Rail guns (stargate)

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Tomes
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Rail guns (stargate)

Post by Tomes » Tue Oct 30, 2012 7:24 am

Hello everyone, I've been working on a way to create stargate rail guns. These rail guns would be capable of taking on multiple targets at once, is there is way of creating a pulse type weapon with a area cannon or area issue class label, or some other method. Basically they fire multiple pulse weapons at enemy targets with divided fire. Like with the wraith darts and hive ships in stargate Atlantis the siege part 3. (The Daedalus)

Thank you.

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pepperman
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Post by pepperman » Tue Oct 30, 2012 8:49 pm

Something along these lines ....


// Object Definition File for the Multiple Targeting Disruption Cannon

// Include parameters that are not listed in the current file
#include "disrpth.odf"

//Display name for this weapon
wpnName = "Multiple Targeting Disruption Canon"
tooltip = "Multiple Targeting Disruption Canon"
verboseTooltip = "The Reman multiple targeting disruption canon can unleash significant firepower upon its enemies. This weapon can target up to 3 ships simultaneously."

//Name of the ODF file for the ordinance for this weapon
ordName = "disrptho"

// Mark this as a special weapon.
special = 0

//Maxiumum number of targets
maxTargets = 3

//Time Delay between shots
shotDelay = 3.6

//Don't switch to attack mode upon cloaking
switchToAttack = 1

// Range within which the weapon will fire.
range = 400.0f
attackRange = 400.0f

//Sound which is played when the weapon fires
fireSound = "scimdrp2.wav"

//Programming Stuff DO NOT CHANGE
classLabel = "areacannon"

//Should not be used
//wpnReticle = "gblast"

//UNKNOWN
wpnPriority = 0

//UNKNOWN
wpnCategory = "ARCA"

// HIT_EVERYONE = 0,
// HIT_ALLIES = 1,
// HIT_ENEMIES = 2
hitCondition = 2

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Tomes
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The file

Post by Tomes » Fri Nov 02, 2012 12:26 pm

Do you possibly have the other weapon files related to this ordinance file, if so please could you post them on a reply. Also by include parameters, do I need to set that to a weapon in the standard weapons folder?

Thanks.

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pepperman
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Post by pepperman » Fri Nov 02, 2012 4:40 pm

// disrpth.odf

//Object Definition File for the Reman Disruptor Cannon (Heavy)

// Include parameters that are not listed in the current file
#include "pulse.odf"

//Name of the ODF file for the ordinance for this weapon
ordName = "disrupto"

//Display name for this weapon
wpnName = "Reman Disruptor Cannon"

//Time Delay between shots
shotDelay = 2.6

// Range within which the weapon will fire.
range = 400.0f

// Percent chance of hitting the target.
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage)
hitChance = 0.90

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the attacker is full impulse
impulseToHitModifier = -0.50

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not attacker is stopped
stopToHitModifier = -0.0

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is full impulse
toHitImpulseModifier = 0.00

// Modifier that changes the percent chance (from hitChance)
//to hit a target based on whether or not the target is stopped
toHitStopModifier = 0.25

// Restrict the Fire Arc
restrictFireArc = 1

// Specify the arc of fire for the weapon
fireArc = 45

//Sound which is played when the weapon fires
//fireSound = "scimdrp2.wav"

*************************************
// disrptho.odf

// Object Definition File for the Reman Heavy Disruptor Cannon
// Ordinance File

// Include parameters that are not listed in the current file
#include "pulseo.odf"

//The base amount of damage which the ordinance does with each hit
damageBase = 26

//The amount of variance applied to the damage (i.e. 10 + or - 2)
damageVariance = 2

//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
damageThreshold = 22

//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

//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

// Amount of time the ordinance will exists without hitting something
lifeSpan = 4.0

// How fast the shot moves
shotSpeed = 400

// The sprite which is used for this ordinance
Sprite = "disrupt"

// Phaser specific: this modifies the color of the phaser
shotColor = 227

// Phaser specific: this is the thickness of the beam
Radius = 14.0

// Time to play through the animation for the sprite in seconds
spriteDuration = 1.0

// Length of the beam
Length = 34.0

lightColor = 0.0 1.0 0.0
lightFalloffStart = 50.0
lightFalloffRange = 5.0

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Tomes
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Speed up

Post by Tomes » Sat Nov 03, 2012 11:25 am

Ok, that's good, it works, but now the only problem is how do I make the weapons fire in rapid bursts of succession. Because now it's only firing in 1.5 second intervals. I have set the shot delay to 0.7f but it make no difference.

Thank you.

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jetnova16
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Post by jetnova16 » Sun Nov 11, 2012 7:48 pm

There are actually already rail gun weapons from StarGate already made for Armada and Armada 2. All you have to do is find them at www.armada2files.com. Some are included in some of the individual StarGate mods there and here.

All you really might have to do is slightly edit them for what you want.

I did the exact same thing well creating a StarGate mod for Armada 2, but I gave up for awhile to take a break due to lack of available models/mods for every StarGate race.

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Dominus_Noctis
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Post by Dominus_Noctis » Wed Nov 28, 2012 6:17 pm

It's not possible to do that in A1/A2, but it is in Fleet Operations using the CannonImp weapon. We have commands specifically to emulate these type of effects :).

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Post by jetnova16 » Wed Nov 28, 2012 7:19 pm

Dominus_Noctis wrote:It's not possible to do that in A1/A2, but it is in Fleet Operations using the CannonImp weapon. We have commands specifically to emulate these type of effects :).
With all do respect Dominus, I have done exactly what he is wanting to do and wasn't using Fleet Ops at all. Just because you work on creating Fleet Ops, you shouldn't assum that something only works in Fleet Ops or needs special Fleet Ops coding.

I know then for a 100% possibility of accuracy that this is doable and workable in Armada II if you actually take the time to work on it and actually look at and use stock files that already mimick the desired effect. All of which I did.

*****

So Dominus, why do you always resort to Fleet Operations with your suggestions for everyone? Maybe people don't want to use or even like Fleet Ops. So why not also offer advice without being bias to only Fleet Ops and never counting plain old regular Armada II?

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