Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Dysko on July 01, 2007, 10:21:18 am
-
In the near future I'll probably start working on a little mod.
For this mod, I want to do an extensive use of armor.tbl and, since the primary weapons will be balistic, I want them to be loaded with different "projectiles" (basically, one weapon entry which does a specific armor damage, and exactly the same entry but which does another type of armor damage).
The problem is, how many weapons can weapons.tbl support?
-
Too many to quickly count and not enough to readily satisfy you. Does that work?
-
:lol:
But this is also a concern for me, so if you know, please post.
-
200 if using standard builds, 300 with inferno builds...
And if you really want to play with damage ratings check the armor.tbl from the FSwiki
-
just out of curiousity what's the standard number of weapons in the stock tables? and can the max number be negated using TBMs? or does the game recognize TBMs as a table addon and count them towards the max?
-
As of number of weapons in normal table.. no idea.. count them?
And every single weapon entry, be it either via tbms or tbls, counts as one.. Exception is that if you use modular tables to modify an existing entry.
-
And if you really want to play with damage ratings check the armor.tbl from the FSwiki
Infact that's what I wanted to do.
I want to do weapons whose ammo could be exchanged (for example, having a sort of M-61 Vulcan where you can exchange "shield-piercing", armor-piercing and subsystem disrupting ammo, and obviously a more balanced projectile which can be used in all situations).
Since FS doesn't support the same weapon but with different ammos, I have to do several entries for the same weapon, but each entry which does a different damage type thanks to armor.tbl.
That can be done without problems, right? :nervous:
-
I don't see any problems with it
-
I have another similar question: what's the number of entries in armor.tbl?
-
And if you really want to play with damage ratings check the armor.tbl from the FSwiki
Infact that's what I wanted to do.
I want to do weapons whose ammo could be exchanged (for example, having a sort of M-61 Vulcan where you can exchange "shield-piercing", armor-piercing and subsystem disrupting ammo, and obviously a more balanced projectile which can be used in all situations).
Since FS doesn't support the same weapon but with different ammos, I have to do several entries for the same weapon, but each entry which does a different damage type thanks to armor.tbl.
That can be done without problems, right? :nervous:
If there's AP then you don't need anti-subsystem. The projectiles would just shred the subsystems to pieces even without any anti-sub technology (they would just rip through all the delicate computers and stuff).
-
Anti subsystem rounds could be something more exotic.. Like the modern US carbon filament warheads. Besides there are loads of different warheads available...
AP (solid slug.. rare in larger than rifle caliber weapons), APEX (or APHE, AP round followed with explosive charge, very common in the older naval guns), HEAT (shaped charge) etc. etc.
-
If there's AP then you don't need anti-subsystem. The projectiles would just shred the subsystems to pieces even without any anti-sub technology (they would just rip through all the delicate computers and stuff).
Well, I need something which destroys subsystems without damaging hulls...
Like...
[non grammar-checked tech room description]The new General Electric M-532 20mm cannon can swap between different types of bullets (that cannot be changed during a mission, but only at base). The cannon can use mainly 3 types of bullet: a shield-piercing bullet, that is just a standard lead bullet surrounded by a layer of plasma-state xenon, an armor-piercing one, that is a standard depleted uranium bullet, and a disrupting one, that is built with a light and fragile polymer which contains a small solenoid. Upon impact, the solenoid generates an electromagnetic shockwave that is able to deactivate even the most armored subsystems.[/non grammar-checked tech room description]
EDIT: exactly what Wanderer said.