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- You will need the reference files or you won't be adding anything in...
- Add to "WeaponClassType" for the appropriate race.
- "POINTDEFENSELASER" for PSI and PHASE
- "FLAK" for TEC
- Keep "Projectile" as weapon type
- [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.
- Starbase could have this as well to reduce bomber whores and make antimodule a bit more attractive.
- 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.
- ========================================
- Weapon
- WeaponType "Projectile"
- damageEnums
- AttackType "ANTIVERYLIGHT"
- DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
- DamageApplyType "BACKLOADED"
- DamageType "PHYSICAL"
- WeaponClassType "FLAK"
- DamagePerBank:FRONT 30.000000
- DamagePerBank:BACK 30.000000
- DamagePerBank:LEFT 30.000000
- DamagePerBank:RIGHT 30.000000
- Range 4500.000000
- PreBuffCooldownTime 3.000000
- CanFireAtFighter TRUE
- SynchronizedTargeting FALSE
- PointStaggerDelay 0.080000
- TravelSpeed 6000.000000
- Duration 0.000000
- fireConstraintType "Research"
- researchPrerequisites
- NumResearchPrerequisites 1
- ResearchPrerequisite
- Subject "RESEARCHSUBJECT_PLANETMODULEIMPROVEMENT_TECHHANGARDEFENSE"
- Level 1
- RequiredFactionNameID ""
- RequiredCompletedResearchSubjects 0
- WeaponEffects
- weaponType "Projectile"
- burstCount 2
- burstDelay 0.100000
- fireDelay 0.000000
- muzzleEffectName ""
- muzzleSoundMinRespawnTime 10.000000
- muzzleSounds
- soundCount 3
- sound "WEAPON_TECHCAPITALAUTOCANNONLIGHT_MUZZLE"
- sound "WEAPON_TECHCAPITALAUTOCANNONLIGHT_MUZZLE_ALT1"
- sound "WEAPON_TECHCAPITALAUTOCANNONLIGHT_MUZZLE_ALT2"
- hitEffectName "Weapon_Tech_AutoCannonFrigate_Hit"
- hitHullEffectSounds
- soundCount 1
- sound "WEAPONIMPACT_PHYSICALLIGHT_HITHULL"
- hitShieldsEffectSounds
- soundCount 1
- sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
- projectileTravelEffectName ""
- ========================================
- The 4 weapon hardpoints required for the above weapon to function.
- 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
- 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.
- Point
- DataString "Weapon-4"
- Position [ 0.00000 0.000000 5.000000 ]
- Orientation
- [ 1.000000 0.000000 0.000000 ]
- [ 0.000000 1.000000 0.000000 ]
- [ 0.000000 0.000000 1.000000 ]
- Point
- DataString "Weapon-4"
- Position [ 0.000000 0.000000 -5.000000 ]
- Orientation
- [ -1.000000 0.000000 -0.000000 ]
- [ 0.000000 1.000000 0.000000 ]
- [ 0.000000 0.000000 -1.000000 ]
- Point
- DataString "Weapon-4"
- Position [ -5.000000 0.000000 0.000000 ]
- Orientation
- [ -0.000000 0.000000 1.000000 ]
- [ 0.000000 1.000000 0.000000 ]
- [ -1.000000 0.000000 -0.000000 ]
- Point
- DataString "Weapon-4"
- Position [ 5.000000 0.000000 0.000000 ]
- Orientation
- [ -0.000000 0.000000 -1.000000 ]
- [ 0.000000 1.000000 0.000000 ]
- [ 1.000000 0.000000 -0.000000 ]
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