SP Pulse restrict fire till charged?

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posted on December 14th, 2013, 1:55 am
Is there a way to restrict a special weapon from firing till the sp energy has fully charged?
Trying to make a 5 shot pulse barrage but the AI will us it one shot at a time rather than let it fully charge up.
posted on December 14th, 2013, 2:36 am
Would making the rate of fire slightly higher than the time to fully recharge the energy work?
posted on January 16th, 2014, 7:20 am
The only way I can think of would be to have the weapon use up all the special energy with one shot... and then have it refill and then it would fire again. but using this method restricts how many special weapons you can have on a ship to just one.
posted on January 20th, 2014, 6:51 am
Thanks for the help. I ended up going the replace weapon route for the special.
posted on January 20th, 2014, 1:47 pm
could you describe how you did it? Might be useful in the future :)
posted on January 23rd, 2014, 7:36 am
It's the same special type as the Excelsior's Quantum torp special


fcruise1.odf // the original ship to be replaced for a few seconds
tbarrage.odf


buttonslot = 2
replacementmode = 2
replacement0condition = "fcruise1"
replacement0class0 = "fcruise1m"

specialenergycost = 200.000
replacementinstantai = 1
replacementinstantdelay = 30
shotdelay = 5
replacementkeepname = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
replacementregisterasnew = 0
replacementcreationtype = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0

targetenemycraft = 1
targetenemybuildings = 1


transferstats = 1


fcruise1m.odf // the torp ship replacing the original fcruise1

tbarragem.odf //the same as tbarrage but it will replace the torp ship with the original fcruise1,and it's set to auto fire after a few seconds

buttonslot = 0
replacementmode = 2
replacement0condition = "fcruise1m"
replacement0class0 = "fcruise1"

replacementkeepname = 1
replacementinstantplayer = 1
replacementinstantderelict = 1
replacementinstantai = 1
shotdelay = 11.5
istoggledon = 1
replacementignorefleetcap = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
replacementregisterasnew = 0
replacementcreationtype = 1
overridesubsystem = 1
speakonattack = 0
attackspeech = 0

transferstats = 1 // set to 1 so damage stats will transfer between the two replaced ships.



This type of special can be used in many ways.
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