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cecilzero1
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Post by cecilzero1 »

Very nice mate :)
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Post by MrVulcan »

Nice looking shield effects. Much better than old ones.

I think Elrond made the blue shields mod though. Fleetops came up with their own version later.
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Post by MrVulcan »

Hey cabal,

I've not tried the "shieldGeometryName" line, but I recall you posting about this before. I'll add this to the long list of things on my to-do list :P Don't think this one works though.

One thing I can suggest rigth now is combining that line with:

ignoreShield = 1

Maybe the standard shield hit is interfering with the new shield geometry. But that's just remote guessing here.

Fallengraces, that beauty shot of the refit connie looks great. Also, I've seen that huge starbase somewhere before, where's it from? Looks massive.
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Post by MrVulcan »

What do you mean by chaning the references? Also, odf names should be less that 8 chars; fbattlephys is 11

A2 physics in A1? Hmm.. you might get some interesting crashes :P I haven't looked at the stock A2 physics files, but if they are anything like the fleetops files, they probably will not work in A1. There are a whole bunch of lines in A2 that don't exist in A1 and vice versa.

What do you mean by that the ships look wierd with the A2 physics. What happens exactly?

Take a look at my post in this topic on the subject of Armada 1 physics:
https://www.armadafleetcommand.com/afc/ ... 3e75e344b2

And yes, I'm still planning on making that physics tutorial ;)
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Post by pepperman »

Fallengraces, in addition to Rake's weapons textures I would also recommend icewolf's Race Specific Phaser Flares.

http://armada2.filefront.com/file/Race_ ... ares;96863
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Post by pepperman »

So in reality all you need to do is write a physical file for that ship. A1 and A2 has physics based files for ship classes but you could write a physical file for each ship seperately if you wanted to. So for example, the stock Romulan Shrike class uses the generic destroy.odf ship class file which uses the generic craft.odf class file and the destphys.odf physica file. You could write one odf file say rshrike.odf that included all of the respective elements that you wanted from the generic destroy.odf and craft.odf files and called a unique physicsFile say rskphys.odf

It would look somethink like this. Where rshkphys.odf would be a unique physics file that the rshrike.odf called. Specific parameters could then be tweaked to each individual ship.

************************************************************

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Shrike Class"
tooltip = "Shrike Class - Romulan Spy"
//verboseTooltip = "WRITE ME"

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

//Amount of time required to build ship
buildTime = 24.0

//Number of officers required to build this ship
officerCost = 3

//Number of crew required to build ship & Starting crew
crewCost = 80

//Dilithium Cost to build
dilithiumCost = 200

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 135

//Rate at which shield recharges (points per second... we think)
shieldRate = 0.675

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 15

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

//Possible Craft Names
possibleCraftNames =
"Bandis" "Rumaal" "Infini" "Suratak"
"Equitus" "Avarek" "Dejerek" "T’varian"
"Toralan" "V’terex" "D’relan" "D’thal"
"Lemal" "T’sassan" "Lukan" "D’pas"
"T’rassis" "Theron" "Vastar" "Kellem"
"Seres" "Meret" "Kessar" "Marrus"
"Inydar" "T’endadar" "T’san" "T’ossan"
"D’lassus" "D’oras" "Lossal" "S’paut"
"S’alpal" "V’lrath" "T’salin" "T’anis"
"T’rarn" "D’yl" "Vestela" "Imderia"
"Irixidon" "T’lasadon" "Kerata" "T’ala"
"T’nar" "V’tar" "T’mera" "T’onara"
"S’pala" "V’laneth" "V’eshan" "V’ashnu"


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

// Pulse Phaser
weapon1 = "rdpulse"
weaponHardpoints1 = "hp03"

// Pulse Phaser
weapon2 = "rdpulse"
weaponHardpoints2 = "hp04"

// Cloaking Device
weapon3 = "grcloak"
weaponHardpoints3 = "hp01"

// Romulan Spy
weapon4 = "gromspy"
weaponHardpoints4 = "hp01" "hp06"

// Photon Torpedo
//weapon5 = "fdphot"
//weaponHardpoints5 = "hp01" "hp02" "hp03" "hp04" "hp06"


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp13" "hp15" "hp17"
lifeSupportTargetHardpoints = "hp10" "hp11" "hp15" "hp16" "hp18"
weaponsTargetHardpoints = "hp10" "hp11" "hp15" "hp16" "hp18"
shieldGeneratorTargetHardpoints = "hp10" "hp11" "hp15" "hp16" "hp18"
sensorsTargetHardpoints = "hp10" "hp11" "hp15" "hp16" "hp18"
hullTargetHardpoints = "hp10" "hp11" "hp15" "hp16" "hp18"
criticalTargetHardpoints = "hp10" "hp11" "hp13" "hp15" "hp16" "hp17" "hp18"

//**********************************************************************
//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 = 0.25f

//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.25f

//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
enginesHitPoints = 10
lifeSupportHitPoints = 10
weaponsHitPoints = 10
shieldGeneratorHitPoints = 10
sensorsHitPoints = 10
//**********************************************************************

//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
enginesHitPercent = 2.0f

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 2.5f

//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 10.0f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 7.5f

//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 7.5f

//Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 55.0f

//Percent Chance out of 100 of entire ship exploding
criticalHitPercent = 15.5f
//**********************************************************************

// This is the size of the build animation sparks.
weldingRadius = 0.25

//**********************************************************************
//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 = 2.0f
//**********************************************************************

//**********************************************************************
//MESSAGE & SOUND PARAMETERS

eventSelect = "DestroyerSelect"
eventAcknowledge = "DestroyerAcknowledge"
eventAttack = "DestroyerAttack"
eventStop = "DestroyerStop"
eventMove = "DestroyerMove"
eventRepair = "DestroyerRepair"

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

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

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

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//programming thing DO NOT CHANGE
classLabel = "wingman"

//AI stuff UNKNOWN May be related to sound stuff
aiName = "CraftProcess"

//for obstacle avoidance
avoidanceClass = 3

//Explosion to use
fireball = "xfirebsm"

//Delay before shield begins recharging once it has reached zero (secs)
shieldDelay = 3.0f

//This is the range in meters which the ships sensors can see (LOS)
rangeScan = 500.0f

//This is the range in meters which the ships sensors can see when destroyed
damagedScan = 125.0

//**********************************************************************
//SYSTEM REPAIR RATES
//This is the amount of time in seconds to repair ONE hitpoint of damage
//modified by race and crew status
enginesRepairTime = 5.0f
lifeSupportRepairTime = 10.0f
weaponsRepairTime = 60.0f
shieldGeneratorRepairTime = 60.0f
sensorsRepairTime = 60.0f
//**********************************************************************

//**********************************************************************
//CREW CASUALTY FOR SYSTEM DESTRUCTION
//The percentage of crew killed when the engines are destroyed
enginesCrewLoss = 5.0f

//The percentage of crew killed when the lifesupport is destroyed
lifeSupportCrewLoss = 3.0f

//The percentage of crew killed when the weapons are destroyed
weaponsCrewLoss = 2.0f

//The percentage of crew killed when the shields are destroyed
shieldGeneratorCrewLoss = 2.0f

//The percentage of crew killed when the sensors are destroyed
sensorsCrewLoss = 2.0f

//The percentage of crew lost every second while life support is disabled
lifeSupportLoss = 2.0f

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

//KEYMAP LABEL
keymapLabel = "rom_destroyer"
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MrVulcan
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Post by MrVulcan »

Just gave A2 physics a try in A1. Results:

No noticeable changes to ship physics. Turn radius, turn rate, and forward acceleration did not change :? . The other variables I didn't look into.

As it stands, only the following lines appear have any effect in A1 physics files:
impulseSpeed = 20
warpSpeed = 60

tooCloseForWarp = 60;
tooCloseToTurn = 50;
headingCloseEnoughForWarp = 20;
pathLeadDistance = 150;

dockingSpeedFactor = 2.5
yawRotationRate = 0.72
rollRotationRate = 0.24
The sample values are for a freighter type vessel. As far as I could tell, all other parameters, including turn radius, are set in the fastphys.odf file. I hope someone can prove me wrong. It would be great indeed if every ship can have a different set of physics parameters.

btw, we're woefully off topic :P
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Post by MrVulcan »

That is a one good-looking warbird. Never thought romulans had a sense of humour though; but that's a fun idea. Most people would not realize that the text can be translated into english, and even then it'll require some effort to read. So, you can write pretty much anything :P
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Post by pepperman »

interesting concept cabal just not sure how realistic it would be though. You certainly impress me with your orginal and out of the box thinking
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Post by pepperman »

I could be wrong but I thought the whole restrict firearc thiongy was based on the orientation of hardpoint direction was facing. So in theory, if the axis of the hardpoint was aimed starboard and you used the restric firearch thingy, it should only fire in that direction. could be wrong
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Post by pepperman »

regarding the shieldgeometryname command, here is a good thread to read up on

http://forums.filefront.com/st-a2-moddi ... yname.html
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Post by MrVulcan »

Interesting discussion. Many thanks to Doca for bringing this to light.

Perhaps shield effects could be based on the weapon colour that hits them. So, a green romulan distruptor would create a green shield flare, whereas a federation phaser would create an orange one.

Not entirely canon, but should still look decent.

The valid shield sod names and their use in Armada 1 are:
xshldx01 -- shield hit
xshlddie -- shield down effect
wshldadd -- shield projector - Shadow
wshldsub -- shield inversion beam - Warbird
wcorbrfr -- corbomite reflector - Sovereign
wshldrmd -- shield remodulation - diamond
wmanhiem -- Gemini Effect - Nebula
shield -- no SOD in stock game. Might not work. (
So, if you want to implement this, you'd probably have to rework some of the weapons (or take them out entirely).
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Post by pepperman »

very nice cabal!

worth taking a look at the FO 3 to see how they implemented shields as well.

ShieldHit = "shield_rom_hitXL"
ShieldHitCritical = "shield_rom_hitcritXL"
ShieldDown = "shield_rom_down"

and these are specific sod files with ocrresponding sprite files as well
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Post by MrVulcan »

Looks promising cabal. Very nice

About the shield sod size, if I'm not mistaken, you can use this line in the ship odf to change the shield "bubble" size:

shieldPad = ##

I only tried large positive numbers which made the shield bubble considerably larger. This could be based on a scaling parameter, so a number less than 1 could make the shield smaller. Or this could be an absolute value parameter which defines the shield size explicitly.

Either way, its worth a try.
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Post by AFC »

How many people hated missions where all they did was retexture 1 of the races items and use them for another race? They did this for the ferengi and cardassian so i though id fix the ferengi a little bit.

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