Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Trivial Psychic on September 03, 2006, 06:28:25 pm
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I was doing something in FRED a few minutes ago with a Bakha and clicked on the "show table data" option in the ships editor. I was surprised to see that the Helios was in with the primary weapons and not with the secondary weapons. I thought that perhaps it was an accident in the Media VPs, but as I checked back I found that the error was in fact in the Retail tables. I was surprised to find that the debug version of the latest 3.6.9 Release Candidate (7a) didn't throw up an error about not being able to find the primary weapon "helios". Why would this be there, and why would things seem to work regardless of the error?
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The difference between primaries and secondaries isn't ultra-super massive, especially in later fs2_open builds. You can assign a primary or secondary weapon to a ship instead of a countermeasure; achieving that with both wasn't much harder than achieving that with one.
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so say, in therory, i could put a beam weapon as a secondary and put a ammo limit on it?
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That's been tried before, by Trashman I believe, but it didn't work. I'd have to find the thread again to find out why.
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I would find it to be quite cool to have a heavy capship beam mounted on extremely heavy bombers, such as the Ursa.
Imagine an Ursa firing a SGreen at the SD Ravana while in the Nebula... quite a change even if the fire rate is something like once every 20-30 seconds.
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I would find it to be quite cool to have a heavy capship beam mounted on extremely heavy bombers, such as the Ursa.
Imagine an Ursa firing a SGreen at the SD Ravana while in the Nebula... quite a change even if the fire rate is something like once every 20-30 seconds.
Heh. I actually had an Ursa with an AAAf cannon on the turret but it didn't work. i soon realized i needed the "cruiser" tag for it to work. XD
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I would find it to be quite cool to have a heavy capship beam mounted on extremely heavy bombers, such as the Ursa.
[Dragon Ball Z dragon's voice] Your wish has been granted (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=110).[/dragon voice] :D
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I would find it to be quite cool to have a heavy capship beam mounted on extremely heavy bombers, such as the Ursa.
It really aint that cool... If you make it into a proper fighterbeam then AI uses totally different method for aiming than with turret mounted beams. In turrets it works a bit better but then player is not able to control the target and the firing of the beam.
Heh. I actually had an Ursa with an AAAf cannon on the turret but it didn't work. i soon realized i needed the "cruiser" tag for it to work. XD
AFAIK... that is just because the beam has 'big ship' flag.
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so say, in therory, i could put a beam weapon as a secondary and put a ammo limit on it?
That happened to me as a bug in inferno when I was using retail. it put 40 BFvas as my secondary weapon
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I would find it to be quite cool to have a heavy capship beam mounted on extremely heavy bombers, such as the Ursa.
Imagine an Ursa firing a SGreen at the SD Ravana while in the Nebula... quite a change even if the fire rate is something like once every 20-30 seconds.
Heh. I actually had an Ursa with an AAAf cannon on the turret but it didn't work. i soon realized i needed the "cruiser" tag for it to work. XD
I thought they changed that with FSO.......
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ok i was plnning to make a beam that was like the targiting laser ( btw was that ever fixed) but was used for anti cap munnition insted of bombs
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I have a primary beam weapon for bombers, but a secondary??
I don't think you cna even do that - I never managed anyway (not that I tried that hard :D)