class Dreadnought-Carrier has the ability to not just build F302s but to also carry a squadron of them aboard to launch attacks on the enemy well protect the Enterprise Class, the Daedalus Class, and Ancient Cities like Atlantis. Some of the F302s might end up getting destroyed in this process, but they will mostly jsut return back to their Hanger Bay aboard the Enterprise Class."
// Mark this as a special weapon.
special = 1
//Location of the button in the speed panel
//buttonSlot = 2
//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2
//Time Delay between shots
shotDelay = 10.0
// Range within which the weapon will fire.
range = 2300.0f
//sod Reference
workerBeeName = "F302"
//ODF Reference
include = F302.odf
//Sound which is played when the weapon fires
fireSound = "drones.wav"
//Programming Stuff DO NOT CHANGE
//classLabel = "fighter"
classLabel = "drones_weapon"
// Need a target?
needTarget = 1
//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 40
//The base amount of damage which the ordinance does with each hit
damageBase = 220
//The amount of variance applied to the damage (i.e. 10 + or - 2)
damageVariance = 0
//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
damageThreshold = 2
//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
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
hullCrewModifier = 0.1
//Amount of time the ordinance will exists without hitting something
lifeSpan = 30.0
// The sound of the ordinance hitting the Target
hitSound = "drone****.wav"
// length the effect lasts
duration = 7
// number of drones for the visual effect
numDrones = 5
//How fast the shot moves
shotSpeed = 250
As you can see by how I have the files edited with the
Code:
//Programming Stuff DO NOT CHANGE
//classLabel = "fighter"
classLabel = "drones_weapon"
The following are my Railguns, I decided to post them again for your reference:
railgun1
Code:
#include "pulse.odf"
//Name of the ODF file for the ordinance for this weapon
ordName = "railpulse1o"
//Display name for this weapon
wpnName = "Pulse"
//Time Delay between shots
shotDelay = 0.1
//Sound which is played when the weapon fires
fireSound = "rgun1.wav"
//Firing Range
range = 650.0f
// Use this fire arc restriction
fireArc = 1.61
hitChance = 0.6
classLabel = "areacannon"
needTarget = 1
hitCondition = 2
maxTargets = 2
railpulse1o
Code:
#include "pulseo.odf"
//The base amount of damage which the ordinance does with each hit
damageBase = 1500
//The sprite which is used for this ordinance
Sprite = "pphaser"
//Phaser specific: this modifies the color of the phaser
shotColor = 227
// Time to play through the animation for the sprite in seconds
spriteDuration = 8.0
// Length of the beam.
Length = 19.0
//How fast the shot moves
shotSpeed = 900
//Phaser specific: this is the thickness of the beam
Radius = .2
//Amount of time the ordinance will exists without hitting something
lifeSpan = 5.0
//lightColor = 1.0 1.0 0.0
//lightFalloffStart = 50.0
//lightFalloffRange = 5.0
railgun3
Code:
#include "pulse.odf"
//Name of the ODF file for the ordinance for this weapon
ordName = "railpulse2o"
//Display name for this weapon
wpnName = "Pulse"
//Time Delay between shots
shotDelay = 0.1
//Sound which is played when the weapon fires
fireSound = "rgun1.wav"
// Firing Range
range = 500.0f
railpulse2o
Code:
#include "pulseo.odf"
//The base amount of damage which the ordinance does with each hit
damageBase = 2550
//The sprite which is used for this ordinance
Sprite = "pphaser"
//Phaser specific: this modifies the color of the phaser
shotColor = 227
// Time to play through the animation for the sprite in seconds
spriteDuration = 8.0
// Length of the beam.
Length = 20.0
//How fast the shot moves
shotSpeed = 1000
//Phaser specific: this is the thickness of the beam
Radius = .2
//Amount of time the ordinance will exists without hitting something
lifeSpan = 5.0
//lightColor = 1.0 1.0 0.0
//lightFalloffStart = 50.0
//lightFalloffRange = 5.0
Do you by any chance see any changes that I should make to my Railguns? Maybe in the length of the beams or the firing distances? Railgun1 is supposed to be less of a distance and in power than railgun3 is.