Now because I'm pretty useless when it comes to making special weapons and as I can't seem to find this one anywhere I've looked I'm trying here. Now my mod has the Achilles in it, and the ship is missing just one item - Its micro torpedo launchers. I wanted to make this a special targetted weapon, and while it will fire out one torpedo thats it. You have to re-target the same enemy vessel to fire another, so my question is this. Is it possible to make a special weapon which fires like a standard torpedo, uses special energy (which I can do), must target an enemy vessel/structure, but once targetted the ship automatically fires these micro torpedos until the energy supply is exhausted or the enemy ship is destroyed??
Any help is appreciated on this other wise my only other option is to go with a micro sized standard torpedo that uses special energy and is fired automatically.
Oh and this is for Armada 1.
I think the answer is no. I've tried creating such a weapon myself without any success. The only way is to change a standard torpedo weapon into a special weapon, but you'll have to use manual targeting. It won't fire automatically. :(
Right of the top of my head I'd say adapt the Negvar Ion cannon. I think it is spright based so the shouldn't be a problem. If it is SOD based a transparent panal and a sprite node that plays the torpedo animation should solve that problem.=p
Well I've gone through as much as possible but I've decided to use an automated torpedo weapon. Still uses special energy but the torpedos are fast, don't fire quite so far as a regular torpedo and do a much lower amount of damage, so there is a trade of.
I do believe I did this with a steamrunner. I'm not sure if it work with the AI... but as said it may have been manual targeting.
The last time I remember this was around 2004 and it was for A2
I'll do some looking
I can't say I know how you'd go about it, but I would have thought it more than possible. One idea I had for Zero Hour was to make torpedoes 'special weapons' so they wouldn't shoot at random, you'd have to use up 'special energy' ~ which I had hoped to change, thus enabling each ship to carry a specific amount of torpedoes. I never did get around to testing this, but it would add a little more... strategy to the game.
Build a Sabre Class with 80 power (80 torpedoes) once they're used up, you've got to get the ship to a supply yard in order to regain said torpedoes. I'd take a look at the Negh'Var or Keldon Class, both of them use torpedoes as special weapons.
Unfortunately that doesn't work too well either, as craft have issues using non special weapons that use ordnances with energy costs. Namely, if the craft sees a target it can't shoot at, it will use up all energy without regard to shotdelay.
The nearest thing you can do is use an u_ball_obj to fire the weapons.
I haven't been able to find mine. It sucks when you have so many mods. I have 4 computers and I customize each game (maybe 10-15 per A1 and 10-15 per A2)
I don't know so much Dominus. In one of my own mods I had torpedo=special energy usage as Alakazam explained and it worked fine. The only difference is that my mods method used a VERY slow recharge rate.
Well, would love to know that I am wrong, but I haven't yet seen a mod that has found a way around it. If all you did was add a energy cost to the torpedo, and didn't change the classlabels at all, then I can surely tell you it will not function as expected unfortunately. As far as I know it is due to the craft AI being assigned targets from its primary attack command instead of needTarget (which can tell the AI to search out a valid target to attack first).