Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Akalabeth Angel on February 07, 2004, 08:46:05 pm
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Do Flak Cannons only work properly in certain turrets? For a ship mod I made, I replaced the Fenris' Fusion Mortar with a Flak Turret and the thing shoots very slowly. Like on the Aeolus the flak fire rat-tat-tat-tat-tat where as on the mod its more like pling - - - pling - - - - pling. Which kind of defeats the purpose of a flak turret.
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Hmm... I assume you changed the turret in the table from SBank to Pbank, or it wouldn't work at all. How did you assign the flak gun? In FRED?
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Uh, actually I didn't change the turret in the table. But it did still fire, just pretty slow. But I fixed it now, and it still wasn't so fast (at heavy flak) so I made it normal flak and it worked as expected. I didn't realise that HFlak and SFlak had such different firing intervals.
Anyhow, thanks alot. I'm still learning obvious but I think that should be most of the bugs worked out.
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Originally posted by diamondgeezer
Hmm... I assume you changed the turret in the table from SBank to Pbank, or it wouldn't work at all. How did you assign the flak gun? In FRED?
Uhh. I don't think so.
You'd have to change the turret type of the pof to missile, rather than laser, wouldn't you? Since it's coded into the model...
Or does it not mean anything?
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Aparently not - I'm told FS1 required the turret type to be coded in to the POF, and that code was still present for FS2 though it wasn't used (except for the sake of neatness :)). FS2 instead required the turret to be set as a primary or secondary in the ship's table entry. I would have thought that since Flak is a primary wepaon, the Fusion Mortar missile turret shouldn't have fired it at all without adjusting the table...
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Well what I did was adjust the table, to put Flak in there but I didn't change it to PBank. So it was SBank (" Flak ") or whatever it is. But I've got the desired effect now, so its all good. Still not sure I'm going to use a flak down there, I could always throw in an MX-52 or something instead which are kinda cool and less deadly than the 'all wingmen must die' piranha
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Tempest launcher :drevil:
I did that once... Wooh was that fun.
BTW; if you put secondaries in a primary bank, does fs_open complain alot?
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Raa Tor'h, care to give a few screenshots? ;)
Akalabeth, for a REALLY scary missile bank, you can always try Trebuchets, Harpoons or (heaven forbid) the EMP-Adv. The last one's only for the suicidal. :D
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Did it about 3-4 years ago, so I have none. As I recall it was on an Aeolus anyway. Just change the tbl setting on it, it's easy. :p
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Akalabeth, for a REALLY scary missile bank, you can always try Trebuchets, Harpoons or (heaven forbid) the EMP-Adv. The last one's only for the suicidal.
Well, I don't want a 'REALLY scary' missile bank, just something which seems more advanced than the Fusion Mortar. Even though the FM causes most of the anti-ship damage for the Fenris and Leviathan.
I'm not sure the player would ever fly up against the ship anyway, so best not to give one set of AI an extreme advantage over the other :)
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Do what I dod....tripple/quadripple the Fusion Mortar(and Flux Cannon) Damage...now it's a scary anti-cap weapon...