Help removing shields from ships???

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score1_uk
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Help removing shields from ships???

Post by score1_uk » Thu Feb 23, 2006 5:13 pm

Hi all,

I have been trying to follow the methord of removing the shields by making the shield SOD just a blank......

However noe when the ship is hit, some sort of big explosion covers half of it.....

Any ideas??

I have a pic of what i mean, but I have no idea how to post pics here.....

score1_uk
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Post by score1_uk » Thu Feb 23, 2006 5:20 pm

I have just loaded the Xshldx01.SOD file into the SOD viewer, and this is the problem, it has an explosion effect in it......

Does any1 have a blank SOD I could replace it with?? would that plan work??

If not a blank, a VERY small explosion would do....

Mcdoogle
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Post by Mcdoogle » Thu Feb 23, 2006 8:42 pm

hmmmmm,use milkshape to create the blank sod and export itwith the same name.
[url=http://www.ueaclan.com][img]http://www.pureupload.com/out.php/i5336_UEAMcdooglesig.png[/img][/url]

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Post by EAS_Intrepid » Fri Feb 24, 2006 5:15 pm

Add this line to the .odf file of the ship:

maxShields = 0

I think that should fit your need.
Otherwise Mcdoogle is right. (You can do the same with the weird pink object in the cinematic/tactic screen.)
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score1_uk
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Post by score1_uk » Fri Feb 24, 2006 5:23 pm

I dont want to take the shields out using the ODF...... I dont have any modeling tools, so would some1 be so kind as to make me a blank SOD, and e-mail it to me??

Score1_uk@hotmail.com

Mcdoogle
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Post by Mcdoogle » Fri Feb 24, 2006 5:32 pm

u can edit the ODF files with note pad but ill send you the blank ODF file,if you have msn ill send it tho there. :D
[url=http://www.ueaclan.com][img]http://www.pureupload.com/out.php/i5336_UEAMcdooglesig.png[/img][/url]

Methos
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Post by Methos » Fri Feb 24, 2006 7:23 pm

After you edit the ship odf,edit this tga files so your ship doesn't spend the game with the blue lighting stuff around it.
Xshlddie.tga-open this file and paint it black.


Also the textures for the tiny hits are Xcritical01 thru Xcritical07
And Xspark01 is used somehow for damage effects.

score1_uk
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Post by score1_uk » Fri Feb 24, 2006 7:36 pm

didnt work....... I think the key is creating a smaller effect for the sod.... Might be wrong though!!

Methos
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Post by Methos » Fri Feb 24, 2006 7:46 pm

maxHealth = 1100

maxShields = 0

Just place the maxShields line below the maxhealth line,MaxHealth will then only be used for the hull.

Mcdoogle
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Post by Mcdoogle » Fri Feb 24, 2006 9:29 pm

If he wants to make it avatible for every ship then hes gunna have to go through alot of odfs.Delte Everything god to do with shields.SOD,ODF,TGA etc etc
[url=http://www.ueaclan.com][img]http://www.pureupload.com/out.php/i5336_UEAMcdooglesig.png[/img][/url]

Methos
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Post by Methos » Sat Feb 25, 2006 3:38 am

There's no need to delete anything,just open the odfs,paste the MaxShields code and save.

score1_uk
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Post by score1_uk » Sat Feb 25, 2006 5:31 am

Ok, although that works..... The problem now is that the crew all die 2 fast, before the ships systems are even down to 80%...... How do i stop this or slow the death rate down??

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Post by uss_capital » Sat Feb 25, 2006 6:10 am

i think the only way is to reduce the damage the weapons do , unless the code people know how to do this correctly

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Post by Methos » Sat Feb 25, 2006 6:55 am

In the following folders-Pulse,Phaser,and Photon-look for
Pulseo.odf
Photon.odf
Phasero.odf
In each of these files you'll see this:
//The base amount of damage which the ordinance does with each hit
damageBase = 8
*The amount of damage the weapon does*
//The amount of variance applied to the damage (i.e. 10 + or - 2)
damageVariance = 4

*This number is how much more or less the weapon does,in this case even though the damagebase is 8,the weapon can cause only 4 or 12 points of damager per hit.*
//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
damageThreshold = 8
*This is the maxium amount of damage the shields can take without lossing crew,a weapon that exceeds this number will kill crew longe before the shields are down*
//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
shieldCrewModifier = 0.2
This is a modifier for the number of crew lost per hit with shields still up,setting it to 0.0 will stop the crew lose at this point.
//The multiplier by which any damage which is applied to the hull is
//multiplied by to calculate the percentage of crew lost with that hit
hullCrewModifier = 0.3
Same as above only this time it's in effect when shields are down,just set it to 0.0 or 0.1.




Also the second half of some of the other weapons need to be edited like this,but for the most part just these three files will effect most of the weapons for you.

score1_uk
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Post by score1_uk » Sat Feb 25, 2006 10:57 am

nice work there........ Ill get it done.......

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