ApathyIncarnate Posted March 15, 2006 Posted March 15, 2006 (edited) (Apologies if answers to this are buried somewhere. I did take a look, but nothing quite like what Im dealing with.) I've taken a quick look around here on how to tweak and fiddle with hardpoints. I've currently coded my Venators to: FL: Green turbolaser batteryFR: Green turbolaser batteryML: Missile batteryMR: Missile batteryBL: Green lasercannon battery (Empire sound effects)BR: Green lasercannon battery (Empire sound effects) ... as well as numerous other bits like hardpoint health, shield health and little things like that. I've been fiddling around trying to code the figher bay into being a torpedo bay, just to see if I can manage it. HARD_POINT_WEAPON_TORPEDO Yes Yes TEXT_WEAPON_TORPEDOES 320.0 Large_Explosion_Space_Empire Unit_Hardpoint_Torpedo_Death EV_Jedi_Cruiser_HP_SPAWN_00.alo SPAWN_00 SPAWN_00 HP_F-C_BLAST HP_F-C_EMITDAMAGE FP_SPAWN_00 FP_SPAWN_00 130.0 130.0 Proj_Ship_Proton_Torpedo_Light 18.0 18.0 2 0.4 1400.0 Unit_Torpedo_Fire Fighter, Bomber, Transport Now with that, the hardpoint is a torpedo bay on the tooltip and when you hover the mouse, but nothing fires. Im guessing its something to do with the bones and where the thing is attached but cant seem to solve anything. Bare in mind that Ive only been at this a few hours today as well. Its my day off. Help? :-\ Edited March 15, 2006 by Cain
Zer_Teron Posted March 15, 2006 Posted March 15, 2006 Fighter, Bomber, Transport I dont think missles can target these. Try adding Capital ships. http://img20.imageshack.us/img20/3488/zersigef1.jpg
ApathyIncarnate Posted March 15, 2006 Author Posted March 15, 2006 Looking at it (I may be wrong though) but that parameter just determines what torps won't shoot at. Am I just setting it to fire from a bone that doesn't exist or something?
ApathyIncarnate Posted March 15, 2006 Author Posted March 15, 2006 Aha. Changed it to... FP_F-L_00 FP_F-L_01 ...and it started firing. I was just attaching it to the wrong bone. Just need to somehow find what I need to put in there to associate it to the fighter bay and its sorted.
Prophion Posted March 15, 2006 Posted March 15, 2006 (edited) Hmm, yeah it was probably a lack of actual fire bones for the spawn point. Hopefully with modding some fire bones can be put in so a beam weapon can be made like the one seen in the Battle of Coruscant. Restrictions, yes that only determines what can't be shot at..but I don't think it's nessecary to add the ship type accuracy values. It should just work off of defaults. Of course the accuracy values will add balance. Try changing the turbo's to blue as well, it makes for a decent EPIII effect. Edited March 15, 2006 by Prophion 'All that evil needs to triumph, is for good men to do nothing.'
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