Author Topic: How to activate the 3rd primary weapon ?  (Read 2565 times)

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Offline Starman01

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    • Wing Commander Saga
How to activate the 3rd primary weapon ?
Hello,

since the seach-function isn't working yet, can anyone please give me a hint how I can activate it on the playership ? I forgot how to do it, but wasn't there a ships.tbl flag for that ? It doesn't seem to be my build, the tables are fine and it seems to be working good in fred. So it must be another solution.

Thanks.
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Offline Nuke

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Re: How to activate the 3rd primary weapon ?
just add a third bank in the table, it works like normal.

by any chance can we get a max of 4 primary and  4 secondary weapons? would be usefull for gunboats.
« Last Edit: December 08, 2005, 03:52:34 pm by Nuke »
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Offline Trivial Psychic

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Re: How to activate the 3rd primary weapon ?
Right now, you can have as many primary banks as you want, but there's still a limit of 3 secondary banks on player ships.  Now, I have managed to get 4 working recently, but it was flakey, and kinda by accident.  The fact that it kinda works, means that likely it'll be functional eventually.
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Offline WMCoolmon

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Re: How to activate the 3rd primary weapon ?
There should be a limit of three, I think, on player ships. It could theoretically be expanded further, but that wouldn't work with the current loadout art. The HUD code should be fine with it (except in small resolutions), i honestly don't know why Volition hardcoded it in the first place, it was so much cleaner to make it infinitely expandable. Secondaries should be the same, too.

So, current limits stand at 3/4 for primaries/secondaries, but I think there might be some kind of limit so that the player can only use 3/3.

You will need the file from the mediaVP (mv_core) or a different background for the HUD to look right though.
-C

 

Offline Goober5000

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Re: How to activate the 3rd primary weapon ?
i honestly don't know why Volition hardcoded it in the first place, it was so much cleaner to make it infinitely expandable.

There were a great number of things preventing it from being expanded; if you look at the original source you'll see that there are a lot of hardcoded restrictions especially for primary banks.  Every so often a coder would chip away at one of the restrictions and make it more flexible.  I did a few, and I think UnknownPlayer and penguin did some ages back.  IIRC you made the final push to actually activate them, but it was the end result of many separate commits. ;)

 

Offline WMCoolmon

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Re: How to activate the 3rd primary weapon ?
Well, I'm just talking about the HUD thing. The original code had absolute positions for each entry, the little arrows, the text, the background images... I ended up basically redoing the whole thing with some for() loops. I think I even did the art myself, so :V: certainly could've done that in about 5 seconds. :p
-C

 

Offline Col. Fishguts

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Re: How to activate the 3rd primary weapon ?
Right now, you can have as many primary banks as you want, but there's still a limit of 3 secondary banks on player ships. Now, I have managed to get 4 working recently, but it was flakey, and kinda by accident. The fact that it kinda works, means that likely it'll be functional eventually.

Is the 3rd primary on the Whitestar working as it should now ? (As in, the beam is no longer invisible)
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Offline Starman01

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Re: How to activate the 3rd primary weapon ?
Damn, I wonder what I do wrong then ???

This here is my table-entry :

$Allowed PBanks:        ( "Meson" "Photon" "Plasma" )
$Allowed Dogfight PBanks:        ( "Meson" "Photon" "Plasma" )
$Default PBanks:        ( "Meson" "Photon" "Plasma" )

The strange is, it's the middle gun that isn't showing up ingame (but it is there in Fred). Any Ideas ?
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Starman01

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    • Wing Commander Saga
Re: How to activate the 3rd primary weapon ?
Quote
Basicly you have to open the mission in FRED, launc the ship editor, select the players ship and open the weapon's loadout editor. Unselect the third primary. Close the editor. Open it again and select the third bank. Resave the mission. It worked for me. Lars confirms the fix to be working as well.

Nevermind, this tip solved my problem. That's really strange. It showed up in Fred, the table is correct and still it wasn't used ingame (when I created the missions this ship had only 2 weapons). I wonder where Fred stores this stuff
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Trivial Psychic

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Re: How to activate the 3rd primary weapon ?
Is the 3rd primary on the Whitestar working as it should now ? (As in, the beam is no longer invisible)
That was tracked back to there being a "0" shots value in the beam data.  Its working well now.
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Offline Nuke

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Re: How to activate the 3rd primary weapon ?
it works as a normal laser mount. i tried making it a beam slot but my beam weapon wouldnt work. it would always crash in the weapon select screen. if by chance you managed to get in game you were home free. the only way it was really possible is if your mision had a closed loadout. it really has nothing to do with the third bank.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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