weapons range -1 reply

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SPY46

All my base are belong to n0e

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15th November 2005

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#1 11 years ago

do some of the weapons odf's not have a range stated for the weapon? i just find it annoying when you tell a fleet of klingon BOP to attack some thing but they only get in range of the photons leaving the pulse pahsers out of the loop.:mad: could any one give me a code/test for weapons and their range, so that i can change it, thanks.




Admiral_Icehawk

That was too close

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10th January 2007

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#2 11 years ago

Yeah its because they all use the #include "something.odf"

and if the weapon is one of the generic ones they will usually just not mention the range.

Just copy the line relating to range from another odf and it should work. here is a pretty long range one you can include

// Range within which the weapon will fire. range = 1000.0f

Lots of other variables are like this in odfs like the damage is sometimes not mentioned or the sprite but they can ussually be found in the file mentioned in the #include. Its a way that the game makers save space on weapons that have identical characteristics.




SPY46

All my base are belong to n0e

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15th November 2005

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#3 11 years ago

sweet thanks




kel333

IWL: Klingon Defense Force

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10th June 2005

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#4 11 years ago

I'd like to mention, also, that I've noticed what seems like (what you're talking about) if a ship has 2 weapons, with different ranges, then (unless it's fixed by changing the attack/movement autonomy) it won't move past the farthest range- so the close range weapon can't fire. If you can understand that ramble, anyone know if when a ship has weapons with different ranges, does it affect the Close-to-point-blank-range category? Meaning, will it stop at it's farthest range, or close to short range for all it's weapons?




Chiletrek

Warriors from Fluidic Space

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8th August 2004

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#5 11 years ago

Hello: I have noticed that most ships that have more than one type of weapon, will stop its movement while firing its longer-range weapon, like you saw with the klingon BoP. I also think is to change the weapons range in their respective ODF to have all weapon's types with the same range or any other order you desire, maybe having BoPs firing its Disruptors before their torps can be more canon :D I hope you can fix this.




Ragnar

Sneaking about...

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17th April 2007

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#6 11 years ago

Use the fleet movement icons. It should move them right into the battle ;) I personally like the circle and cloverleaf one. :D Tis good, should have many more movements I think. As for weapon range, jus edit them yerselves, its only numbers :p I dislike using the Klingons anyway :p