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Star Trek Armada Classic Modding

Majestic

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i think they are defined in the ship or station odfs

No, the audio files are defined in events.dat. Although I think it could be defined in the ship file as well.

You're both right, in events.dat they indicate which sound file is for which set and in the ship.odf (cruise1.odf etc) they indicate which events sound set they use. You can however decide that while a ship uses cruise1.odf it can use a different events set by adding the lines in the individual ship odf. That's how stock was able to do hero units like Martok etc.
 

CptBenSisko

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you have to edit both events.dat and then drop the necessary call outs into your ship ODFs


for example


KirkAcknowledge{
Table
Sound <unitedfederation> "FKirkAck1.wav"
Sound <unitedfederation> "FKirkAck2.wav"
Sound <unitedfederation> "FKirkAck3.wav"
Sound <unitedfederation> "FKirkAck4.wav"
Sound <borg> "ISC_Ack_4.wav"
Sound <klingonempire> "KCruiseAck1.wav"
Sound <romulanempire> "RCruiseAck1.wav"
Sound <Gorn> "GCruiseAck1.wav"
Sound <species8472> "Tho_Ack_1.wav"
Sound <hydran> "HCruiseSel3.wav"
Sound <lyran> "LScoutMove2.wav"
SoundPriority 2
}


and then in the ship odf

eventAcknowledge = "KirkAcknowledge"



so when this ship is selected, there are four different sounds that could potentially play when yu select the ship. moving a ship uses different sounds and is a different call out altogether.



edit 2: Sorry Maj, didn't read all the way down and see your response... I pretty much repeated what you just said LOL
 

Majestic

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edit 2: Sorry Maj, didn't read all the way down and see your response... I pretty much repeated what you just said LOL

All good mate you just added a more detailed response. :)
 

dvatreknerd314

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So I'm now looking at playing around with updating things like maps. The big gripe I have right now with the vanilla maps is they all the ships on them look like they have a red shadow, when they really should be black. Is this something that has to be modified map-by-map or is this a setting in a configuration file like art.cfg?

The file attached shows an example of what I'm talking about. If you look at the screenshots of the Blue UI recently uploaded by Jetfreak, you'll see the result I'm trying to get to.
 

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K_merse

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If you mean the slight red color on the hull I'm afraid it has to be fixed on every map. Every map has at least one general light source (so that it won't be totally dark if you are far away from other light sources like stars, moons, nebulae etc.). If the color of that light isn't completely white, your ships are going to have this strange glow and shadow.
 

dvatreknerd314

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If you mean the slight red color on the hull I'm afraid it has to be fixed on every map. Every map has at least one general light source (so that it won't be totally dark if you are far away from other light sources like stars, moons, nebulae etc.). If the color of that light isn't completely white, your ships are going to have this strange glow and shadow.
Does anyone know if there's been a conversion of these stock maps to change this light source already floating around somewhere in the modverse?
 

Jetfreak

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As far as I know, only FleetOps actually bothered to tackle the lighting problem. Which to be honest is pretty good considering the age of the A2 game engine.

Sad to say it's gonna be editing the maps one by one.
 

dvatreknerd314

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Does anyone know if it's possible to get FO-style fighters to work correctly in A2 Classic Mod, and/or how to convert other fighter mods into this format?
 

CptBenSisko

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here is a hangar bay and fighter odf that you can use to build from..

just change the name, weapons, sod, etc to fit your needs.. also you can customize how many fighters at a time you can launch.. you can have multiple hangars with different launch times
 

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K_merse

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If you use the Classic mod for FO then all the physics and commands are there, so all you have to do is choose a template and replace what is necessary. I'm using fighters a lot in my mod, so if you have any question, feel free to PM me ;)
 

dvatreknerd314

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If you use the Classic mod for FO then all the physics and commands are there, so all you have to do is choose a template and replace what is necessary. I'm using fighters a lot in my mod, so if you have any question, feel free to PM me ;)
That's what I tried to do earlier but it didn't work. I haven't tried Sisko's solution quite yet
 

Rifraf

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Does anyone know if there's been a conversion of these stock maps to change this light source already floating around somewhere in the modverse?
I edited every map in the Upgrade Project 2014 mod. You may not like the lighting there either but I think it's better than stock. I used different lighting for each map and you get light cast off from nebulae and dilithium moons onto ship hulls if played inside FO. I believe it worked in stock A2 as well with a bit of code and sods from The Lighting Project that was never released by Freyr and Medafusion.
 

dvatreknerd314

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here is a hangar bay and fighter odf that you can use to build from..

just change the name, weapons, sod, etc to fit your needs.. also you can customize how many fighters at a time you can launch.. you can have multiple hangars with different launch times
So this seemed to work for me. The main thing I had to do for some reason to get this to work was take out the last line in the launcher file. Works fine now, thanks!
 

dvatreknerd314

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So I'm trying to create an Idryll dreadnought and I'm having trouble deciding which A2 Physics Project files to use for it. The size difference between the battleship and the dreadnought is similar to the difference between the Sovereign and Descent in FleetOps, so using the Seraphim physics isn't a good idea for a ship this small. Any ideas?
 

dvatreknerd314

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write a custom file and tweek till it flies ;like u want
The main reason I was trying to find something pre-made was so I don't accidentally overwrite other dreadnought physics files or something like that.

Anyway, now I'm trying to figure out if it's possible to have race-specific transporter sounds

EDIT: I'm also trying to figure out how to do map editing stuff in A2 Classic. Anyone know if this is possible?
 

Terra_Inc

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EDIT: I'm also trying to figure out how to do map editing stuff in A2 Classic. Anyone know if this is possible?

The normal A2 map editor should work just fine. FO even has a button for it in its main menu, and there's a general map making/editing guide here: http://guide.fleetops.net/guide/maps

If there's anything specific you need help with, just ask :thumbsup:
 

dvatreknerd314

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Separation weapons for Armada 2 Classic? I've tried using the one made for A2 Patch 1.2.5 but for some reason only one ship is allowed to move after I've separated them...
 

Chiletrek

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Hello:
That is odd, you should check the odfs of the ship does no longer move, maybe there could be a mispelling for physics files or something?
 

dvatreknerd314

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Hello:
That is odd, you should check the odfs of the ship does no longer move, maybe there could be a mispelling for physics files or something?
All three ships can move if built from a shipyard just fine, but for some reason the weapon makes them unable to move after separation
 

dvatreknerd314

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I edited every map in the Upgrade Project 2014 mod. You may not like the lighting there either but I think it's better than stock. I used different lighting for each map and you get light cast off from nebulae and dilithium moons onto ship hulls if played inside FO. I believe it worked in stock A2 as well with a bit of code and sods from The Lighting Project that was never released by Freyr and Medafusion.
Did that mod add or remove any of the map objects themselves? Would I be able to just drag-and-drop those map files into my own installation and have them run just fine?
 

dvatreknerd314

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Also, has anyone had any luck getting either Elrond's or Cabal's blue shields mod to work on A2 Classic? I got the explosion sprites to happen just fine but the shields are still that nasty green
 

Rifraf

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Did that mod add or remove any of the map objects themselves? Would I be able to just drag-and-drop those map files into my own installation and have them run just fine?
Good question. I used the latest Midnight Universe mod in my base game. I'm not certain it would be a simple drag and drop though? Midnight changed some of the odf files which I think I changed back to stock odf names with midnight instructions inside? Should be a simple test though to confirm by dropping a map in. After all that blabbering, no my maps have all the stock objects so it should play fine

Also, has anyone had any luck getting either Elrond's or Cabal's blue shields mod to work on A2 Classic? I got the explosion sprites to happen just fine but the shields are still that nasty green
I feel like my answers don't really help due to my memory but I swear I got Cabal's blue shields working fine. Before that I was using Elrond's version with some FO stuff mixed in for a nice effect. I'll have to dig through the site as I think I have pics here or at FO showing them. Sorry, I couldn't be of more help.
 

Chiletrek

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All three ships can move if built from a shipyard just fine, but for some reason the weapon makes them unable to move after separation
Oh dear, I hope you'll be able to solve it, because I won't know unless maybe I see the files? I remember I never had a problem, although that was the FO patch over A2.
 

dvatreknerd314

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Oh dear, I hope you'll be able to solve it, because I won't know unless maybe I see the files? I remember I never had a problem, although that was the FO patch over A2.
This is the weapon file. It's an adaptation of the fighters weapon I included in my Typhon and Fighters pack

//Display name for this weapon
wpnName = "BB - Separation"

//tooltips
tooltip = "BB - Separation"
verboseTooltip = "Separates the BB into two FF's and a battle platform for a highly devastating attack."

//Time Delay between shots - not used
shotDelay = 0.0

//Location of the button in the speed panel
buttonSlot = 1

// location of the button in the popup palette
//popupSlot = 5

// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 10

// Played when they separate
firesound = "ggalsep.wav"

// Special stuff - denote special weapon
special = 1

// Range within which the weapon will fire - not used.
range = 0.0f

//Sound which is played when the weapon fires - temp sound
fireSound = "swfcorbf.wav"

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

// Special energy cost for the Corbomite Refractor
specialEnergyCost = 0

//don't auto-switch to attack mode after this
switchToAttack = 0

// Dont speak on attacking, it does special stuff.
speakOnAttack = 0

// Here's what you do say
eventFire = "SaucerSeparation"
hotkeyLabel = "HOTKEY_F6"

replacement0class0 = "she_ff"
replacement1class0 = "she_ff"
replacement2class0 = "she_bbp"

Update: So I did some testing, and which ships are unable to move aren't consistent. Sometimes all three can move, sometimes none of them can, and sometimes it's a mix between any of them. They do, however, move on their own when an enemy approaches, and after that, they can be controlled just fine.

I should also note that I have the Physics Project installed, and I'm trying to get these ships to move far enough away that they should be able to move...

Also found out you can randomize which ships you get. Interesting possibilities await if I can get it working...
 

Chiletrek

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Sorry but you really got me, because I never got that problem myself, but as I said before it was the FleetOps patch over the normal game, not ClassicA2.

I hopw you can get the solution!
 

dvatreknerd314

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Also, has anyone had any luck getting either Elrond's or Cabal's blue shields mod to work on A2 Classic? I got the explosion sprites to happen just fine but the shields are still that nasty green

Just got this to work by looking at the Fleet Ops files themselves. The SOD's can be defined with the shieldhit, shieldhitcritical, and shielddown lines, and if they're placed in the station and craft odf files, they'll be universal
 

dvatreknerd314

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Now Cabal's blue shields are doing this... is this right?
 

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  • FOScreenShot_210612_225156.png
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CABAL

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Now Cabal's blue shields are doing this... is this right?
It's right in principle (the effect uses billboard sprites scattered around a mesh to get a blue hue on top of the tinted mesh), but it's definitely off. Kind of looks like the sprites didn't scale right. Maybe a typo in the sprite table entries? I made the mod for A1 so I never really tested it in A2. And the mesh doesn't seem to be changing color with shield integrity, but that might just be a FO thing.
 
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