Weapon enhancers?
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May I ask what kind of weapon enhancers we’re talking about?
I know there are shield power/capacity and armor enhancers but I’ve not heared of weapon enhancers.
And i can’t think of what to enhance on a weapon I guess speed/range/damage is impossible. -
The only method I found is to actually create new weapons and rename them to weapon enhancers. In that case, the enhancer should have no effects at all, have average speed. It would give +x damage per second. Good idea and it could be done, but for example in my mod the speed differences between weapon types are drastic, between laser and plasma it’s 1000m/s, so if the enhancer has the speed of 1500ms/s it will mess up the accuracy (targeting reticle distance from ship).
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This may not be the right threat but a while ago II tryed to make a torp luncher with 2 different ammo’s, f.e. one cheap fast torp for fighters and expensiv slow one for BS’s.
I tryed to add 2 ammo lines to the luncher but it did not work.
Now I’m thinking about adding only the first part of the ammo name to the torp f.e.:
Luncher:
torp_mark04_ammoand 2 ammo types:
torp_mark04_ammo01
torp_mark04_ammo02But i dont rly think this will work, has anyone ever made a luncher with 2 torps?
I think the main problem is to make clear u can only buy one or another kind of ammo, with 2 ammos u could buy the double ammo for one torp (not sure how it would be work and be displayed but with the double ammo u may get kicked, i guess u would need to do it via client hooking or something else). -
not possible
FL is very sensitive with wrong written nicknames (and missing chars are wrong written)
the result will be a nice ctdeven if you follow the idea to create 2 ammos with the same nickname (possible that you also had thin in mind) you will notice that FL does only accept the first ammo section but not the 2nd one
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You can for example implement a couple of torp launchers firing the same ammo, let me give an example:
A refurbished launcher, super cheap but also unreliable. You could use the unused line: “dispersion_angle =” to make it fire inaccurate, the line “turn_rate =” below 90 to make it turn slower into target and “lock_on_time =” to make it acquire target slower.
A line launcher –> your standard issue
A multiple launcher by adding multiple Hp_Fire to a launcher
Those are only a few fast shots I got when reading this topic, there is surely room for more.
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… I’ve seen remains (models, icons) …
ge_weapon_cooler.3db?
I v seen lots of stuff, like radar jammer, stelth armor, “damage_per_fire”, etc,
what seems 2 be prepaired - but not in use.But no idea about weapon enhancers
and also no idea, how it might be
possible 2 mod something like that
with the stuff i know atm.Maybe the wizards can do that with FLHook?
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Does anyone remember the Ioncross Total War server? They had e.g. speed enhancers for ships, which, when bought, would lead to a kick and exchange your engine for a faster version (at least I guess so, I didn’t code it )… I think one could do something like this, but with weapons (that are exchanged more often than ships) some more elegant solution should be used…
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I doubt you can mount a 2nd engine via the equipment dealer.
so I m pretty sure, this would unmount the ‘old’ one.And mounting a better piece of equipment is
enhances 4 sure - but is not an “enhancer”.The only way 2 enhance weapons performance
i can think of, is with a kind of power booster
(a shield with negative constant power draw value).
If your weapons uses up lots of power. -
i have heard of a way to do this with flhook.
if i remember correctly it works by flhook seeing two items (in this case the enhancer and the weapon) and then a command being typed and it deletes them both and replaced it with a new weapon with the right upgrade. i suppose it would be like /enhance<enhancer><weapon></weapon></enhancer>