Plugin request - Special weapon slots
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This can easily be done without any hacks… as long as you don’t mind re-leveling all the existing weps first… here’s my overall schema…
=====//:: Weapon Level Layout ::\=====
-<guns>-
L1 -> L5 = Standard
L6 = A-ORD = Ammo Missiles <- Limited
L7 = E-ORD = Energy Missiles <- Limited
L8 = AMX = Advanced Munitions - Gatts/Flamers, ammos needed <- Limited
L9 = HVG = Heavy Guns - GB -> BS
L10 = EX = Experimentals / Bioweapons <- Limited-<turr>-
L1 -> L5 = Standard
L6 = TRTS = Trader Turret System - GB turr
L7 = TXTS = Transport Turret System - CR turr
L8 = AMX = Advanced Munitions - Gatts/Flamers, ammos needed <- Limited
L9 = HVT = Heavy Turrets - BS turr
L10 = EX = Experimentals / Bioweapons <- Limited-<torp>-
L1 = STANDARD/CM - E
L2 = V.A.T.SObviously yours will be different… I moved all the original weps into levels 1-5 … pretty easy as they only really go to Mk3 with most weps
now when i code the ships i can easily restrict how many missile slots and whatever balance stuff ie: only 2 level 10’s on most fighters max of 4 missile slots…no hack needed… just alot of recoding :-D</torp></turr></guns>
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unfortunately that is not a solution but a workaround. for really having new slot types you need a plugin. especially if you don’t want to recode/rebalance the original or if you look for the ressource (a missile hp called like a gun hp only with another number afterwards? wtf).
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At this moment in time… I’d call it a solution, & one that works quite well 8-)
Bit’a coding never hurt no-one… it cant all be hacks… whats the fun in that? lolz
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there are coding solutions for many things but if you want to input something that simply can’t be input in the very same way you imagine, you can play around with codes for decades and won’t find the perfect solution but dozens of ways to make “something similar”.