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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: PeterDön on January 06, 2010, 09:43:55 am

Title: New weapon wont work..
Post by: PeterDön on January 06, 2010, 09:43:55 am
Hi guys, I'v made a new ballistic fighter weapon for the shivans, but when I give them to them they dont use it, just their missiles. But when I put it on an terran or vasudan ship, it works.
I'v been all over FreeSpace Wiki and tried different things but with no result... any guesses?
Title: Re: New weapon wont work..
Post by: The E on January 06, 2010, 09:48:32 am
Yes. I guess it would help if you would post that weapon's tbl entry.
Title: Re: New weapon wont work..
Post by: PeterDön on January 06, 2010, 10:02:54 am
Of course.. (stupid me)

$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: laser2
@Laser Glow: laser1_2_glow
@Laser Color: 00, 173, 220
@Laser Color2: 00, 173, 220
@Laser Length: 4.7
@Laser Head Radius: 1.3
@Laser Tail Radius: 1.3
$Mass: 0.06
$Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.12 ;; in seconds
$Damage: 45
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.9
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.001 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 163 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Rearm Rate:                        100
+Weapon Range:                        100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "cycle" "stream" "shudder" "ballistic")
$Icon: icon_cylonkew
$Anim: icon_cylonkew
$Muzzleflash: raider_muzzle
$FOF: .5
$Shots: 1
Title: Re: New weapon wont work..
Post by: Wanderer on January 06, 2010, 12:16:10 pm
Did you run debug build? Did the debug build give any warnings, errors, or notifications? Can we see the log file (fs2_open.log)?
Title: Re: New weapon wont work..
Post by: headdie on January 06, 2010, 12:35:53 pm
have you set $pcargo size just under the default primary bank?
Title: Re: New weapon wont work..
Post by: Spoon on January 06, 2010, 12:36:37 pm
ballistic weapons need ammo. Did you add pbank capacity to the ships using the weapon (in ships.tbl)?

$Default PBanks:            ( "Cannon" )
$pbank capacity: (25)
Title: Re: New weapon wont work..
Post by: PeterDön on January 06, 2010, 01:15:09 pm
Ahhhhh! Im so stupid, of course! Thanks a million guys!  :D
Title: Re: New weapon wont work..
Post by: PeterDön on January 06, 2010, 01:46:14 pm
Ok, i tried to make my new weapon THE only weapon that the terrans use, but I keep getting these errors: Error: Required token = [#End], [$Subsystem:], [Name], or [$Template], found [$Allowed PBanks:     (Mec-a].


Here is the table:

$POF file:                      fighter2t-02.pof
$Detail distance:            (0, 80, 300, 900)
$Show damage:               YES
$Density:                       1
$Damp:                          0.25
$Rotdamp:                       0.4
$Max Velocity:               0.0, 0.0, 55.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement
$Rotation time:               3.8, 4.2, 3.8
$Rear Velocity:               0.0
$Forward accel:               3.6
$Forward decel:               1.3
$Slide accel:               0.0
$Slide decel:               0.0
$Expl inner rad:            25.0
$Expl outer rad:            75.0
$Expl damage:               25.0
$Expl blast:               1000.0
$Expl Propagates:            NO         ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:            0.0         ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks:            ( "MEC-A6" )
$Allowed Dogfight PBanks:              ( "MEC-A6" )
$Default PBanks:            ( "MEC-A6" )
$PBank Capacity:        ( 2 )
$Allowed SBanks:            ( "Rockeye"  "Tempest" "Harpoon" "Trebuchet" "Infyrno" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" )
$Allowed Dogfight SBanks:         ( "Harpoon D" "Infyrno D" "Tornado D" "Piranha" )
$Default SBanks:            ( "Harpoon" "Hornet" )
$SBank Capacity:            ( 80, 100 )
$Shields:                  610
$Shield Color:            100 100 255
$Power Output:               3.0
$Max Oclk Speed:            65.0
$Max Weapon Eng:            150.0
$Hitpoints:                     275
$Flags:                         ( "player_ship" "default_player_ship" "fighter")
$AI Class:                      Captain
$Afterburner:               YES
   +Aburn Max Vel:            0.0, 0.0, 120.0
   +Aburn For accel:         0.75
   +Aburn Fuel:            400.0
   +Aburn Burn Rate:         55.0
   +Aburn Rec Rate:         19.0
$Countermeasures:            25
$Scan time:                     2000
$EngineSnd:                  126                   ;; Engine sound of ship
$Closeup_pos:               0.0, 0.0, -30
$Closeup_zoom:               0.5
$Shield_icon:               shieldft-02
$Ship_icon:                     iconfighter2t-02
$Ship_anim:                     ssfighter2t-02
$Ship_overhead:               loadfighter2t-02
$Score:                     100
$Trail:
   +Offset:      0 -6.91 -6.07
   +Start Width:   0.25
   +End Width:   0.05
   +Start Alpha:   1.0
   +End Alpha:   0.0
   +Max Life:   1.0
   +Spew Time:   120
   +Bitmap:   Contrail01
$Subsystem:                     sensors,                                10,0.0
$Subsystem:                     communications, 10,0.0
$Subsystem:                     weapons,                                10,0.0
$Subsystem:                     navigation,                     10,0.0
$Subsystem:                     engine,                         35,0.0
Title: Re: New weapon wont work..
Post by: The E on January 06, 2010, 01:47:31 pm
...Can you post the tbl? You have posted the error....
Title: Re: New weapon wont work..
Post by: Titan on January 06, 2010, 02:00:22 pm
... and just the ship tbl...
Title: Re: New weapon wont work..
Post by: Spoon on January 06, 2010, 02:00:49 pm
You probably forgot to add a " or , somewhere in the table.
Title: Re: New weapon wont work..
Post by: Wanderer on January 06, 2010, 03:26:13 pm
The error pretty much states what was wrong...

It found a syntax error somewhere in the ships table (or tbm) files in use by detecting line starting with $Allowed PBanks:     (Mec-a where it shouldn't have been. Search the table file(s) for that and you should be able to see what went wrong.
Title: Re: New weapon wont work..
Post by: PeterDön on January 06, 2010, 04:14:26 pm
Well, its not just the PBanks, its the whole ship. Line 181 starts at $Allowed PBanks:

But I cant find anything wrong whit it...



=====>> TERRANS <<=======
$Name:                          GTF Ulysses
$Short name:            TFight
$Species:                       Terran
+Type:                          XSTR("Space Superiority", 2939)
+Maneuverability:       XSTR("Excellent", 2940)
+Armor:                         XSTR("Light", 2941)
+Manufacturer:          XSTR("Triton / Mekhu", 2942)
+Description:         XSTR( " ", 2943)
$end_multi_text
+Tech Description:
XSTR("Affectionately nicknamed 'The Bat' by its pilots, the GTF Ulysses is a well-designed craft that has had a far longer useful life than its engineers ever imagined. Developed jointly by Terran and

Vasudan contractors, the Ulysses was first deployed near the end of the Great War. Its excellent maneuverability and high top speed give it an agility that pilots love, but at a cost of thin armor and a

small secondary weapon loadout. The Ulysses is a better choice for offensive missions than defensive ones.", 2944)
$end_multi_text
+Length:          16 m
+Gun Mounts:      4
+Missile Banks:   1
$POF file:                      fighter01.pof
$Detail distance:       (0, 80, 300, 900)
; $ND:                      42 42 244
$Show damage:           YES
$Density:                       1
$Damp:                          0.1
$Rotdamp:                       0.35
$Max Velocity:          0.0, 0.0, 70.0                  ;; in x/y/z -- z only specified forward.  use special tokens for backward movement
$Rotation time:         3.0, 2.6, 5.0
$Rear Velocity:         0.0
$Forward accel:         2.0
$Forward decel:         1.5
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        25.0
$Expl outer rad:        55.0
$Expl damage:           15.0
$Expl blast:            1000.0
$Expl Propagates:       NO                                                      ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       0.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks:       ( "MEC-A6" )
$PBank Capacity:                 ( 2 )
$Allowed Dogfight PBanks:        ( "MEC-A6" )
$Default PBanks:                 ( "MEC-A6" )
$Allowed SBanks:                 ( "Rockeye" "Tempest"  "Hornet" "Tornado" "Hornet#Weak" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )
$Allowed Dogfight SBanks:        ( "Tempest D"  "Hornet D" "Harpoon D" )
$Default SBanks:                 ( "Harpoon" )
$SBank Capacity:                 ( 40 )
$Shields:                       380
$Shield Color:      100 100 255
$Power Output:          2.0
$Max Oclk Speed:        94.0
$Max Weapon Eng:        80.0
$Hitpoints:                     180
$Flags:                         ( "player_ship" "default_player_ship" "fighter" "in tech database")
$AI Class:                      Captain
$Afterburner:           YES
   +Aburn Max Vel: 0.0, 0.0, 150.0
   +Aburn For accel:       0.7
   +Aburn Fuel:            300.0
   +Aburn Burn Rate:       50.0
   +Aburn Rec Rate:        25.0
$Countermeasures:       25
$Scan time:                     2000
$EngineSnd:       128                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -22
$Closeup_zoom:          0.5
$Shield_icon:           shield-f01
$Ship_icon:                     iconfighter01
$Ship_anim:                     ssfighter01
$Ship_overhead: loadfighter01
$Score:             100
$Trail:
   +Offset:      -7.75 -2.8 0.75
   +Start Width:   0.25
   +End Width:   0.05
   +Start Alpha:   1.0
   +End Alpha:   0.0
   +Max Life:   1.0
   +Spew Time:   60
   +Bitmap:   Contrail01
$Trail:
   +Offset:      7.75 -2.8 0.75
   +Start Width:   0.25
   +End Width:   0.05
   +Start Alpha:   1.0
   +End Alpha:   0.0
   +Max Life:   1.0
   +Spew Time:   60
   +Bitmap:   Contrail01
$Subsystem:                     communication,  10, 0
$Subsystem:                     navigation,             10, 0
$Subsystem:                     weapons,                        20, 0
$Subsystem:                     sensors,                        10, 0
$Subsystem:                     engines,                        35, 0
Title: Re: New weapon wont work..
Post by: headdie on January 07, 2010, 06:27:08 am
is MEC-A6 how the it appears in the  $name line of the weapon

also

$PBank Capacity:                 ( 2 )  goes directly after the $default pbank like with the secondary banks
Title: Re: New weapon wont work..
Post by: PeterDön on January 07, 2010, 10:16:06 am
Thank you. Got it to work.
Title: Re: New weapon wont work..
Post by: Spoon on January 07, 2010, 11:05:23 am
The order of tables are really important as you just witnessed. Place one line in the wrong order and the whole table is broken.
If you are not sure what lines goes where check the wiki entries on weapons.tbl and ships.tbl (http://www.hard-light.net/wiki/index.php/Weapons.tbl for example) and check in what order they are listed there.
Title: Re: New weapon wont work..
Post by: PeterDön on January 08, 2010, 06:13:02 am
Ok, using the same tread here so you dont get pissed by a load of them...

Anyways, I was trying to get the flak to spew "shots" in all directions upon detonation (subach HL-7). Well I got it to do that but now the flak explodes at the same range all the time, very close to the ship. Is there anyway to fix this?
Title: Re: New weapon wont work..
Post by: Wanderer on January 08, 2010, 09:24:33 am
Can we see the table entry of the weapon in question?
Title: Re: New weapon wont work..
Post by: PeterDön on January 08, 2010, 10:38:54 am
Quote
Can we see the table entry of the weapon in question?





$Name:                     Standard Flak
$Model File:               none            ;; flak weapons are invisible until they hit or explode, so this doesn't really matter   
$Mass:                     0.2
$Velocity:                  2500.0               ;; really fast - like AA fire
$Fire Wait:                  0.3               ;;
$Damage:                  10
$Blast Force:                    45.0
$Inner Radius:               30.0                                    ;; radius at which damage is full
$Outer Radius:               60.0                                    ;; max radius for attenuated damage
$Shockwave Speed:            0.0                                     ;; velocity of shockwave.  0 for none.
$Armor Factor:               1.0
$Shield Factor:               1.0
$Subsystem Factor:            0.2
$Lifetime:                  2.5
$Energy Consumed:            0.0
$Cargo Size:               1.0
$Homing:                  NO
$LaunchSnd:                  116
$ImpactSnd:                  117
+Weapon Range:               2000         ;; Limit to range at which weapon will actively target object
$Flags:                     ("Big Ship" "Flak" "particle spew" "cycle" "same turret cooldown" "Spawn Subach HL-7, 14" "smart spawn")
$Icon:                     iconmissile06
$Anim:                     LoadMissile04
$Impact Explosion:            explo3
$Impact Explosion Radius:      50.0
$Muzzleflash:               mflash_small
$Pspew:
   +Count:   50
   +Time:   1
   +Vel:      0
   +Radius:   50.0
   +Life:   4.0
   +Scale:   20.0
        +Bitmap: Flak_trail
Title: Re: New weapon wont work..
Post by: headdie on January 08, 2010, 11:43:26 am
holly !!!! thats a subach uber shotgun 14 shots per burst at 0.3 second delay meaning you get hit just over 3 times a second with is over 500 damage points per second and that is without the flack damage

another point is you have upped the velocity from 700 to 2500 this is meters per second so at your maximum range it takes less than a second to go from firing to hitting you also you have halved the range over the original which will make it seem like its exploding close to the firing ship

I would say that your problem is in the balance of the weapon's speed and range. I think you will probably have problems with damage capability as well

put this into perspective
GTF Erinyes has 325 hits and 500 shields
GTVA standard Anti Fighter Beam Shots     3
Damage per second                             77
Damage per pulse                                     193 (total)
Title: Re: New weapon wont work..
Post by: General Battuta on January 08, 2010, 11:45:19 am
Bear in mind that damage to players is reduced significantly on difficulties below Insane, and that warship turrets will fire at far below the tabled firing rate using normal AI profiles.
Title: Re: New weapon wont work..
Post by: headdie on January 08, 2010, 11:57:29 am
Bear in mind that damage to players is reduced significantly on difficulties below Insane, and that warship turrets will fire at far below the tabled firing rate using normal AI profiles.

the turrets refire is half the speed of a subach so while you are in the coverage area it is the rough equivalent of having 3 or so fighters after you firing out of a single gunbank

and that is per per turret firing at you
Title: Re: New weapon wont work..
Post by: Wanderer on January 08, 2010, 12:00:40 pm
In general flak and beam weapons should not be mixed with other weapon types
Title: Re: New weapon wont work..
Post by: General Battuta on January 08, 2010, 12:25:42 pm
Bear in mind that damage to players is reduced significantly on difficulties below Insane, and that warship turrets will fire at far below the tabled firing rate using normal AI profiles.

the turrets refire is half the speed of a subach so while you are in the coverage area it is the rough equivalent of having 3 or so fighters after you firing out of a single gunbank

and that is per per turret firing at you

The refire rate will be significantly lower than this in practice due to the random turret refire delay added to warships by the default AI profile.

This doesn't necessarily make the weapon balanced, but it's worth keeping in mind unless you're using something like the Fury AI.
Title: Re: New weapon wont work..
Post by: PeterDön on January 08, 2010, 04:16:59 pm
Ok. I reduced the velocity of the weapon and increased it range, but still it explodes close to the ship and I'v noticed that if a fighter/bomber aproches the crusier from the top, ALL guns fire, even the bottom one just straight out and explodes maybe 100m or so from the ship. I messed around a little but got the same results. Something I'm missing?

Tried having a velocity of 700-2500 but same result. Incresed range from 2000 to 3800 but nothing.

$Name:                     Standard Flak
$Model File:               none            ;; flak weapons are invisible until they hit or explode, so this doesn't really matter   
$Mass:                     0.2
$Velocity:                  1800.0               ;; really fast - like AA fire
$Fire Wait:                  0.5               ;;
$Damage:                  10
$Blast Force:                    45.0
$Inner Radius:               30.0                                    ;; radius at which damage is full
$Outer Radius:               60.0                                    ;; max radius for attenuated damage
$Shockwave Speed:            0.0                                     ;; velocity of shockwave.  0 for none.
$Armor Factor:               1.0
$Shield Factor:               1.0
$Subsystem Factor:            0.2
$Lifetime:                  2.5
$Energy Consumed:            0.0
$Cargo Size:               1.0
$Homing:                  NO
$LaunchSnd:                  116
$ImpactSnd:                  117
+Weapon Range:               3800         ;; Limit to range at which weapon will actively target object
$Flags:                     ("Big Ship" "Flak" "particle spew" "cycle" "same turret cooldown" "Spawn Subach HL-7, 14)
$Icon:                     iconmissile06
$Anim:                     LoadMissile04
$Impact Explosion:            explo3
$Impact Explosion Radius:      50.0
$Muzzleflash:               mflash_small
$Pspew:
   +Count:   8
   +Time:   1
   +Vel:      0
   +Radius:   50.0
   +Life:   4.0
   +Scale:   20.0
        +Bitmap: Flak_trail
Title: Re: New weapon wont work..
Post by: headdie on January 08, 2010, 04:23:55 pm
which cruiser are you using?

what happens if you use +Weapon Min Range:
Title: Re: New weapon wont work..
Post by: General Battuta on January 08, 2010, 04:27:04 pm
Wait, hang on. I don't think altering weapon range does anything except alter the range at which the AI begins firing it.

You need to alter weapon lifetime instead.
Title: Re: New weapon wont work..
Post by: PeterDön on January 08, 2010, 04:59:54 pm
Tried what you said, nope. Same thing....

$Name:                     Standard Flak
$Model File:               rockeye.pof            ;; flak weapons are invisible until they hit or explode, so this doesn't really matter   
$Mass:                     0.2
$Velocity:                  1800.0               ;; really fast - like AA fire
$Fire Wait:                  0.5               ;;
$Damage:                  10
$Blast Force:                    45.0
$Inner Radius:               30.0                                    ;; radius at which damage is full
$Outer Radius:               60.0                                    ;; max radius for attenuated damage
$Shockwave Speed:            0.0                                     ;; velocity of shockwave.  0 for none.
$Armor Factor:               1.0
$Shield Factor:               1.0
$Subsystem Factor:            0.2
$Lifetime:               5.5
$Energy Consumed:            0.0
$Cargo Size:               1.0
$Homing:                  NO
$LaunchSnd:                  116
$ImpactSnd:                  117
+Weapon Range:               3800         ;; Limit to range at which weapon will actively target object
+Weapon Min Range:                              2000
$Flags:                     ("Big Ship" "Flak" "particle spew" "cycle" "same turret cooldown" "Spawn Subach HL-7,  25")
$Icon:                     iconmissile06
$Anim:                     LoadMissile04
$Impact Explosion:            explo3
$Impact Explosion Radius:      50.0
$Muzzleflash:               mflash_small
$Pspew:
   +Count:   8
   +Time:   1
   +Vel:      0
   +Radius:   50.0
   +Life:   4.0
   +Scale:   20.0
        +Bitmap: Flak_trail
Title: Re: New weapon wont work..
Post by: headdie on January 08, 2010, 05:13:35 pm
thing is the speed*life of the weapon puts it at 9900 meters as of last post and 4500 for the previous post so its not that.

what ship .pof are you using is it in the community or one done for your mod?
Title: Re: New weapon wont work..
Post by: PeterDön on January 08, 2010, 06:07:31 pm
Quote
what ship .pof are you using is it in the community or one done for your mod?

Its the Aeolus crusier....
Title: Re: New weapon wont work..
Post by: Qent on January 08, 2010, 09:42:42 pm
I'v noticed that if a fighter/bomber aproches the crusier from the top, ALL guns fire, even the bottom one just straight out and explodes maybe 100m or so from the ship.
That's caused by the "Spawn..." flag. Try adding the "smart spawn" flag (you need 3.6.11).

EDIT: And be careful with spawning a huge number of projectiles at one time. I've had that CTD for me before.
Title: Re: New weapon wont work..
Post by: PeterDön on January 09, 2010, 02:57:08 am
Quote
(you need 3.6.11)

Were do I get it?
Title: Re: New weapon wont work..
Post by: Jeff Vader on January 09, 2010, 02:58:41 am
Quote
(you need 3.6.11)

Were do I get it?
http://www.hard-light.net/forums/index.php?board=173.0
Title: Re: New weapon wont work..
Post by: PeterDön on January 10, 2010, 03:04:40 am
Thanks, will try it....
Title: Re: New weapon wont work..
Post by: PeterDön on January 10, 2010, 08:23:17 am
Ok, did as you said but now the weapon wont even fire at all. I'm using this build: C:\freespace\fs2_open_3_6_11r_INF_SSE.exe

Here is the table:

$Name:                     Standard Flak
$Model File:               rockeye.pof            ;; flak weapons are invisible until they hit or explode, so this doesn't really matter   
$Mass:                     0.2
$Velocity:                  1800.0               ;; really fast - like AA fire
$Fire Wait:                  0.5               ;;
$Damage:                  10
$Blast Force:                    45.0
$Inner Radius:               30.0                                    ;; radius at which damage is full
$Outer Radius:               60.0                                    ;; max radius for attenuated damage
$Shockwave Speed:            0.0                                     ;; velocity of shockwave.  0 for none.
$Armor Factor:               1.0
$Shield Factor:               1.0
$Subsystem Factor:            0.2
$Lifetime:               5.5
$Energy Consumed:            0.0
$Cargo Size:               1.0
$Homing:                  NO
$LaunchSnd:                  116
$ImpactSnd:                  117
+Weapon Range:               3800         ;; Limit to range at which weapon will actively target object
+Weapon Min Range:                              2000
$Flags:                     ("Big Ship" "Flak" "particle spew" "cycle" "same turret cooldown" "Spawn Subach HL-7, 14 "smart spawn")
$Icon:                     iconmissile06
$Anim:                     LoadMissile04
$Impact Explosion:            explo3
$Impact Explosion Radius:      50.0
$Muzzleflash:               mflash_small
$Pspew:
   +Count:   8
   +Time:   1
   +Vel:      0
   +Radius:   50.0
   +Life:   4.0
   +Scale:   20.0
        +Bitmap: Flak_trail
Title: Re: New weapon wont work..
Post by: Dragon on January 10, 2010, 12:32:28 pm
You're missing a quote at the end of: "Spawn Subach HL-7, 14
That should be: "Spawn Subach HL-7, 14"
Title: Re: New weapon wont work..
Post by: PeterDön on January 10, 2010, 01:53:33 pm
Quote
You're missing a quote at the end of: "Spawn Subach HL-7, 14
That should be: "Spawn Subach HL-7, 14"


Thank you!!!!
Title: Re: New weapon wont work..
Post by: Dragon on January 10, 2010, 01:56:39 pm
You need to be very carefull with tables, as typos are problematic and may cause table to stop working, but are easy to fix if you know where you might have made one.
You may use debug builds to track such errors down, they will also point you any other mistakes you might have made.
Title: Re: New weapon wont work..
Post by: PeterDön on January 10, 2010, 11:25:15 pm
Thanks for the tip. Do you know any good tutorial how to mod explosions (flak exp, multiple exp, make them last longer)?
Title: Re: New weapon wont work..
Post by: The E on January 10, 2010, 11:29:00 pm
http://www.hard-light.net/wiki/index.php/EFF#EFF

Altering the FPS value in the eff or the ani will do that.
Title: Re: New weapon wont work..
Post by: PeterDön on January 11, 2010, 05:48:04 am
Thanks. But it really dosent say how to create one or how to modify and were to put them...
Title: Re: New weapon wont work..
Post by: PeterDön on January 11, 2010, 06:37:43 am
Never mind, I got it! Thanks guys!
Title: Re: New weapon wont work..
Post by: PeterDön on January 17, 2010, 01:12:52 pm
Ok, guys. Im trying to make the "terran huge turret" fire a projectile that makes a bigger explosion but whatever I do the explosion remains the same.

Toughts?

;; Terran Turret Laser 1 (for later missions)
;; ML-16 Derivitave
$Name:                                  @Terran Huge Turret
$Model File:                    none
$Mass:                                  0.4
$Velocity:                              3000.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                             3.0                     ;; in seconds
$Damage:                                4000
$Armor Factor:                  1.0
$Shield Factor:                 0.15
$Subsystem Factor:              0.15
$Lifetime:                              5.0
$Energy Consumed:               0.30                            ;; Energy used when fired
$Cargo Size:                    0.0                             ;; Amount of space taken up in weapon cargo
$Homing:                                        NO
$LaunchSnd:                             125                                      ;; The sound it makes when fired
$ImpactSnd:                             85                                      ;; The sound it makes when it hits something
$Flags:                                 ("Big Ship" "Huge" "cycle" "particle spew")
$Icon:                                  icongun03
$Anim:                                  LoadMissile04
$Impact Explosion:      exp11
$Impact Explosion Radius: 90.0
$Pspew:
   +Count:   8
   +Time:   1
   +Vel:      1
   +Radius:   50.0
   +Life:   100.0
   +Scale:   100.0
        +Bitmap: exp11_Particle
Title: Re: New weapon wont work..
Post by: Snail on January 17, 2010, 01:24:45 pm
Have you edited $Impact Explosion Radius: 90.0 ?
Title: Re: New weapon wont work..
Post by: PeterDön on January 17, 2010, 01:49:09 pm
Quote
Have you edited $Impact Explosion Radius: 90.0 ?

Yes.....? Tought it would make the explosion bigger.
Title: Re: New weapon wont work..
Post by: Spoon on January 17, 2010, 02:14:28 pm
It might be caused by mv_adveffects-wep.tbm
Terran Huge Turret has a entry in that file with a $Impact Explosion Radius:
Title: Re: New weapon wont work..
Post by: PeterDön on January 17, 2010, 02:28:36 pm
Quote
It might be caused by mv_adveffects-wep.tbm

Never heard of it. Where is it located?
Title: Re: New weapon wont work..
Post by: The E on January 17, 2010, 02:31:33 pm
In the mediavps. If your tbm is overridden by the mediavps, you won't see any effects.
Title: Re: New weapon wont work..
Post by: PeterDön on January 17, 2010, 03:52:03 pm
Ok, tried and changed the radius in mediavp but no effect, just the same small explosion...