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Is it possible to rework Venator fighter bays into torpedo bays?

Featured Replies

(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 battery

FR: Green turbolaser battery

ML: Missile battery

MR: Missile battery

BL: 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 by Cain

  Fighter, Bomber, Transport

 

I dont think missles can target these. Try adding Capital ships.

http://img20.imageshack.us/img20/3488/zersigef1.jpg
  • Author

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?

  • Author

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. :D

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 by Prophion

'All that evil needs to triumph, is for good men to do nothing.'

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