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
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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?
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Basically the ballastic maim broke compatablity with a few things so it was taken out again. You can make new ballistic weapons of course.
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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. :)
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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.
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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.
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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.
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since we're talking about weapons
is there a point to the morning star its very weak ?
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Yeah, it knocks suckers around. It's not for damaging so much as it's for knocking things off course.
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The morningstar can be sheer death in multiplayer games unless you know how to deal with it because of that.
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It's too bad that in the PXO days everyone used low updates, which made it quite hard to hit anything with primary weapons.