Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: assasing123 on April 19, 2012, 08:08:13 pm

Title: about secondary weapons with multiple firing points
Post by: assasing123 on April 19, 2012, 08:08:13 pm
so I have a ship that has a secondary bank with 6 firing points, how can I make it to fire from the 6 at same time instead of just 2, or ELSE how could I make it fire 3 times faster since 6/2 = 3, to compensate and get the desired DPS? (NOTE! the weapon is shared so only this ship should fire faster  thus not allowed to modify the weapon ROF)
Title: Re: about secondary weapons with multiple firing points
Post by: Legate Damar on April 19, 2012, 08:34:25 pm
You could make a second version of the weapon with a higher ROF, and just name it (name of weapon#something)
Title: Re: about secondary weapons with multiple firing points
Post by: Droid803 on April 19, 2012, 09:17:09 pm
just make it fire in swarms/shots of 3 (6 in dual fire), or just 6...
Title: Re: about secondary weapons with multiple firing points
Post by: General Battuta on April 19, 2012, 09:19:03 pm
just make it fire in swarms/shots of 3 (6 in dual fire), or just 6...

He wants the weapon to behave differently on this ship than on others.

You could have a custom version of the weapon that can only be mounted on this ship, or allow the regular version but swap it out for the custom version at mission start via SEXP (this is a little silly)
Title: Re: about secondary weapons with multiple firing points
Post by: headdie on April 20, 2012, 01:09:05 am
I think General Battuta's method is the only way to achieve number of fire point specific swarms.  I wonder is it worth implementing a flag/swarm option that matches the number of projectiles fired to the number of fire points in that bank?
Title: Re: about secondary weapons with multiple firing points
Post by: Snail on April 20, 2012, 05:22:01 am
Sort of like a "no cycle" option for secondaries?

Also does "cycle" work on secondaries? I know they already cycle firing points, but does the firerate also change with number of firing points (like they do with primaries set to cycle?)
Title: Re: about secondary weapons with multiple firing points
Post by: headdie on April 20, 2012, 05:29:52 am
Sort of like a "no cycle" option for secondaries?

Also does "cycle" work on secondaries? I know they already cycle firing points, but does the firerate also change with number of firing points (like they do with primaries set to cycle?)

iirc the rof remains the same but instead of the bank firing in a volley it cycles them so.

2 second fire wait, 2 fire points
under normal conditions, you hold fire and both fire points shoot every 2 seconds.
under cycle, fire point 1 fires normally and fire point 2 fires half way through the delay
Title: Re: about secondary weapons with multiple firing points
Post by: Nuke on April 20, 2012, 07:06:57 am
yet another case for bank types.
Title: Re: about secondary weapons with multiple firing points
Post by: assasing123 on April 20, 2012, 08:20:01 am
banks are a pain aren't they?
Title: Re: about secondary weapons with multiple firing points
Post by: Nuke on April 20, 2012, 08:38:32 am
well im one of those who thinks that certain combinations of ships and weapons should work better than others. idea is you create a set of bank types that you may assign to weapon bank slots independent of weapons. this would allow modders to buff certain combinations while crippling others. i kinda went for this kinda behavior in nukemod, with various modding hacks. using multiple variants of the same weapon for example. one of the throwaway ship classes had a weapon capable of penetrating shields, to give that ship some long term viability. using the weapon on any other ship (a variant) resulted in the loss of this behavior. of course i lost interest in modding some years ago.

it also sets up banks for a variety of other features. bank level autoaim, variations in firing pattern, modifications to weapon performance (faster fire rate, lower energy usage), weapon heat tracking, weapon jamming, ripple modes, linking modes, bank specific ship animations, etc. now find a coder to get on board for it. this think is kinda broad in scope for my coding abilities.

the short term solution is scriptng/elaborate sexps of course, and thats a whole nother matter entirely.
Title: Re: about secondary weapons with multiple firing points
Post by: assasing123 on April 20, 2012, 02:57:34 pm
I got no rush, guess in the meantime I will use the Sexp option, but would be nice if in the feature we get a few things in FSO:

Rofbonus:                    Int (a factor)
+affectweaps:                    "Weapoon" "weapon" "weapon"

and a flag for "allpoints" (fires from all the firing points) for secondary weapons.

something like that, not sure how hard that would be to code tho.