Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: asyikarea51 on November 16, 2006, 09:19:56 am
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Once again I'm not sure if this is a bug, but since it's modding-related, I just decided to post it here.
Anyways, here I am experimenting around with burst-firing primaries, since this quote from the wiki:
$Swarm:
Can be issued to Standard primaries also. Causes singlepart turrets to malfunction but causes multipart turrets to fire only on their barrel line. Can be used for 'burst fire weapons'.
caught my attention.
So I play around and put this in my Prometheus-ish primary weapon, which BTW is player allowed:
[Non-Code](note that the last 2 lines are copied out from a swarm missile that I have, I just wanted to see if they had any effect
before I changed them to suit the primary weapon)[/Non-Code]
$Homing: NO
$Swarm: 6
+SwarmWait: 0.01
First try out on a release build (I use debugs for ship editing), I get an error complaining about the $Homing: tag, so I got rid of it completely and tried again. Game loaded okay on the second try, but still no burst-fire effect (If 0.01 is too fast, then I should be hearing the sound looping too fast, instead of just a single sound playing for a single shot).
Is this a bug, or am I missing something? I understand that the burst-fire weapons are a bit of a hackjob in the first place...
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I did something like that to a single part turret. As the wiki said it malfunctioned and only fired up into the sky but I got no errors other than that. Also somehow TBP bypassed that with their ISA Victory. I planned on doing burst fire for a player allowed weapon but I haven't done it yet so I have no idea if it's a problem with player weapons.
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Point taken.
Well, the main reason behind my go at this is because the Prometheus R fires too slow. The last subspace
mission in Transcend pretty much ticked me off - the Subach didn't do enough damage, and tracer shots against a superagile something that you can't even target are close to useless with a PromR IMO...
I'm hoping to counter this for a weapon in a mod that I'm working on... (nothing big though, tohoho... :sigh:)
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You ought to be able to use low firewait weapon combined with high energy consumption to create a weapon that can be fired only in bursts.
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You ought to be able to use a low firewait weapon combined with high energy consumption to create a weapon that can be fired only in bursts.
Umm, I can do that, but then I'll have to factor in energy consumption. I'm thinking of a weapon along the lines of a PromR (i.e. slow fire rate, but instead of a single shot, this one fires in bursts for better hit probability). And say, if it's a 3RB weapon like most assault rifles today, I divide the energy used per shot by three. The weapon I intend to use burst-firing on isn't a powerful or a high-tech weapon like a Kayser or a Maxim. More like an FS standard-issue intepretation of an M16...
shoot... if only I could explain my situation better... (http://209.85.12.236/5024/118/emo/bangwall.gif)
If this can't be implemented or fixed, then thanks anyway. I'll figure out another way to keep the weapon balance in my tables. Balancing out weapons while still maintaining faction-specific attributes is always tricky... :shaking:
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Well you could use $Shots: 3 and $Fof: 0.5 or something
That you would get a sort of a shotgun... But one that fires only three sohts.
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Well, I already have a ballistic shotgun listed in my tbm's, and both the shotgun and this weapon belong to the same faction. This faction relies more on ballistics, which is why their energy weapons aren't as good (slow-firing weapon in this case). So I can't really put in another shotgun for the same side... :shaking:
I can't make this weapon fire too fast as a generic single-shot weapon, or the "next-step" weapon above it will fire even faster...
[OFT]gosh, it's 39 minutes past midnight. I'll check back tomorrow.[/OFT]
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[Non-Code](note that the last 2 lines are copied out from a swarm missile that I have, I just wanted to see if they had any effect
before I changed them to suit the primary weapon)[/Non-Code]
$Homing: NO
$Swarm: 6
+SwarmWait: 0.01
First try out on a release build (I use debugs for ship editing), I get an error complaining about the $Homing: tag, so I got rid of it completely and tried again. Game loaded okay on the second try, but still no burst-fire effect (If 0.01 is too fast, then I should be hearing the sound looping too fast, instead of just a single sound playing for a single shot).
Is this a bug, or am I missing something? I understand that the burst-fire weapons are a bit of a hackjob in the first place...
Which build were you using? Was it Redmenace's CVS build from November 12th? There was some weird error about homing in that build.
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this is another one of those things that has been requested sence the code release, but never implemented, save the swarm hack of course :D
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This request reminds me of the Black Pyro's plasma cannon behavior in Descent 3. Instead of a steady stream at a moderate pace, it would fire closely packed plasma at a rapid pace, and have pauses between bursts of very-speedily-released green orbs.
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@TP
Build is 369RC78 release.
I use debugs only for ship testing (interestingly, the Nike off HC works fine in release but screws itself up in debug).
Speaking of builds, I haven't found a build that has the ballistic primary / sound bug fixed, but I can live with that for the time being - just preventing the player from being able to place ballistic weapons on the first primary slot as a temporary measure.