In the stock game, any ship that has both Phasers and Torpedoes will fly into battle, firing them at will. That is the way the game is made, and I suppose it adds to the special effects and such. With Zero Hour however, I don't want that to be the case. With Zero Hour, I would like it so that ships only ever start firing with Phasers. Torpedo's would be controlled much alike special weapons (alike the Cloaking ability). You'd have to turn them on to allow them to be used, and for ships with more than one type of Torpedo, you'd only be able to use one at a time, IE, you'd not be able to fire Photons and Quantum's simultaneously. I figure this'll work especially well when it comes to attacking ships / stations that you may not wish to destroy, so you can just weaken them up a bit. Obviously, some ships wont be having Torpedoes anyway, so they'd not matter, but for those that are, I'd like to keep special weapons around, and I don't really want the on / off option of torpedoes to interfere with special weapon energy. I know what I am asking is possible, at least, I'd have thought it to be. The question is, how would I go about doing this? Short of turning every torpedo into a special weapon (which I've still got to work out how to do), is there a more simplified way?
Well that's the same thing i can only think of too. Turn it into special weapon. Forgive me I havn't really gotten fully back into modding but wouldn't you just set the nrg use to 0?
Use the patch project's 'replaceweapon' command to change the ship's odf from one that lacks torpedoes to one that has them.
stanny;4908378Use the patch project's 'replaceweapon' command to change the ship's odf from one that lacks torpedoes to one that has them.
:agreed That's how I would do it, probably the easiest way all things considered.
exept the AI wouldn't use it.
As far as I know a toggle torpedo doesn't work like you are after.
Surely you could tell the AI to activate it and then leave it on?
the AI does not use the refit weapon
Well that's that plan out of the window... It looks like it'll have to be a launch button then. Maybe special weapon cost/available could simulate torpedo ammuntion in that case?
I have done some thing along these lines by converting all the torpedoes into special weapons. If you set it to use 0 special energy it should work but there is no way I know of for a ship to use only one type of torpedo. As Achilles has said the AI wont use the replace weapon and using it would also mean every single ship that uses torpedoes would have to have a custom replace weapon and two odf files meaning a total of four per ship.
In regards to the AI not using these special weapons, they use the cloak don't they? That is pretty much an on / off weapon.