Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: boewolf on February 06, 2005, 01:59:08 am
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I know that I can just add a sward tag to a primary capship turret to make it fire however many puleses I want but it was noted in the Babylon project that it wasn't anywhere near accurate enough for a feasable weapon.
I also know that with R3 of the Babylon project they solved that problem...
I was wondering if anything like that could be in a future build... I ask this bacuse I hope to use anti-cap ship weapons and anti-fighter weapons in this style...
I would just use the Babylon R3 for this but it lacks the other features I want.
I would try and pick apart their code for it but I don't know how to code in c++.
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i kinda want this for a high speed beam cannon i got. it fires in pulses like a type 3 would acept it will cycle gunpoints which type 3s dont do. but theres no way to make it stop without uberscripting the mission.
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TBP does not use any specialized SCP builds, all features we use are in the standard builds.
Just add this after homing and before launchsound.
$Swarm: 4
+SwarmWait: 0.15
TBP's Nial Neutron Gun cycles between gunpoints fine, I don't know whether it would work on a capital ship turret. The beam is type 3. Bobboau most likely knows if there's a trick in tables to achieve cycling. I took a look at the Neutron gun table entry and didn't notice anything referring to cycling.
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shots
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Ah, so it's the type 3 and shots value together which activates cycling between gunpoints.
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il give that a try.
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Its all good... Pules turrets work well with that code... Thanks muchly.