Quantum Torpedo Burst

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Sentinel
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Quantum Torpedo Burst

Post by Sentinel » Sun Dec 31, 2006 9:34 am

I NEED HELP!

I need a Quantum torpedo burst for A1 that is a special weapon, or normal Weapon. i dont care witch but id prefer a Special Weapon.

I've seen 3 seperate atttempts at making one.

ALl of them had the same problem

Theyd fire 3 but then theyd only fire one torpedo.
and when they where converted to specials, they would only fire one torpedo

Can some one plz make this. I really want torpedo bursts int eh realities mod (Refer to general modding for more info)

If u can help, Thanks.

If u cant help , Thanks for reading this and Plz ask around to see if any one knows how to do it.

and of course, who ever makes the burst will receive credit in the Credits for the mod.

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bisk
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Post by bisk » Sun Dec 31, 2006 9:59 am

#include "photon.odf"
//Name of the ODF file for the ordinance for this weapon
ordName = "photono"

//Display name for this weapon
wpnName = " Torpedo Burst"

//Time Delay between shots
shotDelay = 1.2f

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

// Restrict the Fire Arc
restrictFireArc = 1

// Range within which the weapon will fire.
range = 500.0f

// These subsequent lines make it burst fire
saveFire = 1

maxShots = 5

minimumShotInterval = 0.15

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

damageBase = 50

should work as non-special I think no credit wanted just good luck
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Post by Atlantis » Sun Dec 31, 2006 1:06 pm

That will still have the same problem, of only firing one at a time after the initial 5.

Nobody has managed to get it to work yet; if they had, they would have released it themselves a long time ago.

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Post by rodglas » Sun Dec 31, 2006 1:10 pm

The only way to so this IMO is to make a single weapon texture with three torps firing then setting the odf to the damage of three torpedos. In reality you would be firing one weapon but it would look like three.

You would also need to make a sound file with three individual torpedo launches. To make it feel more realistic.

Rod

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Post by Sentinel » Sun Dec 31, 2006 3:05 pm

Actully FT did it...Adam owns me a favor so ill ask him if he coudl tell me how FT did it...

and ill look into waht u said to do up there. It probably wont work, but ill try it.

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Post by Atlantis » Mon Jan 01, 2007 9:34 am

One way i did hear of was to have it as three (or four) separate weapons, each firing one, and the hardpoints being behind each other in a line, inside the ship, so they fire at the same time but emerge from the "launcher" one after the other.
The problem would be that you'd need to make new sound files, each with a different delay, to get the sounds to go at the same time as the torpedo passes out of the launcher. Plus the torpedoes would hit different hardpoints of the target ship... worth a try though.

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Post by bisk » Mon Jan 01, 2007 10:50 am

Okay spent the night modding and this is what I came up with



YOUR NAME ODF

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

//Display name for this weapon
wpnName = "Photon Spread"
tooltip = "Photon Spread"
verboseTooltip = "It shoots photon spread. Up to 5 targets gets hits at the same time."

//Location of the button in the speed panel
buttonSlot = 2

// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 5

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 1

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

// Mark this as a special weapon.
special = 1

//Maxiumum number of targets
maxTargets = 5

// Time Delay between shots
shotDelay = 6.0

// Range within which the weapon will fire.
range = 1000.0f

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

//Should not be used
wpnReticle = "gblast"

//UNKNOWN
wpnPriority = 0

//UNKNOWN
wpnCategory = "ARMI"

// Percent chance of hitting the target.
hitChance = 1.0


ZITORP ODF

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

//The number of units which are subtracted from the Special Energy Reserve
specialEnergyCost = 100

//The base amount of damage which the ordinance does with each hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageBase = 100

//The amount of variance applied to the damage (i.e. 10 + or - 2)
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageVariance = 5

//The threshold which must be exceeded to cause crew casualties prior
//to shield exhaustion
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number)
damageThreshold = 50

//The multiplier by which any damage which exceeds the threshold is
//multiplied by to calculate the percentage of crew lost with that hit
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
shieldCrewModifier = 0.001

//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
//Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier)
hullCrewModifier = 0.01

//Amount of time the ordinance will exists without hitting something
lifeSpan = 10.0

//How fast the shot moves
shotSpeed = 240.0

// This affects the turning radius/rate somewhat unknown.
omegaTurn = 3.0

// The rate at which this Torpedo accelerates.
shotAccel = 150.0

//The amount of time that the missile obeys the limitations of omegaTurn
//After that, it heads straight for the target
seekTime = 1.25

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

// Time to play through the animation for the sprite in seconds
spriteDuration = 0.5

// Size of photon torpedo.
radius = 7.5f


now I admit its for A2 so you might fix it for A1 but it will do what you want I think.......and the same as before no credit wanted
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Post by memyselfandi » Mon Jan 01, 2007 12:30 pm

That won't work either, not for what he is wanting. ^This will hit 5 different targets with 5 different torpedoes. I think what he wanted was a burst of torpedoes to hit the same target.
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Post by bisk » Mon Jan 01, 2007 1:51 pm

then cant he add savefire to it and change the maxtargetline ?
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Post by Sentinel » Mon Jan 01, 2007 2:10 pm

i think my best bet is to go with Atlantises suggestion. But i will look into it.

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Successfull Mod for quantum burst...

Post by trekmanalpha » Thu May 08, 2008 6:42 pm

I successfully created a burst mod like what i think you desire. just search for torpedo burst, and download my mod.

trekmanalpha

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Post by Matress_of_evil » Tue Oct 13, 2009 8:04 am

I just tested this in Armada 1 but it causes my game to crash. :(

I modded the Federation Scout just as a test of the weapon since you can build those straight away. The game crashed the moment one of my modded Federation Scouts tried to fire their weapons. So then I tried giving the Scout a single torpedo weapon to see if that was the cause. It still crashed. So then I gave the Scout three separate torpedoes because the weapon stores three shots. Again it crashed.

Now I know this thread hasn't been posted in for over a year, but does anyone know what the cause of the crash might be? I haven't made any changes to the files in the download, I just followed the instructions then modded my scout to include this weapon.

If it helps, this is the weapons info from my fscout.odf file as it currently stands:

// Pulse Phaser
weapon1 = "spulse"
weaponHardpoints1 = "hp01" "hp02"

//Detect Cloak 3
weapon2 = "gdetectf"
weaponHardpoints2 = "hp04"

// Photon Torpedo
weapon3 = "fdphot"
weaponHardpoints3 = "hp01"

// Photon Torpedo
weapon4 = "fdphot"
weaponHardpoints4 = "hp02"

// Photon Torpedo
weapon5 = "fdphot"
weaponHardpoints5 = "hp03"

//Torpedo Burst
weapon6 = "TrpBurst"
weaponHardpoints6 = "hp01" "hp02" "hp03"

Thanks for any help people can provide.
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Post by MrVulcan » Tue Oct 13, 2009 10:14 pm

I suppose it’s alright that old topics are being revived since there isn't much positing going on nowadays anyhow.

As for your question:

First, make sure that TrpBurst.odf exists. Seems obvious, lol, but it can still happen :P Also, ensure that the ordinance file exists.

Make sure that the sprites that are referenced from the ordinance odf exist in weapons.spr.

If you can post the weapon odfs, it would help in pointing out potential problems. Otherwise, there's just too many possibilities there :P.

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Post by fuller » Tue Jan 24, 2012 4:28 am

its pretty hard to do

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