Weapon enhancers?
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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>