Hyper drive and interdictor cruisers

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on February 15th, 2011, 2:19 pm
You know I never thought about that.  What if your weapons took health away from the weapons subsystem and you just gave your ship a high weapons repair rate?  It would be like ammo I guess.  Can you do that?  I don't even know. :blink:  You could even make repair ships re arming ships as well.

I don't know if a weapon can cause damage to its own ship though. :(
posted on February 15th, 2011, 5:22 pm
how does the neggie's special remove its torp? A replaceweapon?

Maybe if when a weapon fires it does are damage at origin, small area so it only hits the firing ship. Wont restrict to only 1 subsystem though.

Maybe if a weapon cant do damage to an enemy and do area damage somewhere else at same time, make the ship have the small area damage as a second invisible weapon, with identical reload times.

Can a standard weapon trigger replacement. Have each shot replace with a version with less 'energy'.

If not maybe if a replaceweapon could be made that is a special and would replace the ship with another of the same type (but different odf - so a new weapon odf each time) n times until the final replace has the target odf not having the weapon u want to have limited shots. So this would give n shots of the weapon. And at each stage have the replaceweapon have a timer that resets back to the previous odf, back up to the class with 1 unit more ammo. So if u fire repeatedly, u travel all the way down the odf list until u have no weapon. If at any stage u dont fire, u gain a unit of ammo after some time.

Can a replaceweapon be triggered while the timer of another is running? if not you would have to wait until you fired all your shots before u get reload timer.

Lots of odfs though lol
posted on February 15th, 2011, 5:24 pm
The Weapon Overload disables the weapon with odf code:
disableweapon = 2
disabletime = 30.0
posted on February 15th, 2011, 5:40 pm
and how does that code work?
posted on February 15th, 2011, 5:49 pm
Last edited by Tyler on February 15th, 2011, 5:54 pm, edited 1 time in total.
Don't know, but the number is probably the weapon that is disabled.

EDIT: Changing the number to 1 disables the Disruptor, so it either goes by weapon type or place in the weaponX list.
posted on February 15th, 2011, 5:58 pm
interesting, can that thing disable a special weapon?
Can it disable itself? Ie fire a special and that special cant fire again for x seconds. That would allow crude reload system. Fire, and u cant fire again for x seconds.

If not, maybe use the special to disable another special. Both of which fire the same weapon. Probably wouldnt work for ammo tho.
posted on February 15th, 2011, 6:09 pm
I just tried it with the weapon set to 3 and 4 (Weapon Overload and Cloak in the weapon list) and neither of them was disabled by using it. Probably only the conventional weapon types are affected.
posted on February 15th, 2011, 7:57 pm
Last edited by Dominus_Noctis on February 15th, 2011, 8:00 pm, edited 1 time in total.
You could always tie hyperdrive to the weapon subsystem and have normal weapons not be tied to it (so they aren't disabled when you use an Interdictors's constant AoE weapon subsystem disabler) :) using overrideSubsystem :)

EDIT: I thought disableWeapon worked like this...

0 = Sensors
1 = Shields
2 = Weapons
3 = Engines
4 = Life Support
posted on February 15th, 2011, 8:23 pm
We're talking about the Negh'Var special, the one that kills its own torpedoes. Its weapons subsystem still works.
posted on February 15th, 2011, 8:40 pm
I'm referring to both Adm. Zaxxon's original comment and your own - I should have been more clear  :sweatdrop:

If I recall correctly, disableWeapon disables at those indices I put in the previous post  :blush:
posted on February 15th, 2011, 8:51 pm
The specialized ones like the Shrike's Experimental Disruptors or the Sovereignes Engine Overload don't have the code. They have have something different.

The Negh'Var weapon also doesn't disable weapons; it can still fire.
posted on February 15th, 2011, 8:55 pm
I'm confused what you mean by
Tyler wrote:The specialized ones like the Shrike's Experimental Disruptors or the Sovereignes Engine Overload don't have the code. They have have something different.

Are you mentioning this because of those weapons disabling an enemy's weapons/engines or...? I think I missed something here.

I realize that the Negh'var's Overload only disables its torpedoes, but I'll have to have my ODFs in front of me to figure out what's different there :). Just a few more hours.  :sweatdrop:
posted on February 15th, 2011, 9:01 pm
Last edited by Tyler on February 15th, 2011, 9:05 pm, edited 1 time in total.
We might not be on the same page. I'm seeing your post as 'what is disabled when hit', like setting it to disable a particular subsystem.

Settings like those don't seem to apply to the Negh'Var Overload; setting Disableweapon as 2 disables the Torpedo, setting it as 1 disables the disruptor. Changing the number effects conventional weapons rather than subsystems.
posted on February 15th, 2011, 9:08 pm
Ah! I was just talking about disabling itself - I never did test the disableWeapon, so I wasn't sure if that list would work just with the disruptor having some special label  :sweatdrop:. Guess it doesn't, but I'm not sure if it had the same effect in A2...

Just to clarify, the overrideSubsystem merely affects itself - so when a ship has weapons disabled, it can still use weapons that have this code in their ODFs. :)
posted on February 15th, 2011, 9:10 pm
The Armada II engine itself is very good at handling disable effects: you can disable or break any subsystem, OR disable any weapon or special weapon.  I think.  Special Weapons require a different disable I think, but it's possible they can't be disabled.
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