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  1. You will need the reference files or you won't be adding anything in...
  2.  
  3.  
  4. Add to "WeaponClassType" for the appropriate race.
  5. "POINTDEFENSELASER" for PSI and PHASE
  6. "FLAK" for TEC
  7. Keep "Projectile" as weapon type
  8.  
  9. [fireConstraintType "CanAlwaysFire"] can be replaced with ["Research"] item. In the TEC example below, a capital ship can have this flak weapon system if the research item is done that unlocks the anti-strikecraft weapon on the hangar. Advent and Vasari have no such research item, so either cannot have or research item needs to be created that sensibly makes the system available.
  10.  
  11. Starbase could have this as well to reduce bomber whores and make antimodule a bit more attractive.
  12.  
  13. In the Capitalship and Starbase entity files, the [NumWeapons 3] needs to become [NumWeapons 4] (if you are doing this to the carriers... they only have [NumWeapons 2] and will need to become 3) and the section below added after the last weapon. All weapons require weapon hardpoints or errors will pop up in dev.exe and do odd things in regular play. The muzzle effect and travel effect have been removed to avoid the visual distraction of weapons firing out of everywhere on the ship, strikecraft will be damaged however just fine.
  14.  
  15. ========================================
  16. Weapon
  17. WeaponType "Projectile"
  18. damageEnums
  19. AttackType "ANTIVERYLIGHT"
  20. DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  21. DamageApplyType "BACKLOADED"
  22. DamageType "PHYSICAL"
  23. WeaponClassType "FLAK"
  24. DamagePerBank:FRONT 30.000000
  25. DamagePerBank:BACK 30.000000
  26. DamagePerBank:LEFT 30.000000
  27. DamagePerBank:RIGHT 30.000000
  28. Range 4500.000000
  29. PreBuffCooldownTime 3.000000
  30. CanFireAtFighter TRUE
  31. SynchronizedTargeting FALSE
  32. PointStaggerDelay 0.080000
  33. TravelSpeed 6000.000000
  34. Duration 0.000000
  35. fireConstraintType "Research"
  36. researchPrerequisites
  37. NumResearchPrerequisites 1
  38. ResearchPrerequisite
  39. Subject "RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_TECHHANGARDEFENSE"
  40. Level 1
  41. RequiredFactionNameID ""
  42. RequiredCompletedResearchSubjects 0
  43. WeaponEffects
  44. weaponType "Projectile"
  45. burstCount 2
  46. burstDelay 0.100000
  47. fireDelay 0.000000
  48. muzzleEffectName ""
  49. muzzleSoundMinRespawnTime 10.000000
  50. muzzleSounds
  51. soundCount 3
  52. sound "WEAPON_TECHCAPITALAUTOCANNONLIGHT_MUZZLE"
  53. sound "WEAPON_TECHCAPITALAUTOCANNONLIGHT_MUZZLE_ALT1"
  54. sound "WEAPON_TECHCAPITALAUTOCANNONLIGHT_MUZZLE_ALT2"
  55. hitEffectName "Weapon_Tech_AutoCannonFrigate_Hit"
  56. hitHullEffectSounds
  57. soundCount 1
  58. sound "WEAPONIMPACT_PHYSICALLIGHT_HITHULL"
  59. hitShieldsEffectSounds
  60. soundCount 1
  61. sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
  62. projectileTravelEffectName ""
  63. ========================================
  64.  
  65. The 4 weapon hardpoints required for the above weapon to function.
  66. Open a capitalship mesh file and add the following and increase the [NumPoints] by 4. Save and when the research item is researched, your capitalship will have
  67.  
  68. If adding to a carrier capital, [DataString Weapon-4] needs to be [DataString Weapon-3] or the weapon won't work right. These hardpoints are deep inside the model and won't interfere with anything.
  69.  
  70. Point
  71. DataString "Weapon-4"
  72. Position [ 0.00000 0.000000 5.000000 ]
  73. Orientation
  74. [ 1.000000 0.000000 0.000000 ]
  75. [ 0.000000 1.000000 0.000000 ]
  76. [ 0.000000 0.000000 1.000000 ]
  77. Point
  78. DataString "Weapon-4"
  79. Position [ 0.000000 0.000000 -5.000000 ]
  80. Orientation
  81. [ -1.000000 0.000000 -0.000000 ]
  82. [ 0.000000 1.000000 0.000000 ]
  83. [ 0.000000 0.000000 -1.000000 ]
  84. Point
  85. DataString "Weapon-4"
  86. Position [ -5.000000 0.000000 0.000000 ]
  87. Orientation
  88. [ -0.000000 0.000000 1.000000 ]
  89. [ 0.000000 1.000000 0.000000 ]
  90. [ -1.000000 0.000000 -0.000000 ]
  91. Point
  92. DataString "Weapon-4"
  93. Position [ 5.000000 0.000000 0.000000 ]
  94. Orientation
  95. [ -0.000000 0.000000 -1.000000 ]
  96. [ 0.000000 1.000000 0.000000 ]
  97. [ 1.000000 0.000000 -0.000000 ]
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