Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Tahna Los on February 11, 2006, 04:40:03 pm

Title: Maxim Gun
Post by: Tahna Los on February 11, 2006, 04:40:03 pm
Personally, this gun is one of my favourites.  I especially like the idea of wreaking havoc on a capship's hull.

Back in 3.6.5, you guys developed an option for a ballistic ammo gauge, which I understand was designed for the maxim.  Also, I noticed that the Maxim had a counter attached to it, which, to me, appeared to be the amount of ammo remaining on the Maxim Gun (which makes sense, after all, the Maxim does use caseless depleted uranium slugs as ammunition).

I just upgraded to 3.6.7 and the ballistic missile gauge is now missing and there is no maxim ammo counter.  What happened?
Title: Re: Maxim Gun
Post by: karajorma on February 11, 2006, 04:58:27 pm
Basically the ballastic maim broke compatablity with a few things so it was taken out again. You can make new ballistic weapons of course.
Title: Re: Maxim Gun
Post by: WMCoolmon on February 11, 2006, 07:20:44 pm
You'd just need two modular tables...one, for ships, to specify the capacity of their primary banks. The other, for weapons, to specify the weapon as a ballistic primary and to set its size.


Check the wiki. :)
Title: Re: Maxim Gun
Post by: Fineus on February 12, 2006, 02:23:23 pm
On the subject of the Maxim... any way to reduce the level it shakes the ship? I can cope with a low rumble but it seems a bit excessive right now.
Title: Re: Maxim Gun
Post by: Solatar on February 12, 2006, 03:25:32 pm
Same with the Railgun from the Port. I'd like to have slow firing weapons that made a bit of a vibration, but it's almost ridiculous.
Title: Re: Maxim Gun
Post by: Taristin on February 12, 2006, 03:38:02 pm

Back in 3.6.5, you guys developed an option for a ballistic ammo gauge, which I understand was designed for the maxim. 

Nope. It was made for the TVWP mod. People just decided to use it on the Maxim. FYI.
Title: Re: Maxim Gun
Post by: Davros on February 12, 2006, 05:43:19 pm
since we're talking about weapons
is there a point to the morning star its very weak ?
Title: Re: Maxim Gun
Post by: phatosealpha on February 12, 2006, 06:27:26 pm
Yeah, it knocks suckers around.  It's not for damaging so much as it's for knocking things off course.
Title: Re: Maxim Gun
Post by: karajorma on February 13, 2006, 06:39:29 am
The morningstar can be sheer death in multiplayer games unless you know how to deal with it because of that.
Title: Re: Maxim Gun
Post by: CP5670 on February 13, 2006, 10:28:01 am
It's too bad that in the PXO days everyone used low updates, which made it quite hard to hit anything with primary weapons.