Targeting fighters -1 reply

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Gen. Armageddon

I don't spend enough time here

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1st June 2006

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#1 7 years ago

I'm wondering if its possible to make a special ability, like the ion cannon shot or lucky shot fire at fighters and bombers. Im modding several squadrons with an ion shot based ability to fire missiles or torpedoes every minute or so, but neither my version of the ability or the original actually shoot at fighters. The icon lights up like its ready, but they just shoot with their normal lasers. Screwed around with target types an applicable unit categories line a bunch but no luck.

Any ideas would be appreciated. Thank you.




D3matt

I take what n0e says way too seriously

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20th November 2007

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#2 7 years ago

I think there's somewhere in the ability where it lists valid targets, isn't it?

I think a better alternative would be using one of the weapon swapping abilities to temporarily swap to an ion cannon weapon instead of normal lasers.




Geroenimo

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11th April 2010

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#3 7 years ago

Well you should look at the hardpoints xml file in which the hardpoints are listed that you seek, then see blablabla and remove the blablabla, that should fix it.




Gen. Armageddon

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1st June 2006

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#4 7 years ago

Thats a good direction Geroenimo, but how do I find out which hardpoint the ability fires from?

I think there's somewhere in the ability where it lists valid targets, isn't it? I think a better alternative would be using one of the weapon swapping abilities to temporarily swap to an ion cannon weapon instead of normal lasers.

Considered that, but doesnt rally offer the dynamic I'm looking for. Also I tried messing around with those lined of code, first putting all and than listing all the fighters and their squadrons, 3 different tags pasted both in the ability and the subobjectlist section. Now with all I can order them to attack anything and with just the fighters listed, they wont target stations or ships, but will target fighters. The weapons just wont fire though.




Geroenimo

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11th April 2010

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#5 7 years ago

emmm, if you are messing around with the vanilla game then you need something like HP_BOMBER_01 or something, should be in Hardpoints.XML, the ability has to have a hardoint attached to it, else it can't fire, so find that and try what I said in that code thingy, if this doesn't work then I'll have a look myself, very busy at the moment so sorry but I can't help very much atm, just recalling my knowlage.




Gen. Armageddon

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#6 7 years ago

Well I'm modding FoC, but that shouldnt make a big difference in this. Anyway I'm aware of that HP but I didnt even include it in the a wing script but it still fires at ships/stations. Will look all the same.

Well, I made the y wing fire its ion shot at fighters, and inadvertently its torpedoes too (talk about kicking ass), but still not go with the a wing. May actually go with the weapon swap idea, could keep the same reload times and just switch it on and off to fire a salvo, just wouldnt be able to tell when the next burst is ready.