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m_weaponIndexForRange ?

this affects what when ? = 0, 1, 2

By on January 29, 2011 9:30:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

HouseRalan

Join Date 03/2008
+60

Not sure just what m_weaponIndexForRange 2 means.  I'm looking at starbases atm, but every ship has it even if m_weaponIndexForRange 0.

Some clarification would help me out.

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January 29, 2011 9:37:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

it might be like the firingalignment line in the ships

i think tho that it does tell your ship to look for a line in the game somewhere that has all the possibelle weapons ranges

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January 30, 2011 1:20:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I believe this tells the ship what weapon to use its engagement range for. So if a ship has a weapon with a range of 6000 and a range of 2000 a second weapon, the index referenced here will make the ship engage at either 6k or 2k.

 

Weapon 0 = 6k range
Weapon 1 = 2k range

m_weaponIndexForRange 1 = Ship moved up to 2k range to target before stopping its approach.

 

I think.

 

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January 30, 2011 1:50:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting IskatuMesk,
I believe this tells the ship what weapon to use its engagement range for. So if a ship has a weapon with a range of 6000 and a range of 2000 a second weapon, the index referenced here will make the ship engage at either 6k or 2k.

 

Weapon 0 = 6k range
Weapon 1 = 2k range

m_weaponIndexForRange 1 = Ship moved up to 2k range to target before stopping its approach.

 

I think.

 

This is correct. In fact, the reason that everything else is set as index 0 is that pretty much everything besides SBs that have multiple weapon types have the same range on all weapons.

SBs have a very-long ranged weapon. Though, IIRC, the Advent SB is actually set for Index 1 as it's second weapon, and not it's third, is it's LR battery.

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January 30, 2011 8:52:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

thanks everyone.

In 7DS we're using Mansh00ter's dynamic battle system with some ships using fighter attacks and some that aren't so being able to set the correct weapon on a battleship or long range frig/cruiser's pretty important -or for a mobile starbase.

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January 30, 2011 10:16:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Beware the range settings.  If you design a ship to close by using a short range attack, it will move into range before firing, regardless of a longer range weapon being available.  After a target is selected, weapons will continue to fire to their maximum range, but not before.

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