Nexus Modding > Mod Development / Released Mods

Fighter not using all turrets?

(1/4) > >>

Arparso:
Okay, I've got a strange problem with my fighters. My Hercules fighters have 6 front turrets, each with a weapon mounted. For reasons unknown, however, they only shoot with 5 of them. I already checked the weapon slots in the model file - those are just fine. I also tried only giving them two weapons resulting in them firing only one of them! After a few more tests it seems they always fire with one weapon less than they actually could. If they have 5, they fire with 4... if the have 3, they fire with 2. Only if they've only got a single weapon, they'll disobey this "rule".

Ideas, anyone?

Mularac:
try copy-pasting a nexus original weapon and add it to the fighter, see if that "rule" sticks. Also, perhaps you can try the same with the fighter coding, to check were the erro really is, if in the mesh or in the coding or in the unkown warps of nexus.

Arparso:
Doh! Think I've found the issue. I just remembered there's also a "attack with secondary weapons" command button for fighter squadrons. Well, turns out the game treats the last regular weapon of the fighter as secondary and so it doesn't use it when simply right clicking on an enemy! Actually, if you give the order to use secondary weapons it'll use everything but the first regular weapon slot, so I guess the primary/secondary system is kind of borked anyhow. Probably it doesn't expect that many turrets on a simple fighter, since all Nexus fighters, gunboats or bombers have a maximum of two regular turrets and a flak turret (the flak turret doesn't seem to count for this primary/secondary stuff).

I just gave my fighter a slot for special weapons (#slot 9#) and fitted it with a gun, that can't hit anything because of it's HitChanceCat (so it never ever fires at anything)... the Hercules now properly used every one of their regular guns when given the simple attack order. Seems like a workaround I can live with ;)

Hyperion5:
It looks like weapon types (normal and heavy) are separated by a triple space that might affect the AI routine:

--- Code: ---SHIPCLASS 20
Name "cls_Bomber"
Mesh "earthmainbomber_01"
...
HPmax 21
Slots 31 31   39 ;   ///

Mularac:
I'm pretty sure those spaces are for visual purposes only...

Navigation

[0] Message Index

[#] Next page

Go to full version