Nexus Modding > Mod Development / Released Mods
Fighter not using all turrets?
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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