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Z's FO Conversions.

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Thanks maj. Now maybe you guys can help me with a problem.:sweat:

My ships behave very strangly when shooting each other. It makes it very hard to test when your AI ships don't shoot back.:sweat: When I added ships in an AI match and set them AI against AI, they both sat there at point blank, launched fighters and then intermittently shot at eachother, but only one side did it and the other side did nothing. Not only that, but the ships never moved.:confused: The fighters fight a lot, but my big ships do nothing.:cry:

Any thoughts?
 

K_merse

Star Trek: Evolution
Joined
22 Feb 2008
Messages
438
I don't know much about AI but if I remember correctly there is a line somewhere in the ODFs which defines the behavior of the ships. Maybe that is set to passive. Or your ship is defined for the AI as a station.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Yeah, I will have to tinker with the odfs I guess.:salute:
 

Majestic

Administrator
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Seraphim Build Team
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Unfortunately I'm the first to admit I don't know a lot about the FO code but it sounds like it could be something to do with the physics perhaps.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Well, I think I have a solution you will all like, but I will not announce it just yet.:zipped:D
 

Majestic

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We wait with great anticipation. :thumbsup:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
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Alright guys, small update. I am done with almost all of my buttons.:) No really, I had to completely re-do the universal command buttons to match my UI, but IMO it was worth the work.
 

Majestic

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Alright guys, small update. I am done with almost all of my buttons.:) No really, I had to completely re-do the universal command buttons to match my UI, but IMO it was worth the work.

Where are the screenshots? I think this is one mod I am really looking forward to playing. :thumbsup:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Hey, you going to seend me the bomber?

You mean for the LOD? In the below post, I attached the object I overlay, which is that I think you are talking about.:)

kk, here are the model/texture. I will try the bilboard thing(as my original intention was to make them part of the HUD ) but I am growing rather fond of the "wing" method.:)

Where are the screenshots? I think this is one mod I am really looking forward to playing. :thumbsup:
:p I actually think I might keep their appearance a secret. I post pics of everything I do, so I think maybe I will try to keep some things a surprise for when it is done. Needless to say, it hurts me more than it hurts you, because I spend many hours on them(lost work a couple times due to crashes :exter:) and they came out really awesome.

We'll see. I will post pics depending on how much I finish in the next few days.


I am also in need of some assistance. For some reason I can't get a simple weapon to work. I want a weapon which restores at least 48 units of special energy to its owner ship. Pretty simple if you ask me. I will post the odf's I am working with below, but they do nothing right now.:sweat:

main
Code:
ordname = "sw_resupplyo"
wpnname = "Re-Supply"
tooltip = "Re-Supply"
verbosetooltip = "Re-Supply this ship's fighter compliment."
buttonslot = 365
shotdelay0 = 5
biomattercost = 1800
firesound = "federation_energy.wav"
showrange = 0
beneficial = 1
validtargets = 1
targetSelf = 1
classlabel = "cannonimp"
special = 1
needtarget = 1
speakonattack = 0
attackspeech = 0
range = 600

ord
Code:
specialenergycost = 0
specialvalue = 60
classlabel = "BorgEnergyEmitter"
damagebase = 0
damagevariance = 0
damagethreshold = 0
shieldcrewmodifier = 0.0
hullcrewmodifier = 0.0
lifespan = 4.0
ignoreshield = 1
 

Dominus_Noctis

Lasciate ogni speranza...
Joined
18 Aug 2010
Messages
409
As on FO, BorgEnergyEmitter isn't a self targeting ordnance, so you'll need to make it spawn from a u-ball object or so in order to get it to affect the owner craft. :)

EDIT: take a look at the dom_ebeacon for an example of how to use the ordnance to target itself - basically it drops a u-ball-obj in order to fire the energy emitter, which recharges acceptable craft :)
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Uuh... yeah, totally... I knew that. :sweat:

Could you provide me with an example? or better yet write the basic odf. :angel:

EDIT: nvm, thanks dom, I"ll take a look.
 

Dominus_Noctis

Lasciate ogni speranza...
Joined
18 Aug 2010
Messages
409
The dom_ebeacon is the best example to look at: it fires a replaceweapon, which places a U_ball_obj, which fires an areaCannon, which shoots the BorgEnergyEmitter. By restricting the area and determining your max targets, you can set that the owner of the weapon will be hit by the recharger :)
 

Starfox1701

Master of the Arwing
Warrant Officer
Joined
29 Jan 2008
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2,560
Age
47
You mean for the LOD? In the below post, I attached the object I overlay, which is that I think you are talking about.

No I mean the Fighter model. I need it also
 

Starfox1701

Master of the Arwing
Warrant Officer
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29 Jan 2008
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Age
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K let me get done with the Been ships and I'll do this up for you.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Cool, thanks! If you want to do the arc, its available here too.:angel:
 
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