Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: mmm99 on March 05, 2012, 04:04:43 am

Title: table help-missiles
Post by: mmm99 on March 05, 2012, 04:04:43 am
hi

I downloaded an asteroid sentry off of freespace mods and it did not come with a table, so i copied the alaster sentry table and changed its turrets to secondarys and weapon to missiles.

well attempted to, the sentry did not work when i put it in mission, so alas i come here to ask if anyone can identify what I have done wrong.

here is the table

Code: [Select]
$Name:                          GTSG Asteroid
$Short name:            TSGun4
$Species:                       Terran
+Tech Description:
XSTR("", 3064)
$end_multi_text
$POF file:                      astsentry2.pof
$Detail distance:       (0, 100, 500)
$Show damage:           NO
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.2
$Max Velocity:          0.0, 0.0, 0.0
$Rotation time: 20.0, 20.0, 20.0
$Rear Velocity: 0.0
$Forward accel: 0.0
$Forward decel: 0.0
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        0.0
$Expl outer rad:    0.0
$Expl damage:           0.0
$Expl blast:        0.0
$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
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:                       0
$Power Output:          0.0
$Max Oclk Speed:        0.0
$Max Weapon Eng:        0.0
$Hitpoints:                     1000
$Flags:                         ("cruiser" "in tech database")
$AI Class:                      Captain
$Afterburner:           NO
$Countermeasures:       0
$Scan time:                     2000
$EngineSnd:       -1                    ;; Engine sound of ship
$Closeup_pos:           0.0, 0.5, -14
$Closeup_zoom:          0.5
$Score: 1
$Subsystem:                     turret01, 20, 1.0
$Default SBanks:        ( "Piranha" )
$Subsystem:                     turret02, 20, 1.0
$Default SBanks:        ( "Piranha" )



#End

as you can probably tell I am a noob so thanks in advance.
Title: Re: table help-missiles
Post by: Colonol Dekker on March 05, 2012, 04:11:20 am
Does any Pof Data need to be changed? :nervous:
Title: Re: table help-missiles
Post by: mmm99 on March 05, 2012, 04:15:25 am
possibly... hmmm

not quite sure?

could it be something to do with missille fire points? or something like that?

ill have a look.
Title: Re: table help-missiles
Post by: headdie on March 05, 2012, 05:26:58 am
how many ships hostile to the sentry are in your test mission?  I ask because there is a little known limit on child spawning weapons, I cant remember the exact number but it might be 8 hostiles,  anything below this limit and the AI wont fire spawning weapons.
Title: Re: table help-missiles
Post by: Goober5000 on March 05, 2012, 12:23:12 pm
well attempted to, the sentry did not work when i put it in mission, so alas i come here to ask if anyone can identify what I have done wrong.

It would help greatly if you could describe the details of how it "did not work".

It would also help if you could link to the page you downloaded it from.
Title: Re: table help-missiles
Post by: mmm99 on March 06, 2012, 04:11:32 am
http://www.freespacemods.net/download.php?view.625

there is your page

it appeared in mission seemed to work fine but just wouldn't fire
Title: Re: table help-missiles
Post by: mmm99 on March 06, 2012, 04:19:25 am
hey look at that put 8 hostiles in mission and it works fine thanks everybody.