Weapon levels above 10
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I want to create special weapons for battleships and other capital class ships with levels of 10+ (until 20 I assume).
I tried to do it but a weapon level 11 is just like weapon without class that fits in every hardpoint. Seems like the game is planned to bypass any unknown weapon type.
My question here is: How to make an ability for weapons to have a level above 10, or How to create a special weapon class for capital ships? (as used in other mods alredy)
This is similar to what Nova posted, but about weapon levels and not general hardpoint types.
And another thing: Not as Xarian said. Without moving the original weapons levels, but adding new levels. -
I don’t mean the “text”, I mean making the game understand that “text”, that the game will know that this weapon is aviailable to be mounted only on a specific hardpiont type, and not bypass it and allow it to be mounted anywhere.
BTW I understand youre Russian!
Как дела мой советский друг? -
TheDvDMan wrote:
I don’t mean the “text”, I mean making the game understand that “text”, that the game will know that this weapon is aviailable to be mounted only on a specific hardpiont type, and not bypass it and allow it to be mounted anywhere.I’m about this too - answer is in programming, and i hope Adoxa or somebody other will beat this problem soon.
TheDvDMan wrote:
BTW I understand youre Russian!
Как дела мой советский друг?Так себе, тоже мучаюсь с этой проблемой, нужны спецслоты позарез.
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Can’t you just change all present class 10 weapons to class 9, then use class 10 for capships only? Remove the class 10 mounts from fighters in shiparch so they can’t be mounted on fighters.
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Timmy51m wrote:
Can’t you just change all present class 10 weapons to class 9, then use class 10 for capships only? Remove the class 10 mounts from fighters in shiparch so they can’t be mounted on fighters.No, it is not a right solution. This is limited, but we are about adding new.
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Just rename the turret classes… Honestly in vanilla turrets and “guns” work exactly the same way, so you could gain 10 classes just by combining them.
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FriendlyFire wrote:
Just rename the turret classes… Honestly in vanilla turrets and “guns” work exactly the same way, so you could gain 10 classes just by combining them.I dont know how about author of topic, but i don’t want to lose any of vanilla level, because i’m doing mod without capships, so i have to save all fighter-class potential and increase it.
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Doesn’t make turret classes any less redundant.
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I’m with FF on this. A common practice for many mods it to simply convert the turrets to regular classes. It frees up a whole ten slots which for the majority of modders is more than enough free slots for capital ships or whatever you may want to use.
Heck, in Itano Circus I just completely eliminated all turrets and just allowed regular weapons to be mounted on turret slots. 88 Flak does this as well. Makes more sense that way anyway, and you don’t get guns with weird muzzle velocities or ranges. I didn’t even use those free ten slots for anything in Itano Circus!
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I know hacks are nice and all, they feel magical, but sometimes they end up being a huge crutch you rely upon… If a classic workaround exists, why not use it?
Further, any such hack to make new weapon classes could be ripe for cheating. What would happen were the plugin unloaded by a malevolent user?
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I offered a solution in the last thread of this type… but it was ignored.
I think some of you are getting a tad bit spoilt with all these plugins and hacks, there has to be a time when you actually come up with your own solutions… thats what makes the modder… a modder…
read that as you will, but i truly feel its time we left AdoXa alone for a bit… and remembered how things were done before plugins & hacks!!
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There are many solutions to this as already mentioned by the folks above. I have my way of doing it as well where every ship class has its own weapon type, lot of work to do but nothing can be cross mounted. Hacks are ok to a point but some of you really need to put some work in and not rely on “hacked” solutions.
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read that as you will, but i truly feel its time we left AdoXa alone for a bit… and remembered how things were done before plugins & hacks!!
I totally agree with this, think back about a month and a bit ago when no-one was asking for hacks for this that and everything else, we should all just calm down and take a deep breath and look back to see what has been achieved recently
My 2 cents
Ozed -
and again, the turrets conversion are massively a workaround due to that then they can be mounted on any gun slot rather than just one one certain like on most fighters. have to disagree here, additional slot types are more than useful, probably even needed as the game was designed for fighters and freighters and they ofc cannot carry the same guns as capitals and utilities. yes, there are workarounds but those are maybe good for total conversions, not for vanilla-based mods (as far as we call the weap balance vanilla-based)
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Gisteron wrote:
and again, the turrets conversion are massively a workaround due to that then they can be mounted on any gun slot rather than just one one certain like on most fighters.learn how to code your shiparch properly… and that statement is total…
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Screw the vanilla “balance”, it basically amounted to the farther you are the better the guns. You ended up only using class 9+ guns and forgetting about the rest.
I know you’ll have to work gasp, but seriously, redoing the balance is 1) much better if you actually care about that word and 2) will show you how insanely wasteful the original game is about weapon classes.
And I still stand by the fact that any such hack would be utterly insecure in multiplayer. If you want your mod to be a hackfest, be my guest.
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Good guys, now with some common sense. This is a low-priority requirement compared to others.
Guys, let adoxa come back to this when he is really bored, with nothing more import… hush, ST! He’s just getting some sleep!