Nexus Modding > Mod Development / Released Mods
Limiting weapon ranges
Arparso:
Oh-kay... I'm currently trying to balance fighter combat, but got a pretty annoying problem: I can't properly restrict the fighting range for my fighter-vs-fighter weaponry.
It's a regular anti-fighter weapon, purpose 5, projectile-based (no laser) and installed into the fighters' flak slot:
--- Code: ---DEVICETYPE 50
Name "weap_subach_hl7"
Category 1
Civilization 1
Sets 7 30 39 ;
Automatic
Purpose 5 ;
HitChanceCat 9
AutoDistance 1800
Substance 3
Charge 1
EnergyIn 4
PenetrateShield 0
DamageHull 27
DamageShield 21
DamageDevice 9
Scanned 100
HPmax 100000
RepairHP 16
Start 2 0 100 1
Travel 2 450 101 1
End 1 0 102 1
CannonMaxFireAng 25
DEVICETYPE
--- End code ---
Problem is, they attack from 5km distance... which looks totally ridiculous...
AutoDistance supposedly limits firing distance on automatic weapons (like flak lasers in vanilla Nexus) and it works somewhat - when not being given a direct attack order on an enemy squadron, the fighter only starts firing when a viable target enters his AutoDistance-range. That's what I actually want. But if the player gives a "attack this enemy squadron"-order, the fighter starts firing from as much as 5km distance (Nexus' default close-combat range).
Changing the weapon to a continious laser beam fixes that, as you can limit the laser's range in the Travel-property of the DEVICETYPE, but Freespace has no frakking laser beams for fighters - I need a projectile-based weapon and limit its range.
/edit:
Even worse... the exact same thing works perfectly fine for attacking capital ships, with a Purpose of 2. But I can't attack fighters with a Purpose-2-weapon...
DreamorCZ:
Well, 'Automatic' should not be there if you have set autodistance for fighter weapons. Also, 30 in sets is little unusual but it depend on your tacticbase setting. And I would rather use Substance 2 or 1 insted of 3.
Arparso:
That doesn't have to do anything with range, though. Still got the same problem after these suggested changes.
Mularac:
can we see what's your BaseHitchance 9?
Arparso:
Sure, there you go:
--- Code: ---BASEHITCHANCE 9
1 2 35
1 3 0
1 4 0
2 2 30
2 3 0
2 4 0
3 2 20
3 3 0
3 4 0
4 2 45
4 3 0
4 4 0
5 2 85
5 3 0
5 4 0
6 2 0
6 3 0
6 4 0
7 2 0
7 3 0
7 4 0
8 2 0
8 3 0
8 4 0
9 2 0
9 3 0
9 4 0
10 2 0
10 3 0
10 4 0
BASEHITCHANCE
--- End code ---
It only got a hitchance against missiles, fighters, bombers and transports and only for the smallest possible range 2, which represents 5km according to my tacticsbase.ini.
Like I already said: the funny thing is I have a nearly identical weapon, just with a purpose of 2 (hull destroyer), with which my fighters attack capital ships. The AutoDistance works fine there, just not on my anti-fighter weaponry.
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