Search found 177 matches

by Captain_Bruce
Fri Apr 02, 2004 6:34 am
Forum: Debates
Topic: will humans ever live in unity?
Replies: 24
Views: 4920

Although uniting together against aliens is a fine idea, but it would be more like after WWII after the war the Alliances split I.E. USSR and the US. Furthermore we will inevitably destroy ourselves, but anyways die young save yourselves don't commit to the indecency of the insanity of the masses. I...
by Captain_Bruce
Fri Apr 02, 2004 6:20 am
Forum: General Modding
Topic: Research pod question..
Replies: 6
Views: 967

In A1 this should work if you use #include "station.odf" // (I think this is right) and then use classlabel = "pod" // (this makes it a pod in kind) When it's set up like this it should manipulate the class structure and hierarchy correctly. Side note- putting a different hardpoints set in would hel...
by Captain_Bruce
Fri Apr 02, 2004 6:12 am
Forum: General Modding
Topic: confusion is scary
Replies: 5
Views: 448

Sometimes the computer has problems with the ships if you modded them after playing a few missions unmodded.
by Captain_Bruce
Fri Apr 02, 2004 6:02 am
Forum: General Chat
Topic: New mini mod survey
Replies: 12
Views: 1913

As specified by the poll this is for A1 only. I like the way the explosions look, though I need to make the secondary explosions smaller and longer in duration.
by Captain_Bruce
Thu Apr 01, 2004 6:52 am
Forum: General Modding
Topic: got a question bout a weapon i am making :)
Replies: 3
Views: 491

The nebulas are hard coded so I think you would need make a new nebula and use the class label function to give it nebula properties, and put in the commands for the effects you want the nebula to have??
by Captain_Bruce
Thu Apr 01, 2004 6:29 am
Forum: General Modding
Topic: Ship Building Limitations?
Replies: 10
Views: 1129

The way to do hero ships is to use a tech station. The problem is the ships will blowup when you use self destruct on the station (weapon of choice for making the station blow without damaging the ships.) Use class label manipulation to make the ship not blow up by just using the include command and...
by Captain_Bruce
Thu Apr 01, 2004 6:19 am
Forum: General Modding
Topic: freighterName= command
Replies: 17
Views: 1416

You can use the class label command on this station to produce a vessel with it, but to retain the station's identity as say a starbase you must use the include command. I had to use it recently on my addon project (take the poll) I used it to make a phaser pod addon on ships, but to allow ship move...
by Captain_Bruce
Thu Apr 01, 2004 5:23 am
Forum: General Chat
Topic: New mini mod survey
Replies: 12
Views: 1913

Look, I have made a test model already. (using the saber class as a test model) The idea works!!! The targeting does pose a problem though, but I see target selection of little relevance considering you have little control over ship firing patterns in large battles anyway.
by Captain_Bruce
Fri Mar 26, 2004 4:56 am
Forum: General Chat
Topic: New mini mod survey
Replies: 12
Views: 1913

Re: New mini mod survey

I spent the last couple of days thinking about this mod, what it does is builds an upgrade on the ship that attaches to the sod and adds more regular weapons to the ship armament. This also creates more interesting explosions in the fact that the when the ship explodes the upgrades create a multiple...
by Captain_Bruce
Thu Mar 25, 2004 7:22 am
Forum: General Chat
Topic: New mini mod survey
Replies: 12
Views: 1913

New mini mod survey

An interest survey on a mini mod I may start.
by Captain_Bruce
Thu Mar 25, 2004 7:01 am
Forum: General Modding
Topic: The general odf files
Replies: 7
Views: 855

Re: The general odf files

Thanks, I forgot about the pack activision put out.
by Captain_Bruce
Wed Mar 24, 2004 10:36 am
Forum: General Modding
Topic: The general odf files
Replies: 7
Views: 855

The general odf files

Where can I find the general odf for the research class named "research.odf" in A1? I need to modify it for a secret project which may or may not be released publicly.