Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Starman01 on February 19, 2004, 04:04:52 pm
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Hey guys,
could you pls give me a little help ?
I have two bigships, standing far away to each other.
No I want one to fire 10 torpedos on the other. I already updated
my torpedo-weapons.tbl to give the torpedo a big enough lifetime,
but I cannot make the sexpression work anymore (without it fires,
but only in the rate of the weapons.tbl, and I need a way faster rate).
Of course I could change the "fire wait"-part in the weapons.tbl,
but then I have to lock the turret within the mission after a short
time, and I'm trying to avoid that. Besides that I will need this more
often in the future.
Question is :
I pretty sure I used earlier the "fire beam" script for this, and it
worked, even if the selected turret was no beam-weapon. This way
I could edit the repeat count and the delay between each launch.
But now it seems that it does not work anymore. I'm using
the 01_20_2004_fs2_open_r.exe and almost the newest
FRED-SCP-exe.
This is the script:
-(event name)
-when
-has time elapsed
- 10
- fire beam
- "firing ship"
- turret xy (the torpedo launcher)
- target ship
(Sorry, format will be deleted after posting, but I'm sure you know
what I mean. Any Ideas ?
Thanks for the help :)
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Is there not a fire-turret SEXP? If not, there should be
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AFAIK not. But one thing, when I used it last time I used a
laser-turret (primary), it is the first time I do this with a missile
turret.
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Ah, well there you. I was going to ask about that but I assumed you were doing the science properly.
Beams are primary weapons, see? Thus it may well work with a laser turret. You might need to pester the SCP peeps to get a fire-turret SECP - that's Goober's departmeant IIRC. Failing that it's going to be a series of work-arounds using the lock- and unlock-turret SEXPs...
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I was sure someone else would run into this at some point. :D I am having the exact same problem with repeating fire-beam events; see http://mgo.maxgaming.net/mantis/bug_view_page.php?bug_id=0000082 . This doesn't have anything to do with the fire-beam event and looks like an issue with the repeat count system. It's quite annoying since I can't test my missions properly at the moment, but what really perplexes me is that it used to work but does not now in the same FS2 version (1.2).