Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on May 14, 2007, 06:48:14 am
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Is it now standard in the latest builds?
I recall somoene enabled it to function properly by adding "_" ($Power_Output: 5.0) but I recall it also didn't work for me....has it been fixed?
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I recall somoene enabled it to function properly by adding "_"...
It's not in CVS head (I just checked). If someone's going to fix it, I would suggest they use a different name to avoid confusion & support headaches.
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Well, I have that build here on my HDD, and I sure hope someone implements it.
Getting to play wiht that additional ships stat is a must :D
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One quick question - I still have the _SHD build that has both weapon recharge and shield recharge rates adjustable...and it works...
The trouble is I forgot the exact .tbl syntax (erm...lines actually) for it.
I can't recall who made this build (I'm guessing Tylor or Goob), but whoever it was, can he pls post the correct lines. ;)
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$Power Output line...
$Shield Regeneration Rate: (defaults to 0.02)
$Weapon Regeneration Rate: (defaults to 0.04)
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Thank you very much...Oh, if you still have hte code, could you make it avialable? WMCoolmon sez it's not in hte CVS...
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ask Goob, he is the one who implemented this :)
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These both are currently in
$Shield Regeneration Rate: (defaults to 0.02)
$Weapon Regeneration Rate: (defaults to 0.04)
but not the power_output thing
EDIT: nice.. $disable linked fire penalty: had missed this one too...
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$disable linked fire penalty
What does that do? Disable the feature "if two hardpoints linked within the same bank, recycle time is x2", or "if two banks are linked, and one hardpoint amount is smaller, match recycle time of larger bank for both"?
Because I would like an option to turn the second one off :D I like the first.
Can anyone shed some light on that one?
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That is an option in ai profiles that sets all ships in a mission with that particular profile on (AFAIK) not to increase weapon 'recharge times' as the game normally does. So despite weapon banks being linked they will still fire at the normal rate of fire (not a salvo thing though- unless both banks had weapons with identical recharge time) . Sort of wing commanderish thing that is.
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Sort of wing commanderish thing that is.
yeah, this was introduced for the WCS a few months ago. Didn't make it into the 3.6.9 though :)
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not to increase weapon 'recharge times' as the game normally does
Can this be set globally in the ships.tbl (e.g. player included), or is it not possible at this time?
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:wtf: Ships.tbl?
It is set globally, but not in ships.tbl. In ai_profiles.tbl. You first create a new profile and then select it in FRED for the mission.
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl
EDIT: Um... missed not
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Whoops, grammar error fixed. Dang me (http://209.85.12.236/5024/118/emo/bangwall.gif)
No I mean, like, if I set "$disable linked fire penalty:" to "ON", will the player ship be affected as well? The linked fire penalty's been bugging me when it comes to ultra rapid-firing ballistics in a mod (say a Minigun-type weapon).
Kinda why I thought, if it's not currently possible, then maybe a new line in ships.tbl or something? Either by individual ship or globally maybe...
Or maybe this sort of thing is all through ai_profiles.tbl but because I have yet to use it, I know nothing about it yet... :doubt:
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If it is in ai profiles.tbl then all ships will be affected (even player).. And its not ON, its YES
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Okay, thanks. :)
"YES" and not "ON"... yeah noted too. Just that code lessons have been messing with my head as of late...
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Linked guns still appear to fire slow even after some quick testing in a mod. It might just be me, but I don't see it working on the player ship, and there's a possibility that it's not working for the AI too.
Weapons entries are in TBM's, AI profile was changed accordingly using Notepad at first, then FRED2.
Or maybe I'm just doing something wrong/missed something/not seeing things right, since it's past 12 midnight here and I'm struggling to keep my eyes open. :doubt:
"$allow rapid secondary dumbfire: YES" does work, though. Tested in the same mod, now they're really unloading the INFR1-style rockets at their targets... only problem is if they keep firing at that rate, they'll blow through their ammo long before the first or second minute... :nervous:
ai_profiles.tbl
#AI Profiles
$Default Profile: LFP RSD
$Profile Name: LFP RSD
$allow rapid secondary dumbfire: YES
$disable linked fire penalty: YES
#End
in mission(s) opened with notepad
$AI Profile: LFP RSD
I'm running a standard 369 build. Thanks in advance :)
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$disable linked fire penalty: YES is apparently not working correctly. Tested with taylor's newest builds.
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$disable linked fire penalty: YES is apparently not working correctly. Tested with taylor's newest builds.
Works fine for me. What sort of weapon are you testing with (standard laser, streaming laser, beam, etc.)?
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$disable linked fire penalty: YES is apparently not working correctly. Tested with taylor's newest builds.
Works fine for me. What sort of weapon are you testing with (standard laser, streaming laser, beam, etc.)?
I tried different weapons. But perhaps the difference is so small that I didn't notice it :confused:
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For my case, a Prometheus-ish weapon... most likely a 'stream' weapon (usually I just shove the tag in there anyway).
I'm hoping to use it across the board regardless of primary weapon type (not sure if I'm going to use fighterbeams though).