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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: EAD_Agamemnon on March 16, 2006, 12:18:42 pm

Title: Weapon Firing Points
Post by: EAD_Agamemnon on March 16, 2006, 12:18:42 pm
I've fiddled with the weapons on th Aeolus Cruiser from the regular FS2 Campaign, and since I'm trying to fix it where you can control the 2 forward facing turrets. I removed the 'turret' function, and added 2 Primary firing points. Now I have a Primary Gun Bank with 2 firing points. How though do I make them where they can be used in game? I thought I fixed it earlier, but each time I load the game to try it out, the primary gun points dont show up at all...as if I dont even have any.

I've been using the WhiteStar from the Babylon Project mod as a reference, but I cant make heads or tails of what I'm missing, or not doing.
Title: Re: Weapon Firing Points
Post by: Wanderer on March 16, 2006, 01:13:32 pm
Have you enabled weapons and available weapons list for the primary weapon banks in the ships.tbl file?
Title: Re: Weapon Firing Points
Post by: Taristin on March 16, 2006, 01:13:58 pm
did you add pbanks to the table file?
Title: Re: Weapon Firing Points
Post by: EAD_Agamemnon on March 16, 2006, 01:42:52 pm
Yes. I'm only trying to get the 2 forward cannons to work. I'm content to leave the other guns as turrets. The table file for the ship is as follows:

$POF file:                      cruiser2t.pof
$Detail distance:            (0, 850, 1500, 5500)
$Show damage:               YES
$Density:                       10
$Damp:                          0.2
$Rotdamp:                       2.0
$Max Velocity:               0.0, 0.0, 40.0
$Rotation time:               20.0, 20.0, 16.0
$Rear Velocity:               0.0
$Forward accel:               8.0
$Forward decel:               4.0
$Slide accel:               0.0
$Slide decel:               0.0
$Expl inner rad:            150.0
$Expl outer rad:            750.0
$Expl damage:               200.0
$Expl blast:               11000.0
$Expl Propagates:            YES                  ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:            400.0               ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count:            2
$Allowed PBanks:            ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" )
$Allowed Dogfight PBanks:            (  "Subach HL-7" "Lamprey" "Prometheus D" "MorningStar D" "Circe" )
$Default PBanks:            ( "Subach HL-7" "Subach HL-7" ) <---------------------[edit: modified to operate as 2 separate cannons now]
$Default SBanks:            ()
$SBank Capacity:            ()
$Shields:                       0
$Power Output:               100.0
$Max Oclk Speed:            65.0
$Max Weapon Eng:            100.0
$Hitpoints:                     38000
$Flags:                         ( "player_ship" "default_player_ship" "cruiser" "in tech database")
$AI Class:                      Captain
$Afterburner:               NO
$Countermeasures:            0
$Scan time:                     2000
$EngineSnd:                  128                  ;; Engine sound of ship
$Closeup_pos:               0.0, 0.0, -315
$Closeup_zoom:               0.5
$Score:                     500
$Subsystem:                     turret01,2.0,1.0
   $Default PBanks:            ( "Terran Huge Turret" )
$Subsystem:                     turret02,2.0,1.0
   $Default PBanks:            ( "Standard Flak" )
$Subsystem:                     turret03,2.0,1.0
   $Default PBanks:            ( "Standard Flak" )
$Subsystem:                     turret04,2.0,1.0
   $Default PBanks:            ( "Terran Huge Turret" )
$Subsystem:                     turret05,2.0,1.0
   $Default PBanks:            ( "Standard Flak" )
$Subsystem:                     turret06,2.0,1.0
   $Default PBanks:            ( "Standard Flak" )
$Subsystem:                     turret07,2.0,1.0
   $Default PBanks:            ( "SGreen" )
$Subsystem:                     turret08,2.0,1.0
   $Default PBanks:            ( "Standard Flak" )
$Subsystem:                     turret09,2.0,1.0
   $Default PBanks:            ( "SGreen" )
$Subsystem:                     turret10,2.0,1.0
   $Default PBanks:            ( "Standard Flak" )
$Subsystem:                     engine,         5,0.0
   $Engine Wash:   Default100
$Subsystem:                     communications,      5,0.0
$Subsystem:                     sensors,         5,0.0
$Subsystem:                     navigation,         5,0.0
$Subsystem:                     weapons,         5,0.0

EDIT: I think I fixed my problem. I had to change player profiles and it worked. But my earliera fix, I only had the gun firing from one side. I exited, made the 2 firing points into one. Now it won work again, even though the weapon shows up where its suppose to. I hit SPACEBAR, and nothing.

EDIT2: DOH! CTRL is primary fire! I could still use pointers however. Still trying to get this to work...particularly since I'd like to make it where in the campaign your ship, now a much larger vessel, should be engaged by the main guns of opposing warships. I changed the tag...
Title: Re: Weapon Firing Points
Post by: EAD_Agamemnon on March 16, 2006, 08:39:53 pm
Somehow I'm still only getting my starboard (right side) gun point to function. I tried it with both left and right linked as one gun....and as the left and right guns as separate gune mounts. The left side dont even show up on my hud.
Title: Re: Weapon Firing Points
Post by: Roanoke on March 17, 2006, 04:12:37 pm
can the "cruiser" flag but matched up with "player ship" ? Maybe it should be "bomber" ?
Title: Re: Weapon Firing Points
Post by: StratComm on March 17, 2006, 04:32:45 pm
Are you trying this with the Subach or SGreen?  The distinction is, believe it or not, important.
Title: Re: Weapon Firing Points
Post by: Getter Robo G on March 22, 2006, 03:00:52 pm
I had alays flown the WS as a bomber and had unbalanced fighter beams (pre TBP).

IS there a reason you need to use it as a cruiser? (note it is still it's original size). You can ater teh stats as needed to slow it down in teh various rates ect...
Title: Re: Weapon Firing Points
Post by: Trivial Psychic on March 23, 2006, 12:41:02 am
IS there a reason you need to use it as a cruiser?
Likely to retain the target priority for "huge" weapons.
Title: Re: Weapon Firing Points
Post by: EAD_Agamemnon on March 24, 2006, 09:58:44 pm
IS there a reason you need to use it as a cruiser?
Likely to retain the target priority for "huge" weapons.

Or because if 'fighter' is used. Your ship systems are constantly regenerating. The only way to knock them out totally is if the damage dealt exceeds their life by a large margine and exceeds regeneration rates.  Makes things more interesting. Not fun to keep seeing turret life, and other subsystems regenerating unless you want to pretend your ships' repair crews are super-efficient. And yes, its to try and make sure YOU are a target as well of the HUGE weapons. Ever been killed by COLOSSUS BFGreen guns targetted at YOU?