Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Hellstryker on June 30, 2008, 02:05:35 pm

Title: Weapons
Post by: Hellstryker on June 30, 2008, 02:05:35 pm
I'm sure this has been asked numerous times, but since I don't feel like walking over piles of ancient turds threads, i'll just ask it right now: Will support for more than two primary banks and more than 3 secondary banks be added?
Title: Re: Weapons
Post by: Shade on June 30, 2008, 02:16:10 pm
Nope, it won't be added. Hard to add something that's already there.
Title: Re: Weapons
Post by: Hellstryker on June 30, 2008, 06:07:30 pm
It is?  :wtf: Then how come not one ship or mod so far has implemented it, and for that matter, how do you?
Title: Re: Weapons
Post by: CKid on June 30, 2008, 06:23:02 pm
Play Wing Commander Saga and find out.
Title: Re: Weapons
Post by: FUBAR-BDHR on June 30, 2008, 06:53:46 pm
Just be warned that they don't work correctly on the client side in multi. 
Title: Re: Weapons
Post by: blowfish on June 30, 2008, 06:56:20 pm
I actually tried flying the seraphim a while ago.  The primary banks worked fine, but the secondaries didn't cycle correctly.  I'll have to check this out with a newer build...
Title: Re: Weapons
Post by: FUBAR-BDHR on June 30, 2008, 07:04:04 pm
Heck you can't even get into the loadout screen for a dogfight if you have 3 primaries.  You can bypass that with a red-alert / scramble but then the client sees the host firing the wrong weapon and other weird things happen.  Coop is a little more forgiving and you can actually load out and play. 
Title: Re: Weapons
Post by: JGZinv on June 30, 2008, 07:42:12 pm
The FringeSpace staff asked about this some time ago and the best we got was that
it was a WIP. Least for how we were trying to get it to work...
Title: Re: Weapons
Post by: Wanderer on July 01, 2008, 03:53:10 am
Report issues to Mantis (unless it was already there)... That is if you really want to get them fixed. Otherwise it requires a healthy dose of dumb luck to get a coder to fix the problems.
Title: Re: Weapons
Post by: FUBAR-BDHR on July 01, 2008, 12:38:20 pm
I asked about reporting it but never got an answer as to weather it was TBP specific or not.  I'll get those couple in there as soon as I find that thread. 
Title: Re: Weapons
Post by: karajorma on July 03, 2008, 02:53:25 am
Heck you can't even get into the loadout screen for a dogfight if you have 3 primaries.  You can bypass that with a red-alert / scramble but then the client sees the host firing the wrong weapon and other weird things happen.  Coop is a little more forgiving and you can actually load out and play. 

Now that's VERY strange. They should be going through the same code.
Title: Re: Weapons
Post by: FUBAR-BDHR on July 04, 2008, 05:24:36 pm
Maybe it's the same code but dogfight uses different allowable weapons.  Maybe the code was never updated for dogfight primaries and secondaries.