RCIX's Modding Kit

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 July 6th, 2009, 1:00 am
Yeah I understand that. Basicly though I saw no evidence of it firing from seperate hardpoints at all. Imagine a circle divided equaly into 120 degree segments...and having 3 hardpoints spaced acordingly..with ships near each hardpoint..how come it just fires 3 beams from one hardpoint at the 3 vessels? I have 3 hardpoints listed for the weapon and it refuses to fire from more than one hardpoint.

Example of the code:

classlabel = "cannonimp"
ordname = "fedW_outpost2_DDWWo"
basetargets = 3
useprimarytarget = 0
targetloop = 1
shotcyclereset = 2.0
shotdelay0 = 2.00
posted on July 6th, 2009, 1:05 am
I'm not sure what targetloop or useprimarytarget do so it might help if you remove those. That should get the desired behavior
posted on July 6th, 2009, 1:17 am
Tried it with out those. "useprimarytarget = 0" tells the weapon to not use just one target. Im not sure either what "targetloop" does exactly but it seems like it cycles through the available targets. Ive tried codeing the weapon without these and it makes no difference on the firing behavior so I added them back in to get a more "sensible" kind of multitargeting. Basicly when you use the useprimarytarget and targetloop commands it causes the weapons to cycle though a group of targets..If you know the behavior of the feds torpedo turrent this is exactly the commands that cause it to mutitarget. Also a lil interesting fact is that units equiped with thes odf commands governing there weapons typicly cannot be forced to fire on friendly units. I remmeber asking optec bout that cuz I thought it was a bug but thats included into the wepons behavior...which is good cuz Ive noticed the areacannon classlabel which is a "crappier" version of "cannonimp" is kinda buggy...it has a tendency of targeting untargetable invinceable units such as pods..
posted on July 6th, 2009, 1:31 am
Huh. Hang on...
I only have experience with phasers so im not sure what to say. Maybe what i saw was an abberation. Optec or doca?
posted on July 11th, 2009, 3:20 am
It is now a Modding Kit! download and check it out!
posted on July 13th, 2009, 2:09 pm
I could actually use this to make some Tooltips... once I figure this thing out...  :hmmm:
posted on July 16th, 2009, 11:30 pm
some more tooltip codes

Code: Select all
ž = Avatar bonus
Ë = green bullet point
— = weaponrange: (in orange)
posted on July 17th, 2009, 5:09 am
Added! :thumbsup:
posted on July 17th, 2009, 6:30 am
Sticky! :thumbsup:
posted on July 17th, 2009, 8:13 am
Yay! thanks so much!
posted on August 9th, 2009, 10:56 am
Forgive me if I'm being dense (I've been away), but what is this shiny piece of kit? :ermm:
Perhaps some kind of description in the readme would be good as well B)
posted on August 9th, 2009, 6:14 pm
It's a few things designed to make your modding easier (like a tool that will help wit making weapons and a guide to all the new commands).
I'll add a description in the first post.
posted on August 30th, 2009, 11:52 pm
u need to add this to ur code list

builditem2availability = 16 // 16 means that the ship icon starts of not appearing and then appears when it becomes available however if it becomes unavailiable it stays on 32 means that the build icon starts of shown but then disappears when becomes unavailable. this code is used on the dominion yards for the prototypes.

builditem1availability = 2
builditem1availabilityparent = 0

note sure what these do but they are used on construction ships
posted on August 31st, 2009, 12:25 am
Can I please get an up-to-date txt file of all the dynamic string symbols? All I got is the numbers... :crybaby:
posted on August 31st, 2009, 1:35 am
Ooh neat :thumbsup: I'm sure a lot of us realy appreciate this  :D
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