October 04, 2024, 22:44:26

Author Topic: Nine and more Normal weapon slots  (Read 21314 times)

Offline DreamorCZ

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Nine and more Normal weapon slots
« on: August 11, 2010, 21:25:44 »
Having maximal 8 slots for Normal weapons is no more truth. Eight is not enough sometimes and here is the ultimate solution of our problem.

1.  Go to your tacticbase and delete your siege weapon line
2. Change Normal weapon line to  1  9    -   90   31 32 34 35 ;      (original line 1  8    -   90   31 32 34 35 )
3. Make sure you have no old sets for siege weapon in your tactictypes
4. Now, you can use #slot 9# for normal weapons
5. Enjoy more firepower

And if you are not using any flak weapons in your mode you can expand to 13 normal weapons (1  13   - 90 31 32 34 35 ). You can do same thing in order to get more flak and siege weapons.


Note: I'm going to try if nexus can use more then 24 slots, if so, we would be able to use 'unlimited' number of weapons.
Note2: It seems, there can not be more then 24 slots.
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Offline Arparso

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« Reply #1 on: August 11, 2010, 23:07:40 »
Nice, but the ninth weapon won't be shown on the manual control panel, right? Makes it a bit less useful.

But Nexus doesn't support more than 24 slots, I already tried. Don't know if we can repurpose some other equipment slots to carry weapons, though. Might be worth a try.

/edit:
Ah, didn't read your second note about 24 slots... ;)

Offline DreamorCZ

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« Reply #2 on: August 11, 2010, 23:38:09 »
It will be shown on the manual panel. You can have shown max 10 weapons on your manual panel.
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Offline Arparso

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« Reply #3 on: August 12, 2010, 00:00:10 »
Oh, that's cool... didn't know about that

Offline jstubbles

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« Reply #4 on: August 13, 2010, 03:53:42 »
it's a cool ability, but it's so limiting. If you remove the siege weapon, you can't use siege weapons whatsoever, on ANY ships. I dislike that greatly.

I wish we could just add more weapons without removing others. :(
We require siege weapons on some vessels, so this can't work at all for us on BSG.

Offline GeoModder

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« Reply #5 on: August 15, 2010, 11:46:45 »
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. ;)

Offline DreamorCZ

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« Reply #6 on: August 15, 2010, 15:39:06 »
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
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Offline Mularac

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« Reply #7 on: August 15, 2010, 15:48:36 »
So basically we can canibilize the systems we don't use for space for the weapons? that's quite cool!

Offline jstubbles

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« Reply #8 on: August 15, 2010, 17:58:19 »
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!

Offline Arparso

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« Reply #9 on: August 15, 2010, 18:19:11 »
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.. ;)

Offline jstubbles

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« Reply #10 on: August 15, 2010, 19:20:00 »
Confirmed, this works brilliantly :)

Thanks Dreamor!

**edit

There is one issue though. The UI doesn't seem to expand to accommodate the new slots. So when I added the 4 new railgun slots to Galactica, the siege slot for the nuke launcher disappeared, haha. The weapon box just has railguns in it :

Offline DreamorCZ

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« Reply #11 on: August 15, 2010, 19:34:21 »
No thanks needed , guys. After all, we are supposed to help each other with modding.  ;)


Edit;
Well, 10 weapons seems to be maximum for UI, unless we find how to expand it.
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Offline Arparso

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« Reply #12 on: August 15, 2010, 20:12:32 »
Yeah, but you can always fill up the remaining invisible slots with automatic weapons, so it's not that big of a problem.

Offline jstubbles

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« Reply #13 on: August 15, 2010, 20:53:45 »
Quote
Yeah, but you can always fill up the remaining invisible slots with automatic weapons, so it's not that big of a problem.

Well, that doesn't help our case :P
We need as many slots as possible to be visible. The more railguns the better, but we do need that siege slot to be visible. Maybe there's a way to alter the GUI containers. I'll have to look into that.

Offline Keldane

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« Reply #14 on: August 22, 2010, 02:15:13 »
Could one not create a machine that links weapon systems of a specific name to invisible weapon systems, so that activating Railgun A also activates Hidden Railgun 1 and 2? Perhaps not the prettiest solution, and it would allow you to tuck some weapon systems out of sight and still have them (pseudo) manually controlled.

Offline Justaman16493

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Re: Nine and more Normal weapon slots
« Reply #15 on: February 27, 2011, 06:44:03 »
i just found this topic, this is going to be very usefull for my mod star wars eternal conflicts, espically that most ships have over 100 turbolaser batteries/turrets

Offline GeoModder

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Re: Nine and more Normal weapon slots
« Reply #16 on: May 21, 2011, 19:16:35 »
So, appearantly its easy to let a device pop up in another section of the devices UI (see screenshot, moved a tac nuke to the shield section) by changing the category of the device in tacticstypes, but the hard part seems to be to let it work there as intended.
Does anyone know if it's possible to change the outlook of the devices UI, and to change 'behaviour' of those categories in tacticstypes? I took a brief look at the .cont files under GUI/Containers, but couldn't at a glance figure out if they're connected to the textures files under Textures/GUI/Tactics/MANUALPANEL. And if so, how.

Offline jstubbles

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Re: Nine and more Normal weapon slots
« Reply #17 on: July 21, 2011, 19:47:59 »
That's pretty interesting, Geo. I'll have to dig into that this weekend. If it could end up working it would ultimately fix all our problems. We could just have a special weapons category and slide everything to the shields container. Would certainly be nice.

Offline jstubbles

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Re: Nine and more Normal weapon slots
« Reply #18 on: July 22, 2011, 04:17:21 »
I haven't been able to get the proper functionality to work across categories like you stated, which is unfortunate. I can get weapons to show up in the shields or support, but they won't function as weapons :(

Offline GeoModder

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Re: Nine and more Normal weapon slots
« Reply #19 on: July 24, 2011, 20:00:51 »
Neither could I. I gave up on that approach. It seems its only usable with single click stuff (at least in the engines/support category, in the shield section the button textures keep disappearing whenever I activated a new device).