Rapid-Fire Torpedoes -1 reply

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Guest

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#1 10 years ago

I was hoping someone can help with this mod I'm trying to add. It's simply the sovereigns quantum torpedoes that I added into a special weapon with a button and I basically wanted it to fire a volley of shots (3-4). The button and special weapon work great except that it only fires one shot instead of the volley. What ODF command am I missing?!!!! Any thoughts would be appreciated!




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#2 10 years ago
BookBurner

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13th February 2008

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#3 10 years ago

//Programming Stuff DO NOT CHANGE classLabel = "cannon"

//Time Delay between shots shotDelay = 5.0f

//save up our fire saveFire = 1

//max number of shots we can save maxShots = 4

//the minimum time between saved shots minimumShotInterval = 0.2

//Sound which is played when the weapon fires fireSound = "pofwea.wav" important thing is the cannon classlabel, savefire, maxshots and minimumshotinterval. Then the weapon should fire volley of torpedoes. (this is part of my photon torpedoes for Akira class, so it is working)

PS this works for normal weapons, now I realized you have a special, maybe it will work if you add larger shot delay, and then weapon MAYBE will be able to shoot 4times and then waiting for reload. But best way is to add small shotdelay and make it consume all special energy for 4 shots. Then if you make AI use the weapon on auto, AI will fire 4 times and then will wait for special energy to fire.




firewarrior1705

For the Greater Good

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15th October 2007

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#4 10 years ago

If you wanna fire a burst all the time and NOT wait to reload you could do what I did. Make 4 or 5 separate torp files(or how many you want to fire) and give them a shot delay interval of 1.0f between each other. Add all of these torps on THE SAME HARDPOINT and your ships will fire bursts all the time ;) This is how I did it: #include "photon.odf"

//Name of the ODF file for the ordinance for this weapon ordName = "fed_quano"

//Display name for this weapon wpnName = "Photon Torpedo"

//Time Delay between shots shotDelay = 10.0f

//Sound which is played when the weapon fires fireSound = "pofwea.wav"

// Range within which the weapon will fire. range = 800.0f

// Fire Arc restrictions restrictFireArc = 1 fireArc = 0.2

#include "photon.odf"

//Name of the ODF file for the ordinance for this weapon ordName = "fed_quano"

//Display name for this weapon wpnName = "Photon Torpedo"

//Time Delay between shots shotDelay = 11.0f

//Sound which is played when the weapon fires fireSound = "pofwea.wav"

// Range within which the weapon will fire. range = 800.0f

// Fire Arc restrictions restrictFireArc = 1 fireArc = 0.2




BookBurner

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#5 10 years ago

But if they will be as normal weapon they will fire all at once at first, and then the volleys will not be all the same. And there is a problem how to put it as a special weapon :D




firewarrior1705

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15th October 2007

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#6 10 years ago

It is not intended as a special weapon, and at first it will appear like a full spread of torps which looks preaty cool :D




BookBurner

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#7 10 years ago

Yeah, that true, but the random delay between them, I do not know :)




Fireball_VI

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6th June 2008

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#8 10 years ago

One think i've been thinking of trying is making a large texture file that starts off with a very small torpedo and splits into 4-5 like in tng. I have not tried this as of yet (have not really had a ship that would use it) but i've been contemplating it, I dont know how good it would look, especially considering you'd have to keep the range short enough for the animation to play only once, but hell you can always try I guess




StarBlade

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7th January 2006

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#9 10 years ago

You could also consider the possibility of adapting the ultritium burst to look like a burst-fire torpedo a la seasons 1-3 of TNG. I've tried this before but the timing is very difficult to get just perfect, and I ended up shelving it in favour of just hurling quantum torps at 'em. ;)

:cool:




loki_999

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17th February 2005

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#10 10 years ago

Bookburner has the right of it. With this ODF setup you can control how many fire in one salvo. Just make sure your special energy is high enough to allow N amount of shots that you want in the volley because if i have my logic right each shot will take X amount of special energy (rather than X for the whole salvo).

I had a similar setup with a modified Highlander class which could fire 3 massive artillery type blasts in succession but then had to recharge its special energy for a long time before it could do it again. Still have the ship with the basic function but changed it to only fire one at a time because it was too damn powerful as it was and i didnt want to weaken the base shot (the idea is that a single shot is powerful.... 3 was excessive though).




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