ODF for mobile shipyard?

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Logius
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ODF for mobile shipyard?

Post by Logius »

Did anyone ever come up with a working ODF for one of the mobile shipyards in the downloads section? Quite frankly, I'm not really sure where to start. Should they be a ship, or a station with engines? And if they are stations, then does that mean I'd have to come up with a physics file for it too? If anyone came up with an ODF that works, I wouldn't mind seeing it.
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Dell
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Post by Dell »

there is this ship the mamut class. Don't remember where i got the thing, i think from this place
http://armada2.filefront.com/info/Overview
It's a nice ship. Has looks from the intrepid and has his own shipyard arms.
Use the search on that site and search for mamut.
If noting comes up, just look in the federation ship folder A2
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Post by Captain_Bruce »

In A1 file section there is a voyager that can build the delta flyer, and I think all you need to make a shipyard mobile is give it engine hps.
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Post by Logius »

I think I should have specified that this question is related to A1 and NOT A2. I'll check up voyager add-on, thanks for that, bruce. If anyone else can help on this, I'd appreciate it.
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Dell
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Post by Dell »

yeah, but eventough it is for a1, an odf from a2 is mostly compatible with a1.
It's build up from the same lines, eventough a2 has a wider variatie of lines, when it comes to building stuff, the whole odf thing stays the same. If you got the file i suggested, you only need to compare what's different between your ship's odf which you wanna make into a mobile shipyard and the one from the a2 odf file.

reply to cpt bruce: I thought in order to make a base mobile, you also need to change '#include "station.odf" ' to a ships odf. And change or delete the physics line in your shpiyards odf

Well maybe i'll post the addon lines later
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Post by Logius »

Well, following bruce's advice, I just added hp's to a copy I made of the station.odf and used the "fyard2.odf" pretty much in its entirety.

(in the "station.odf" I just changed)
enginesHitPoints = 0
to
enginesHitPoints = 1

and also commented out the line:
is_starbase = 1

Then, I renamed the file "moblstatn.odf" and changed the include to "moblstatn.odf".

As it turns out, the "station.odf" uses the "batphys.odf" as a physics file so it's already got the specs of the battleships. Luckily, that meant not having to create a physics file from scratch. To even it out, though, I changed it from "batphys.odf" to "cnstphys.odf" ( <- the physics of a superweapon) to slow it down. It didn't make much sense to see such a big ship moving so fast.

I've run into two problems, though.
  • The ship won't hold still! I have to hit the (-) or "cease all action" button to keep it from idling along. It moves really slow, but it'll never hold position unless I specifically tell it to stop moving.

    Ships can't enter the station to repair. I think the guy that made this ship got the "repair" and "build" points mixed up because ships are built on the outside and they try to repair on the inside. However, instead of entering the bay for repairs, they just bump over the yard and repair on top of it.
If anyone knows what this is about or how to fix it, I'd like to know.
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Post by Twitch »

This is the ODF for the Deathstars I made for A2. I've been making these since A1 and they work pretty much the same. If you look hard you might find one I did for A1 but I don't have the ODF any more. Since they're spherical they have physics as Borg cubes but could have any phisic depending on shape.

In A1 use the line classLabel = "shipyard" //"constructionrig" exactly like that. All the rest in this ODF that is not A1 compatable should be edited out, of course. They repair other ships but they don't enter the mother ship- they stay alongside. They can't repair at shipyards and if you tell it to it will go in circles and not respond to further commands. This is why I use the facility = 1 in A2 to be able to recrew. It might work in A1. Also use the
alwaysRecomputeRallyPoint = 1 line so the ships it builds stay near it. Without that line the built ships will go back to the main base.

You don't need anything about it being a starbase or anything else- it is a ship.


#include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Deathstar"

//Name of Ship class in Ship Display window & in edit mode & tooltip
tooltip = "Deathstar"
verboseTooltip = "The Borg Queen's Deathstar Will Rock Your World!"

//Delay before shield begins recharging once it has reached zero (secs)
shieldDelay = 1.0f

//This is the range in meters which the ships sensors can see (LOS)
rangeScan = 1000.0f

//Race which can build ship & starting race of ship
race = "borg"

//Amount of time required to build ship
buildTime = 120.0

//Number of officers required to build this ship
officerCost = 30

//Number of crew required to build ship & Starting crew
crewCost = 8000

// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1

//Dilithium Cost to build
dilithiumCost = 1000

//Metal Cost to build
metalCost = 2000

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 10000

//Shield absorbs all damage until it's gone
shieldProtection = 1.0

//Rate at which shield recharges (points per second... we think)
shieldRate = 2000

//Maximum Value of Special Energy
maxSpecialEnergy = 3000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 3000

// max number of assimilated weapons
maxExtraWeapons = 8


//**********************************************************************
//SHIP NAMES

//Possible Craft Names
possibleCraftNames = "Z-28" "Z-34" "Z-38" "Z-29" "Z-44" "Z-17" "Z-99"
"Z-22" "Z-64" "Z-77" "Z-71"


//**********************************************************************
//ART PARAMETERS & WEAPON NAMES


// Auto Assimilating Bore
weapon1 = "mltbor"
weaponHardpoints1 = "hp03" "hp05"

// Detect Cloak 3
weapon2 = "gdetectb"
weaponHardpoints2 = "hp08"

// Uitritium Burst
weapon3 = "gultest"
weaponHardpoints3 = "hp04" "hp06"

// Phaser
weapon4 = "bm4phas"
weaponHardpoints4 = "hp02" "hp05"

// DeathStar Wep
weapon5 = "bcstar"
weaponHardpoints5 = "hp01" "hp10"

// Torpedo
weapon6 = "bigartil"
weaponHardpoints6 = "hp09" "hp12"

// Shield Remodulation
weapon7 = "gremod"
weaponHardpoints7 = "hp13" "hp14" "hp15" "hp16"

// Technology Assimilation Beam
weapon8 = "gTechAssimBeam"
weaponHardpoints8 = "hp04" "hp09" "hp14"

// Photon Torpedoes
weapon9 = "bb3phot"
weaponHardpoints9 = "hp08" "hp14" "hp15"

// Phaser
weapon10 = "bm4phas"
weaponHardpoints10 = "hp13" "hp14"

// Phaser
weapon11 = "bm4phas"
weaponHardpoints11 = "hp15" "hp16"

// Phaser
weapon12 = "bm4phas"
weaponHardpoints12 = "hp17" "hp18"

// Phaser
weapon13 = "bm4phas"
weaponHardpoints13 = "hp07" "hp11"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp10" // "hp13" "hp15"
lifeSupportTargetHardpoints = "hp10" // "hp13" "hp15"
weaponsTargetHardpoints = "hp10" // "hp13" "hp15"
shieldGeneratorTargetHardpoints = "hp10" // "hp13" "hp15"
sensorsTargetHardpoints = "hp10" // "hp13" "hp15"
hullTargetHardpoints = "hp10" // "hp11" "hp12" "hp13" "hp14" "hp15" "hp16"
criticalTargetHardpoints = "hp10" // "hp13" "hp15"

//**********************************************************************

//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 1.00f

//**********************************************************************
//**********************************************************************
//Construction Parameters
buildItem0 = "bscout"
buildItem1 = "bconst"
buildItem2 = "bturret2"
buildItem3 = "bbattle1"
buildItem4 = "bassault"
buildItem5 = "brepair"

//**********************************************************************
//Worker Bee Parameters

//Hardpoint location for building.
buildHardpoint = "build"
//**********************************************************************
//**********************************************************************
//Runtime class label for instantiation of object.
classLabel = "shipyard" //"constructionrig"

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 3.0f

//**********************************************************************


//PHYSICS PARAMETERS

//physics file for all other physics stuff
physicsFile = "bbatphys.odf"

//**********************************************************************

//MESSAGE & SOUND PARAMETERS

eventSelect = "QueenSelect"
eventAcknowledge = "QueenAcknowledge"
eventAttack = "QueenAttack"
eventRedAlert = "QueenRedAlert"
eventYellowAlert = "QueenYellowAlert"
eventGreenAlert = "QueenGreenAlert"
eventStop = "QueenStop"
eventMove = "QueenMove"
eventRepair = "QueenRepair"


//**********************************************************************


//**********************************************************************
//KEYMAP LABEL
hotkeyLabel = "HOTKEY_F2"

//************************************************************
// Brian additions for context sensitive menus
combat = 1
alert = 1
builder_ship = 1
transporter = 1
facility = 1
SHOW_MOVEMENT_AUTONOMY = 1
SHOW_SW_AUTONOMY = 1
alwaysRecomputeRallyPoint = 1

ScaleSOD = 1.25

fireball = "xomgbal"
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