Nexus Modding > Mod Development / Released Mods

Fighter not using all turrets?

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GeoModder:
AFAIK, the slot number itself determines if something is a heavy or light weapon. Hardcoded.

jstubbles:
I know you got this working Arparso, heh, but I just can't get it to work! :E
I've  been over the model a dozen times, the hardpoints are fine. I compared the scripting an aside from differences in EFX settings and a slot number (you added 37 for slots 1-8), it's pretty much the same, but mine only fire 1 weapon at a time. Do you absolutely have to max out all of the weapons? I'm trying just 2 slots and a 3rd "empty" slot that won't fire. But it only ever fires that first normal weapon at fighters/bombs/missiles  >_<

jstubbles:
Alrighty, I just got this working but only for weapons that target hulls. Once I switch the weapon's purpose to 5 for anti missile/fighter role, it goes back to only using 1 weapon slot :(

jstubbles:
Slot setup

--- Code: ---DEVICESLOTS
1  8 - 90 31 32 34 35 37 ; // normal weapon
9  9 - 110 33 ; // siege weapon
10 13 - 100 39 ; // flak
14 14 - 90 41 42 43 ; // shield
15 15 - 90 51 52 ; // main engine
16 16 - 90 53 ; // aux engine
17 18 - 120 54 55 56 ; // special engine
20 22 M 90 61 62 63 64 65 66 67 81 ; // support devices except weapon generators, and IP drive
23 23 M 60 71 72 73 ; // weapon generator
24 24 M 90 38 ; // mechanoid emitter
DEVICESLOTS
--- End code ---

Viper setup

--- Code: ---SHIPCLASS  7
    Name "cls_vipermkii"
    Mesh "human\vipermkii"
    GUIIcon "icons\vipermkii"
    Efx 290 1
    FinalEfx 1 0.3
    Civilization 0
    Velocity 200
    RotVelFact 40000
    RangeBehav 2 2
    Behaviour 0
    TargetType 2
    WeapCntFact 1
    HPmax 100
    NoCrew
    Slots 37 37 37 33 ;
    Slots 51 ;
    Slots 73 ;
    DefDevices 37 37 37 39 204 290 ;
SHIPCLASS
--- End code ---

Weapon setup

--- Code: ---
DEVICETYPE  37
    Name "weap_humfighterguns"
    Category 1
    Civilization 0
    Sets 37 ;
    Purpose 5 ;
    HitChanceCat 20
    DeviceHitChance 100
    AutoDistance 500
    Substance 1
    Charge 1
    EnergyIn 2
    DamageHull 1
    Scanned 100
    HPmax 100000
    RepairHP 16
    Start 2 0 111 1
    Travel 2 6500 112 2
    End 1 0 48 1
    CannonMaxFireAng 20
DEVICETYPE

--- End code ---

hitChanceCat

--- Code: ---BASEHITCHANCE  20
    20 2 35
    20 3 0
    20 4 0
    21 2 25
    21 3 0
    21 4 0
    22 2 50
    22 3 0
    22 4 0
    23 2 115
    23 3 0
    23 4 0
    24 2 135
    24 3 0
    24 4 0
    25 2 35
    25 3 0
    25 4 0
    1 2 35
    1 3 0
    1 4 0
    2 2 25
    2 3 0
    2 4 0
    3 2 35
    3 3 0
    4 4 0
    4 2 50
    4 3 0
    4 4 0
    5 2 115
    5 3 0
    5 4 0
    6 2 135
    6 3 0
    6 4 0
    7 2 35
    7 3 0
    7 4 0
    8 2 50
    8 3 0
    8 4 0
    9 2 25
    9 3 0
    9 4 0
BASEHITCHANCE
--- End code ---


The mesh has 3 slots for normal weps (Slots #1 - #3) and slot #9 for the "dummy" artillery piece. When the purpose is set to 5 for the weapons on slots 1-3 it just will not fire more than 1. If I set it to "2 3;" and target a basestar, it fires all three weapons. I need those weapons to fire at fighters and missiles, not capitals >_<

Any help would be great.

GeoModder:
What if you would put 2 (or 3 if it needs an extra "empty" gun as well) flak slots in the DefDevices line?

37 37 37 39 39 (39?) 204 290 is what I mean.

I suppose the slots line itself also need to be 37 37 37 33 33 (33?) then...

And what about using "purpose 2 3 5"? Not compatible?

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