Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SadisticSid on March 12, 2004, 03:23:47 pm

Title: "Huge" tag for fighter/bomber primaries?
Post by: SadisticSid on March 12, 2004, 03:23:47 pm
Some of Inferno's primary weapons are designed for use against large and capital ships only, but the Huge tag only seems to work for primaries on turrets and all secondaries. Could someone alter this behaviour to work on fighter primaries as well?
Title: "Huge" tag for fighter/bomber primaries?
Post by: Nuke on March 14, 2004, 05:28:53 pm
you mean for weapons like tme maxim, to get ai to use them when they should, right?
Title: "Huge" tag for fighter/bomber primaries?
Post by: SadisticSid on March 14, 2004, 06:58:40 pm
Sort of, although I wouldn't apply this to any of the FS2 fighter primaries. After all, the AI can still rape enemy fighters with the Maxim, it just takes a while until their shields get dropped. :p

In Inferno there are bomber plasma cannons that are only useful against capital ships and other large unshielded targets. I want to stop them being used against fighters.
Title: "Huge" tag for fighter/bomber primaries?
Post by: Antares on March 14, 2004, 07:53:29 pm
Applying a huge tag to some original FS2 weapons -would- make "Proving Grounds" a hell of a lot easier. :p