MPE - fireingchain thingy -1 reply

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USS_Pablo

I don't spend enough time here

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23rd March 2003

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#1 16 years ago

hey, i was wondering what the firing chain line is for within the weapons property editor. I was wondering if it could be used to stagger pulse fires, as in fire group 1, then group 2, then group 1, then group 2... instead of group 1 and 2 at the same time. The only other way to stagger them is to change the firing rate, but that's not really what I'm looking for. anyway, if there is any way to use the firing chain dealy for this, or any other way, please tell me:D




elminster

Bridge Commander Master HPer

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26th October 2002

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#2 16 years ago

Hmm, I'm not sure there is. This is used to group torp tubes when selecting, single, double or quad torp launchers, I don't know that it can be used in the way you suggest.




USS_Pablo

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23rd March 2003

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#3 16 years ago

:( too bad... oh well, atleast i know what it's for now. the readme on the subject was soooo vague. thanx for clearing that up elminister. does anyone else know if there is a way to accomplish the group staggering? if a new script would have to be made or anything. any ideas?




RoyalGuard

Slightly cooler than a n00b

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4th April 2003

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#4 16 years ago

You can use the firing string to stagger weapons fire in one arc, here's how to get 4 Disruptors in a ships forward arc to fire in different groups:

Disruptor 1 (leftmost): Weapon ID 0, Group 1 and 5 checked. Disruptor 2 (Middle Left): Weapon ID 1, Group 2 and 5 checked. Disruptor 3 (Middle Right): Weapon ID 2, Group 2 and 5 checked. Disruptor 4 (rightmost): Weapon ID 3, Group 1 and 5 checked.

I want the disruptors to fire in 3 modes, single, dual and quad. The firing string is:

0;Single;12;Dual;5;Quad

Then you get a nice friendly TGA editior to make you a disruptor button to either replace or sit next to the torpedo button, so you can click it to change modes. Once this is done...

In single mode the disruptors fire one at a time, in Weapon ID sequence (in this case from left to right).

In dual mode the 2 outer disruptors fire, then the 2 inner disruptors fire (group 1 then group 2).

In Quad mode all of the disruptors (Group 5) fires at once.

Hope that helps...




elminster

Bridge Commander Master HPer

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26th October 2002

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#5 16 years ago

Cheers, I didn't know all of that.




RoyalGuard

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4th April 2003

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#6 16 years ago

No problem, there's loads of facilities in the MPE and I'm fairly sure that no ONE person knows how to use them all. For instance currently I'm grappling with Impulse Engine power settings - there's an odd multiplier that I'm trying to determine the source of...

Incidentally I should point out that with disruptors which have multiple shots charged up a cooldown time of 0.3 or more will ensure that your disruptors fire in sequence. Much less than this and the firing string will keep firing the first group in sequence until the weapon is depleted, before moving onto other groups.




USS_Pablo

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23rd March 2003

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#7 16 years ago

this cooldown thingy, what exactly does it do...? I'm also wondering if there is a way to create a time break inbetween the pulses and groups. as in group 1 fires, pause, group 2 fires, pause, group 1 and so on. not a large pause, just one to firmly separate the the two groups from firing almost simultaniously. i tried changing the recharge rates around, so eventually there would be equal time inbetween the pulses, but after a couple shots its back to nearly the same time.... any ideas? by the way, all the info you've given me Royal Guard has been great, and has worked perfectly!!




RoyalGuard

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#8 16 years ago
this cooldown thingy, what exactly does it do...?

Cooldown fulfills the same role for disruptors as immediate delay does for Torpedoes - it's the minimum time that has to elapse before you can fire another shot with the same weapon. If you aren't sure about using it you could set it to zero and control the delay by having low Max. Charge but High rate-of-recharge weapons.

group 1 fires, pause, group 2 fires, pause, group 1

To the best of my knowledge the only deciding factor on the time lapse between group fire is the player's speed at button clicking...

btw That 'odd multiplier' I was talking about in Impulse power occured because I forgot that Warp power is summed with Impulse power to give a final engine power rating... See my power thread for details.