Shield Remodulation Shield Remodulation

(5 votes)
_dEjavU_, 2011-03-29

This weapon is derived from the Borg shield remodulation technology which now can be made to work to remodulate the shield of the ship initiating the weapon. This mod comes complete with a new activation button and improved rgb texture to replace the stock version(optional of course)and though I made this specificly for my a1 game, theoreticaly, this should also work for a2 as well.


Installation:

- All folders can be found in your Star Trek Armada main directory(C:/Programs File/Activision/Star Trek Armada)

- Please be sure to back up any files involved just in case you wish to revert back later.



1.) Now, if you already have an existing tech1 file in use then please open that up instead and add thise line into the special weapons section....


gfsremod.odf 0


..otherwise copy all files into their corresponding folders and over-write.


2.) Go to your sprites folder and open the gui_global file, look for the section containing the special weapon listing.....


# Special weapon buttons
@reference=64



..when you find it, add this to the list......

b_gfsremod gbfedremod 0 0 64 64



3.) Finally, open up the file of the ship you would like equipped with this weapon. Once selected, scroll down to the special weapons section and add this....


// Shield Remodulation
weapon## = "gfsremod"
weaponHardpoints## = "hp01"


....change this(##) to the next number up from the ship's last special weapon number count.



Note: I've included an additional special weapon odf to extend the idea of multiple special weapon button placement(for flexibility with various ships' other special weapons)this weapons' default is the second slot and the second(gfsrmodd)will over-write the corbomite reflector button(slot four)to make it work you'll of course need to add this one to the tech1, gui_global, and unto the ship as well.



Credits:

Special thanks to Activision for giving us such a cool playground to play in


Anyone is welcome to use this in their mods, no permission or credits are required


Contacts:

If anyone have any questions or problems with this please feel free to contact me


gLenN - g0628dEjavU1978@hotmail.com

Version    Author  _dEjavU_  Website   
Downloads  648  Size  680.35 KB  Created  2011-03-29 

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Comments  

#1 Thermal_Nuclear_Chicken 2011-08-05 12:54
Are the Juno and Raptor available for A1 or A2 somewhere?
#2 LowRider1990 2011-08-11 01:22
We wish. I'd reckon that we'd need some friends in high places just to gain access. :mad:
#3 Warborg 2011-10-05 13:08
interesting, I did this for A2(many years ago) but for unknown reason the game would crash if the AI used it but it work fine for me.
#4 Dominus_Noctis 2011-10-06 14:29
Yes, stock Armada I/II cannot use self targeting weapons if the ordnance is giving the properties (aka, you need to link to a u_ball_obj via a utribeam ordnance) without causing a crash for the AI/special weapons autonomy.
#5 QuietRiot522 2011-10-15 13:07
whats the ship in the first picture? can anyone tell me?
#6 Thermal_Nuclear_Chicken 2012-03-23 08:41
The ship in the first picture is the Juno, the one in the second is the Raptor

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