Convert this weapon to a special. -1 reply

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score1_uk

BSA Mod Co-founder

50 XP

9th February 2005

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#1 10 years ago

Would some1 mind doin this for me as I just never get time to do it my self. I want to make the following weapon a special 'toggle' type weapon. He is as it is now. Main odf: #include "photon.odf" //Name of the ODF file for the ordinance for this weapon ordName = "droneso" //Display name for this weapon wpnName = "Photon Torpedo" //Time Delay between shots shotDelay = 1.0f //Sound which is played when the weapon fires fireSound = "OriPulse.wav" Ord odf: //This is the main photon ordinance file //Programming Stuff DO NOT CHANGE classLabel = "photontorpedo" //The number of units which are subtracted from the Special Energy Reserve specialEnergyCost = 0 hitChance = 1.0 //The base amount of damage which the ordinance does with each hit //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number) damageBase = 130 //The amount of variance applied to the damage (i.e. 10 + or - 2) //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number) damageVariance = 2 //The threshold which must be exceeded to cause crew casualties prior //to shield exhaustion //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a number) damageThreshold = 101 //The multiplier by which any damage which exceeds the threshold is //multiplied by to calculate the percentage of crew lost with that hit //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier) shieldCrewModifier = 0.2 //The multiplier by which any damage which is applied to the hull is //multiplied by to calculate the percentage of crew lost with that hit //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a multiplier) hullCrewModifier = 0.1 //Amount of time the ordinance will exists without hitting something lifeSpan = 8.0 //How fast the shot moves shotSpeed = 280.0 // This affects the turning radius/rate somewhat unknown. omegaTurn = 2.0 //The amount of time that the missile obeys the limitations of omegaTurn //After that, it heads straight for the target seekTime = 0.12 //The sprite which is used for this ordinance Sprite = "wphoton" // Time to play through the animation for the sprite in seconds spriteDuration = 0.5 //this modifies the color of the ordinance (not currently working) shotColor = 227 // Size of photon torpedo. radius = 5.8f lightColor = 0.0 1.0 1.0 lightFalloffStart = 50.0 lightFalloffRange = 5.0 I want it so that once in range I can click the weapon on, and it will keep firing till I click it off or the special energy runs out or we move out of range. Any help would be great.