Experiment Log! Notes for Noobs :D
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This is a log of little things that I have messed with in FL to make things more interesting (or downright wacky!)
Got something you wish to add? post it! when (if) i find it, i’ll stick it in the main post for everyone to see, with the discoverer given credit of course[these are not in any particular order]
[2-11-15] OmniMounts - Stick that turret where you please!
Want to stick that Stealthblade Turret on your Dragon’s Gun mount? Add this line to the [Ship] section of Shiparch.ini:
hp_type = hp_turret_special_[level]
Dont forget to include the availible mounts and all included levels!
NOTE:The actual weapon mount wont allow 360 firing, you need to edit the actual hardpoint with HardCMP or a similar program. But, by the same logic, you can mess with your ship to put that Lvl 10 weapon in your turret slot![2-11-15] DONT USE .3db FILES FOR GUNS
it doesnt work.
Make sure you use a .SUR file! locate them in DATA / EQUIPMENT / MODELS / WEAPONS[2-11-15] Give sound to double-barreled turrets!
many capital/base/satellite turrets have twin-barreled cannons, and firing 2+ projectiles from the same weapon causes an issue with the game, preventing the sound files from playing properly (thankfully there is no issue with crashing)
To get that sound working, I used the HardCMP hardpoint editor to delete extra firing points. now i can drown out the screams of my enemies with these Pirate WP Turrets (i put a loud sound on them) -
HerrVonClaussen wrote:
[2-11-15] Give sound to double-barreled turrets!
many capital/base/satellite turrets have twin-barreled cannons, and firing 2+ projectiles from the same weapon causes an issue with the game, preventing the sound files from playing properly (thankfully there is no issue with crashing)
To get that sound working, I used the HardCMP hardpoint editor to delete extra firing points. now i can drown out the screams of my enemies with these Pirate WP Turrets (i put a loud sound on them)Removing those hardpoints from weapons with more than one HpFire means you also reduce their firepower. Each fired projectile is independet. So you always would need to multiply the damage from the stats with the actual count of projectiles/HpFire mounts.
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i had a feeling that would happen, and i actually did double their fire rate to compensate for the missing second barrel
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An alternative (what we did on FLU) is to multiply the damage for each gun by the number of barrels and then remove the multi-fire.