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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LtNarol on August 25, 2002, 11:00:57 am

Title: weapons fire rate question...
Post by: LtNarol on August 25, 2002, 11:00:57 am
Ya, ok, im working on a laser weapon for capital ships to use against fighters, problem is i cant get it to fire faster than once or twice every second, the stream tag doesnt seem to help.  I tried swarm and that fixed the fire rate, but with swarm, non-moving turrets like those on the Fenris dont point at the target and moving turrets like those on the Aeolus point a bit too far down to hit, could anyone point me in the right direction?
Title: weapons fire rate question...
Post by: Solatar on August 25, 2002, 11:04:31 am
Did you lessen the fire rate? its a line that says $FireWait: or something like that. Make it smaller.
Title: weapons fire rate question...
Post by: LtNarol on August 25, 2002, 11:23:44 am
Firewait = .01
Title: weapons fire rate question...
Post by: Petrarch of the VBB on August 25, 2002, 12:35:53 pm
The AI on the turret also affects rate of fire, try setting it abit higher.
Title: weapons fire rate question...
Post by: vyper on August 25, 2002, 12:39:49 pm
Quote
Originally posted by Petrarch of th VBB
The AI on the turret also affects rate of fire, try setting it abit higher.


turn off the "stream" tag - does bugger all on cap ships from what I gather
Title: weapons fire rate question...
Post by: Petrarch of the VBB on August 25, 2002, 12:41:57 pm
Has anyone ever made a reference as to what all teh tags do, such as "huge" etc.
Title: weapons fire rate question...
Post by: Fozzy on August 25, 2002, 12:48:47 pm
Quote
Originally posted by Petrarch of th VBB
Has anyone ever made a reference as to what all teh tags do, such as "huge" etc.


not as far as i am aware
Title: weapons fire rate question...
Post by: Solatar on August 25, 2002, 12:53:08 pm
Go to Freespace.volitionwatch.com then go to MODing, and check the weapons tutorials.
Title: weapons fire rate question...
Post by: Petrarch of the VBB on August 25, 2002, 12:53:38 pm
Bugger.
Title: weapons fire rate question...
Post by: CP5670 on August 25, 2002, 12:53:50 pm
Works fine for me; in my campaign I made all the turrets fire seven or eight times as fast and move at double speed compared to their usuals, and also added in some new anti-fighter weapons on certain capital ships.

One thing that might be happening is that there are too many shots in the game. With that kind of firing rate, you need to make sure the shots disappear quickly after they are generated or the game will mess up and not display a bunch of them. The only thing I can think of is that it might have something to do with the game difficulty (which influences turret AI) or the FOV settings for the turrets.
Title: weapons fire rate question...
Post by: karajorma on August 25, 2002, 12:57:00 pm
This (http://freespace.volitionwatch.com/fs1/mods/Guide/WeapMOD.shtml) might help. I`ve not done much in the way of weapons mods but I did bookmark it for when I tried ;)
Title: weapons fire rate question...
Post by: Solatar on August 25, 2002, 01:01:36 pm
Yes, that's exactly what I was talking about.
Title: weapons fire rate question...
Post by: Carl on August 25, 2002, 01:50:23 pm
i've noticed that AI players don't seem to shoot as quickly. i guess it's for balance or something. if you observe your co-pilots, you'll see that they pop off a shot, wait a second, then pop off another and so on.
Title: weapons fire rate question...
Post by: CP5670 on August 25, 2002, 01:56:40 pm
That seems to depend on the skill level; they shoot at the same speed as you do on hard, slower on lower difficulty levels, and slightly faster on insane. (check the ai.tbl file; the "rank" skill level determines this)