Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: magatsu1 on September 05, 2004, 10:48:04 am

Title: Nasty Nasty Tables *spits*
Post by: magatsu1 on September 05, 2004, 10:48:04 am
Seen a Fighter weapon in another game which might be pretty cool, and I reckon a modified beam cannon might do the trick.

So I removed the "big ship" flag from the SGreen table, and added "SGreen" to the allowed PBanks (I also tried SBanks) of a Ulysses.

But it ain't working. The beam just doesn't appear in the ships arsenal. What am I missing ?
Title: well
Post by: Getter Robo G on September 05, 2004, 01:59:45 pm
Are you using FSO or vanilla FS2?

   In vanilla you had to enable the Targeting Laser as a viable weapon for the fighter and then tweak the weapon you wanted...
 
   Not quite sure what you have to do in FS Open as I haven't messed with fighter beams yet BUT you could take the phasers from Omni's ST vp's and mess with them as they are set for fighers (just do not use the fixed ones, use the fighter ones , ie, PhasferF, PoleronF ect...

 Biggest weapon I tweaked for vanilla was a Sred for my phasers and also for the Getter beam...
Title: Nasty Nasty Tables *spits*
Post by: magatsu1 on September 05, 2004, 03:36:18 pm
Open 3.6

Actually. all I had to do was Cut 'n' Paste my beam from the Beam Section to the Primaries part of the table. Bit of a bugger, but hey, live and learn.

FYI, in open builds all you haved to do is ensure you have the correct flags (and put the entry on the right place natch). I think, looking through the old SCP threads, Bob intoduced a fighter beam code circa release 3.2

Thanks though!
Title: Nasty Nasty Tables *spits*
Post by: karajorma on September 05, 2004, 03:57:01 pm
Did you remember to edit the ships table to allow that particular ship to carry the new beam weapon?
Title: Nasty Nasty Tables *spits*
Post by: magatsu1 on September 05, 2004, 04:06:34 pm
yep. The weapon was just in the wrong part of the table.