Search found 15 matches

by MrC_921
Wed Sep 07, 2011 7:01 pm
Forum: General Modding
Topic: Nebula Creation Special Weapon
Replies: 3
Views: 1262

Nebula Creation Special Weapon

Hi everybody, How's it going? I have been trying to create a special weapon that creates nebulas. It is based off of the Klingon Ion Storm, but instead of creating the Ion Storm object it creates a nebula. This works just fine if the weapon creates a regular nebula (mutara, metreon gas, etc.). Howev...
by MrC_921
Sun Jun 05, 2011 6:54 pm
Forum: General Modding
Topic: AI will not fire some special weapons
Replies: 2
Views: 1067

Yeah, I tried that already. It doesn't work. :(
by MrC_921
Sun Jun 05, 2011 6:52 pm
Forum: General Modding
Topic: AI Firing Spread Weapons
Replies: 3
Views: 1256

Now, I have another problem with the spread weapons. When I have a group of ships with those "targetable" spread weapons, I cannot use them unless all of the ships in that group have that weapon. For example, imagine I have 8 ships in one group. Seven of these ships have a targetable spread special ...
by MrC_921
Sat May 28, 2011 4:43 pm
Forum: General Modding
Topic: GUI
Replies: 2
Views: 1018

Thanks a ton! :D
by MrC_921
Sat May 28, 2011 1:50 pm
Forum: General Modding
Topic: GUI
Replies: 2
Views: 1018

GUI

Hello, all! I am modifying the GUIs for all races in the mod. Right now I am working on the Klingon GUI. As one can see, the Klingon GUI has sharp corners. I want to change it to one with smooth corners, much like the original Federation GUI. I tried simply copying the Federation GUI data (from the ...
by MrC_921
Sat Apr 02, 2011 5:35 pm
Forum: General Modding
Topic: AI will not fire some special weapons
Replies: 2
Views: 1067

AI will not fire some special weapons

Hi everybody, I've been having a problem with some special weapons. These special weapons are essentially tri-cobalt torpedoes converted into special weapons; they have techtree requirements, buttons, etc. To fire these weapons you click on the button, target a location, and the torpedo is launched,...
by MrC_921
Fri Mar 18, 2011 3:13 pm
Forum: Star Trek : Future Tense
Topic: Screenshots: Future Tense - BORG
Replies: 6
Views: 4234

Amazing... just amazing!
by MrC_921
Thu Mar 17, 2011 2:01 pm
Forum: General Modding
Topic: AI Firing Spread Weapons
Replies: 3
Views: 1256

Thanks for that suggestion, MrVulcan. I changed the special spread weapons so that the player (and AI) have to choose a target to fire them. It's a bit of a pain not being able to just "click and forget" like in the old way, but the player can target a location with the new spreads. So the ship can ...
by MrC_921
Wed Mar 16, 2011 1:54 pm
Forum: Star Trek : Future Tense
Topic: Screenshots: Future Tense - March 2011
Replies: 10
Views: 3934

This is looking really great, guys! Keep up the good work! :D
by MrC_921
Wed Mar 16, 2011 1:50 pm
Forum: General Modding
Topic: Special Weapon Problem
Replies: 9
Views: 2266

Yeah, I'm just wondering why the same things works for Methos just fine and not for my version? It looks like the only difference between Methos' version and mine is that mine is in A1.
by MrC_921
Tue Mar 15, 2011 12:36 pm
Forum: Star Trek : Future Tense
Topic: Ideas for Map Objects
Replies: 5
Views: 2443

Going to your "ancient probe" idea - these probes could send out weird signals that do strange things to your ships. For example, they could send signals that interfere with your systems; weapons could be disabled or less effective, sensors are disabled, etc. There could be different probes types; s...
by MrC_921
Mon Mar 14, 2011 3:43 pm
Forum: General Modding
Topic: AI Firing Spread Weapons
Replies: 3
Views: 1256

AI Firing Spread Weapons

Hi all, I was wondering if anyone knows of a way to prevent the Armada 1 AI from firing spread weapons when there were no enemies around? As it is, the AI ships just sit around firing spread weapons randomly. This is kind of annoying. But it also makes cloaking somewhat useless because the enemy may...
by MrC_921
Mon Mar 14, 2011 3:39 pm
Forum: General Modding
Topic: Special Weapon Problem
Replies: 9
Views: 2266

Thanks for the suggestions, guys. This weapon is for Armada 1. Is there a difference between the ways A1 and A2 deal with these kinds of weapons? I tried changing the buttonBorder value to 2. That did not work; the game still crashed. I am not sure if this would cause a problem, but I recently refor...
by MrC_921
Sat Mar 12, 2011 2:16 pm
Forum: General Modding
Topic: Special Weapon Problem
Replies: 9
Views: 2266

No, I don't think there are any techtree problems. The AI seemed to go through the complete buildlist with no hitches. But I can have another look to make sure.

Thanks, I can give those other classlables a try. :)
by MrC_921
Sat Mar 12, 2011 3:12 am
Forum: General Modding
Topic: Special Weapon Problem
Replies: 9
Views: 2266

Special Weapon Problem

Hello everybody, I am having a problem with a special weapon in my mod. The weapon is meant to be somewhat like Borg Adaption. I call this weapon "Shield Overcurrent." When activated, Shield Overcurrent makes the equipped ship invincible for a short time. So, in essence, Shield Overcurrent is a self...