Author Topic: "cycle" flag question  (Read 2040 times)

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Offline Solatar

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"cycle" flag question
Sorry if this information is easily accessible and I was too dumb to find it, but is there a way to control the number of firing points a weapon cycles through?  I'd like a weapon to alternate barrels when there are two firing points, but alternate in groups of two if there are four firing points, so the firing speed remains constant.  I've made the refire fairly quick when there are two firing points, and I don't want this doubled when loading the weapon on a ship with four, I'd rather it just shot off volleys two at a time.

I feel like I either read this in a thread or saw it on the wiki somewhere, but I haven't been able to find it. :nervous:

 

Offline Droid803

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Re: "cycle" flag question
"cycle" just cycles all available points in the bank in the order they are defined in PCS2. The overall volume of fire is identical to that of a weapon without the cycle flag (it doesn't affect 'dps'). There is no way in the tables, AFAIK, to paramaterize this.

Though, you could do it pof-side by stacking firepoints if you know that it will *always* be using cycle weapons (stacked firepoints look ugly/are overpowered with regular type weapons)
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Offline Solatar

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Re: "cycle" flag question
Thanks for the reply,  I was hoping there was some sort of new fangled table thingy that I had missed.  I'm not invested enough to screw with model points or anything, as it's just for one or two weapons and it is purely cosmetic.

 

Offline chief1983

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Re: "cycle" flag question
Antipodes has some new code for that, it utilizes a new key bind so it is dependent on the new pilot code.  Currently it dynamically allows you to cycle through all possible firepoint combinations, so a 4 point bank would let you cycle through 1x4, 2x2, or 4x1.  There's no ability to lock it to a specific factor just yet, but tabled grouping restrictions might surface at some point.
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Offline Nuke

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Re: "cycle" flag question
"cycle" + $shots will do this. cycle tells it to cycle and $shots tells it how many. its a good idea to make sure that the number of firing points is divisible by $shots (such as $shots: 2 for a 4 gun bank), otherwise it can get wonky, and you can change the firing point order in the ship's pof to set up cool firing patterns. $shots: can also be used with $fof: to create shotguns.

or you can use the newer system that cheif mentioned.
« Last Edit: October 11, 2012, 10:33:39 pm by Nuke »
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Offline Droid803

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Re: "cycle" flag question
If you do that then you'll have to make a different version per ship/per bank, which can quickly get very annoying if you're allowed to pick loadouts for yourself...and your wingmen.
Well, there's probably an elegant way to script the weapon replacement, but if you're doing via sexp it's going to be a when-argument per bank, per ship.
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Offline Nuke

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Re: "cycle" flag question
actually as far as i know theres no way to get at the firing points in scripting.

"cycle" + $shots does have its quirks (assuming they haven't all been fixed by now, this is a very old feature) but it works. if you want to fire 2 out of 4 it works fine, and you can use the same weapon in a 2x2 bank and it will act like a normal weapon (though firing it in a 4x bank will be twice as fast, since cycle likes to keep the dps constant).
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