Nexus Modding > Mod Development / Released Mods
A Halo-Style Magnetic Accelerator Cannon
Camtheman:
Well, I've got an idea from halo. I want to make a M.A.C. Cannon. Its similar to our plasma cannons, except it obliterates shields in one hit, and hulls in two.
I want it to have slowwww reload, and I want it to use all the power of battleship/cruiser powerplants. I might make one for stations and weapon platforms too, you know, varying power requirements.
How would I do this? I mean, specifically about the power requirements. What sections would I change?
Mularac:
The energyIn and charge sections. Charge means how many "energy" goes into the device per cicle (tenth of a second) and energyin is the ammount of that energy needed to actually fire the gun. Keep in mind that the power generators give so many power per cycle too, so if you set a two high number, the recharge would be even slower and it would take the whole energy the generator can give, making that the charge going to other weapons is much slower too.
Camtheman:
thanks so much. Ima get on that right away, use a Nova PC as a base.
One more thing. Its about effects.
I need to make the plasma effect (you know that short yellowish thing) longer and a little wider. How'd I go about doing that?
Mularac:
first, I'm compilled to ask, what are you up to? improving Arparso's mod? making one of your own? what?
But about the effect, you have to see which effect number concerns you (it's in the travel parameter of the weapon's entry in the tacticstypes.ini) and check out that effect in the engineefx.ini or mod_efx.ini, depending if it's a mod or you're modding the actual game.
Camtheman:
No, i got my own mod with like... 20 missions. Its not a campaign menu type of thing, its just the mission selector.
Thanks for the help.
How do you know which effect links to what tacticstypes entry? because I found a good effect and when I try to test it in game the effect doesnt show up...
Navigation
[0] Message Index
[#] Next page
Go to full version