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Pro_X

by your command

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2nd February 2009

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#1 8 years ago

okay so i'm editing hp's on my Station and now it won't shoot behind it's self, how do i fix this?




k_merse

Evolution

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30th September 2007

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#2 8 years ago

That's because if you don't rotate hardpoints, all face forward. And if the weapons don't have 360° fire arch, they can't fire backwards. Either increase the weapon arch, or rotate the hardpoints.




Pro_X

by your command

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2nd February 2009

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#3 8 years ago

thank a lot k_merse it works now

okay so now i can't get this to work. when it fires the game CDT's

file name AML.odf

//This is the missile weapon file

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

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

//Time Delay between shots shotDelay = 8.0

// Range within which the weapon will fire. //range = 575.0f range = 600.0f

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

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

// Percent chance of hitting the target. //Can be applied to specific ships in format default "shipname.odf" 0.9 (this is a percentage) hitChance = 1.0

// Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the attacker is full impulse impulseToHitModifier = -0.0

// Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not attacker is stopped stopToHitModifier = 0.0

// Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is full impulse toHitImpulseModifier = 0.0

// Modifier that changes the percent chance (from hitChance) //to hit a target based on whether or not the target is stopped toHitStopModifier = 0.0

file name AMLO.odf

//This is the missile ordinance file

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

//The number of units which are subtracted from the Special Energy Reserve specialEnergyCost = 60

//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 = 60

//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 = 0

//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 = 1

//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 = 20.0

//How fast the shot moves shotSpeed = 300.0

// This affects the turning radius/rate somewhat unknown. omegaTurn = 2.5

//The amount of time that the missile obeys the limitations of omegaTurn //After that, it heads straight for the target seekTime = 1.0

// 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 = 1.0

// The sound of the ordinance hitting the Target hitSound = "nes1.wav"

// The total damage amount DrainRate = 60

// The time it takes to damage, keep very low DrainTime = 0.001

//The sprite which is used for this ordinance particleArt = "Xplode"

// Ignore the shield ignoreShield = 0

// Weapon geometry file name shotGeometry = "missile.sod"

// The rate at which this Torpedo accelerates. shotAccel = 130.0

lightColor = 0.0 1.0 1.0 lightFalloffStart = 50.0 lightFalloffRange = 5.0