Torpedo Bursts

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on December 30th, 2009, 1:22 pm
In FO, we know that the Feds launch quantum torps in short, small bursts (shame its not for the case for the photons). I would like to be able to get this effect over to my special A2. Does anyone know how this can be done? Directly copying and pasting a selection like the one below doesn't work:
shotcycleresettime = 3.25
shotdelay0 = 0.25
shotdelay1 = 0.25
shotdelay2 = 0.25
shotdelay3 = 3.25
posted on December 30th, 2009, 3:21 pm
It had something to do with storing shots while the ship isn't in combat, I don't think proper burst weapons were possible... BBoM?
posted on December 30th, 2009, 5:05 pm
I think there is some FO magic involved - best ask Optec or Doca what's going on there, but maybe someone here knows  :blush:
posted on December 30th, 2009, 8:56 pm
yep, the cannonimp which containts the code for multiple shot delays is an Fleet Operations weapon and not available in armada2. the only thing you could do is use "saved shots" like saud above, but you will only get a burst on the first volley fired by a vesel when entering combat, not like in Fleet Operations, sorry ^-^
posted on December 30th, 2009, 9:08 pm
Aw... Oh well.  I did have a feeling it was something like that...

OH!! I just remembered. When I was going through various weapon files, I noticed that FO's cloaking weapons have different classlabels than those used in A2. Is this the reason why it has a better cloaking effect than that of the stock game? And if so, does that make it just as impossible to use the effect in normal A2?
Actium
User avatar
posted on January 3rd, 2010, 11:23 pm
Optec wrote:but you will only get a burst on the first volley fired by a vesel when entering combat

actually that even makes sanse
posted on January 7th, 2010, 1:41 am
optec...can you have more than just 4 shots using the cannonimp classlabel? like can i have instead of this

shotcycleresettime = 5.00
shotdelay0 = 0.25
shotdelay1 = 0.25
shotdelay2 = 0.25
shotdelay3 = 5.00


can i have this

shotcycleresettime = 5.00
shotdelay0 = 0.25
shotdelay1 = 0.25
shotdelay2 = 0.25
shotdelay3 = 0.25
shotdelay4 = 0.25
shotdelay5 = 5.00

that way i can get six torpedos??
posted on January 7th, 2010, 1:50 am
yep of course :)
posted on January 7th, 2010, 2:31 pm
the amount of shot delays you can have is almost infinite, though it is recommended not to have more than 30. :D
posted on January 7th, 2010, 5:10 pm
does this also work for pulse weapons as well?? and what about beam weapons?
posted on January 10th, 2010, 5:24 am
yes it works for pulse and i suppose it works for beam canons as well, check the romulan beams to be sure.
Reply

Who is online

Users browsing this forum: No registered users and 7 guests