Mikemckeon007
Cadet Junior
- Joined
- 8 Feb 2020
- Messages
- 61
- Age
- 42
Hello Everyone,
would any of you be able to help me out with a coding issue? i have a wave weapon that when i activate it, it works fine. When the AI activates it, the game crashs. the weird part is that when i make the wave weapon not a special weapon it works fine both ways. I've pasted the contents of the 2 files in question if that helps
/////// The Weapon
//Name of the ODF file for the ordinance for this weapon
ordName = "Wjamengine"
// Mark this as a special weapon.
special = 0
//Display name for this weapon
wpnName = "Engine Jam Repulse Wave"
//tooltips
tooltip = "Engine Jam Repulse Wave"
verboseTooltip = "Knocks out enemy engines and also gives them a nice little nudge."
//Location of the button in the speed panel
buttonSlot = 2
// location of the button in the popup palette
popupSlot = 3
// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 10
//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 1
//Time Delay between shots
shotDelay = 0
// Range within which the weapon will fire.
range = 625.0f
//Sound which is played when the weapon fires
fireSound = "swrsensf.wav"
//Programming Stuff DO NOT CHANGE
classLabel = "areacannon"
//Should not be used
//wpnReticle = "gblast"
//UNKNOWN
wpnPriority = 1
//UNKNOWN
wpnCategory = "ARCA"
// HIT_EVERYONE = 0,
// HIT_ALLIES = 1,
// HIT_ENEMIES = 2
hitCondition = 2
// set wave effect
waveEffect = 1
MaxTargets = 50
// set wave name
waveName = "Wavejamengine"
//don't switch to attack mode after this
switchToAttack = 0
hotkeyLabel = "HOTKEY_F2"
////// The Ordanance File
//Programming Stuff DO NOT CHANGE
classLabel = "rfield"
//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 1000
//The base amount of damage which the ordinance does with each hit
damageBase = 0
//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 = 0
//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
shieldCrewModifier = 0.0
//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 = 0.0
//Amount of time the ordinance will exists without hitting something
lifeSpan = 10.0
//How fast the shot moves
shotSpeed = 150.0
// This affects the turning radius/rate somewhat unknown.
omegaTurn = 3.0
// The rate at which this Torpedo accelerates.
shotAccel = 100.0
//The sprite which is used for this ordinance
Sprite = "Wwarpcoreol"
// Time to play through the animation for the sprite in seconds
spriteDuration = 1.0
//this modifies the color of the ordinance (not currently working)
shotColor = 227
// Size of photon torpedo.
radius = 0
// Special value for special effects
specialValue = 30
//Repulsion force
repulsionForce = 125.0f
// No need to create a shield hit
ignoreShield = 1
would any of you be able to help me out with a coding issue? i have a wave weapon that when i activate it, it works fine. When the AI activates it, the game crashs. the weird part is that when i make the wave weapon not a special weapon it works fine both ways. I've pasted the contents of the 2 files in question if that helps
/////// The Weapon
//Name of the ODF file for the ordinance for this weapon
ordName = "Wjamengine"
// Mark this as a special weapon.
special = 0
//Display name for this weapon
wpnName = "Engine Jam Repulse Wave"
//tooltips
tooltip = "Engine Jam Repulse Wave"
verboseTooltip = "Knocks out enemy engines and also gives them a nice little nudge."
//Location of the button in the speed panel
buttonSlot = 2
// location of the button in the popup palette
popupSlot = 3
// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 10
//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 1
//Time Delay between shots
shotDelay = 0
// Range within which the weapon will fire.
range = 625.0f
//Sound which is played when the weapon fires
fireSound = "swrsensf.wav"
//Programming Stuff DO NOT CHANGE
classLabel = "areacannon"
//Should not be used
//wpnReticle = "gblast"
//UNKNOWN
wpnPriority = 1
//UNKNOWN
wpnCategory = "ARCA"
// HIT_EVERYONE = 0,
// HIT_ALLIES = 1,
// HIT_ENEMIES = 2
hitCondition = 2
// set wave effect
waveEffect = 1
MaxTargets = 50
// set wave name
waveName = "Wavejamengine"
//don't switch to attack mode after this
switchToAttack = 0
hotkeyLabel = "HOTKEY_F2"
////// The Ordanance File
//Programming Stuff DO NOT CHANGE
classLabel = "rfield"
//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 1000
//The base amount of damage which the ordinance does with each hit
damageBase = 0
//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 = 0
//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
shieldCrewModifier = 0.0
//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 = 0.0
//Amount of time the ordinance will exists without hitting something
lifeSpan = 10.0
//How fast the shot moves
shotSpeed = 150.0
// This affects the turning radius/rate somewhat unknown.
omegaTurn = 3.0
// The rate at which this Torpedo accelerates.
shotAccel = 100.0
//The sprite which is used for this ordinance
Sprite = "Wwarpcoreol"
// Time to play through the animation for the sprite in seconds
spriteDuration = 1.0
//this modifies the color of the ordinance (not currently working)
shotColor = 227
// Size of photon torpedo.
radius = 0
// Special value for special effects
specialValue = 30
//Repulsion force
repulsionForce = 125.0f
// No need to create a shield hit
ignoreShield = 1