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A-Wings now whave their missiles


dw333
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soon tie advanced will have them to, as well as a tie bomber version with missiles, scimitar, missile boat, assault gunboat, etc...

 

files needed to change for this effect:

 

projectiles.xml  missile size/damage/speed/turn,etc (all weapons, actually)

hardpoints.xml add bomber_09 (add info for CM's), also add a bomber_?? (whatever you want, i now have 11 bomber_) for ion Cannon for tie defender and assault gunboat, while your at it. just make sure that the weapon comes out of the right muzzle!

spacefighters.xml add hard point with bomber_09 in it.

Dan Williams

Mod Project : Star Wars - Civil War (v0.3)

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that is the mad thing a bout the broadside, it could only realy hold 10 misiles if that

Evacuate, in our moment of triumph. I think you overestimate their chances. :)

 

Please can you post a comment on My clone story, in fan fiction. :)

http://pff.swrebellion.com/index.php?topic=2306.0

 

 

(\_/)

(O.O)

(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination

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soon tie advanced will have them to, as well as a tie bomber version with missiles, scimitar, missile boat, assault gunboat, etc...

 

files needed to change for this effect:

 

projectiles.xml  missile size/damage/speed/turn,etc (all weapons, actually)

hardpoints.xml add bomber_09 (add info for CM's), also add a bomber_?? (whatever you want, i now have 11 bomber_) for ion Cannon for tie defender and assault gunboat, while your at it. just make sure that the weapon comes out of the right muzzle!

spacefighters.xml add hard point with bomber_09 in it.

 

I suggest releasing a mod so us average joes don't screw up the demo.

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Here's a bit more detailed version for anyone interested. It's a really simple addition, pretty hard to screw it up.

 

Basically you add the hardpoint in the section in the unit's xml. It references the entry in hardpoints.xml, where all the stuff like projectile used, weapon type, fire speed, etc, is defined.

 

Example hardpoints.xml entry:

 

reference name

HARD_POINT_WEAPON_TORPEDO Here you define the hardpoint class

            No self explanatory

            No self explanatory

Damage_Proton_Torp Damage type from gameconstants.xml

 

            MuzzleB_00 slots for the weapon to fire from, varies for ships

            MuzzleB_00

            30.0 angles at which weapon can be fired

            30.0

            Proj_Ship_Proton_Torpedo projectile type from projectiles.xml

            8.0 time between shots

            8.0

            2 number of shots fired

            0.15 time between the shots defined above

            700.0 self explanatory

Unit_Torpedo_Fire references the sfx file for weapons (sounds)

 

Fighter, Bomber, Transport what it can't fire at

False not quite sure what these do

False

 

   

 

Once that is set up, just add a section in the fighter's xml like this.

HP_BOMBER_09

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nearly everything i write down here is in my mod, which will be released once the full version code and demo code is checked and updated, so the mod will be for the full version.  why release a mod now for the demo, when the full game is so clase at hand...

Dan Williams

Mod Project : Star Wars - Civil War (v0.3)

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    "False not quite sure what these do"

 

I would guess it would allow it to attack other  people along the way to its intended target..  think larger ships like ISD's that shoot at targets randomly until they get to waht they want to shoot at.. then they shoot at the object normally with one side of its guns.. the other side just shooting other targets.

 

    "MuzzleB_00 slots for the weapon to fire from, varies for ships "

 

the reason it varies is because it is an actual part of the model .. but it is hidden in game

u could use it more than once on a unit

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

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I really think the way missiles work need to be majorly tweaked before every rebel ship in the game has them. The fact they ignore shields is way too overpowered to have every rebel fighting blowing up hardpoints without  a issue with shields
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Oh i forgot to add torpedoes and missiles hit shields  ;D after shields are down then they hit hull,

 

this is in particles.xml - damage hull yes/no and damage shields yes/no, something like that

Dan Williams

Mod Project : Star Wars - Civil War (v0.3)

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