Nexus Modding > Mod Development / Released Mods
Nine and more Normal weapon slots
GeoModder:
Looking at the tacticsbase deviceslots, the slots are appearantly linked to spots in the GUI weapon panel ingame. I wonder if it isn't possible to use slots in the support/engine/shield sections as weapons. For instance, the BSG mod doesn't use shields as far as I know. What if the shield slot was used for a siege weapon?
Of course, the text file stating that the shield section of the GUI is used for shields should be adjusted to "siege weapons" or something to avoid mistakes during a game. ;)
DreamorCZ:
I have done some more tests and results are:
1. Every deviceslot can be changed, so insted of shield or weapon generator you can have normal weapon or flak weapon or any other device
2. AI and commands are working normaly after these changes
3. If you change device into weapon you must treat it so in Lightwave (i.e. insted of two point polygon #angle 23# you use tringle with #slot 23# surface name)
4. Deviceslots do not need to be in sequences, so it can look like this:
1 8 - 90 31 32 34 35 ; // normal weapon
9 9 - 110 33 ;
10 13 - 100 39 ; // flak
14 14 - 90 41 42 43 ;
15 15 - 90 51 52 ;
16 16 - 100 39 ; // flak
17 18 - 120 53 54 55 56 ;
20 21 M 90 61 62 63 64 65 66 67 81 ;
22 22 - 90 31 32 34 35 ; // normal weapon
23 23 M 60 71 72 73 38 33 ;
24 24 - 90 31 32 34 35 ; // normal weapon
Mularac:
So basically we can canibilize the systems we don't use for space for the weapons? that's quite cool!
jstubbles:
Yeah, swapping only what you don't use (and the fact that it doesn't have to be in order) is awesome news indeed. that's like 3-4 more turrets we can add to our ships now.
I'll have to give this a shot for sure. :)
Thanks Dreamor!
Arparso:
That is... awesome. Great news for my Freespace mod as well... my corvettes are already using up all weapon slots, so I'll be running out of turrets for the huge destroyers.
I believe a big "thank you" is in order.. ;)
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