Trying to give Cap SHips BSG Flak (Please Help)

In the process of working on my first mod i am trying to give every capital ship a set of Flak turrents. Which to be crude I just added a weapon to the Capital Ships game info file. Basicaly I took a capital laser gun and switched the "can fire at fighters" to TRUE. Now I think the gun is shooting and killing fighters. But im getting no effect from the capship to the fighter or any effect of the fighters being hit.

I am aiming for a Battlestar Galatica look of FLAK, instead of shooting down Cylon Torps/Fighters, I want it to hit fighters and take them down. I have seen some good particle mods from others that use the Flak Ability on the TEC Battleship, but I want to make that a gun effect! so how?

 

To look at my coding you can see this post and download the file:   :CONGRAT: LINKAGE  :CONGRAT: 

18,344 views 13 replies
Reply #1 Top
How about this: Put the fighter mesh ITSELF in the explosion effect: having it spinning out of control and burning up...

Timing will be critical swapping out the real fighter for the burning fighter effect, but if you put a one-second burst effect, no one will notice...
Reply #2 Top
The Idea is great mate and I will try to do that, but my point of the post, im not able to do that... i have been trying to get the Flak guns to fire FLAK at this point...
Reply #3 Top
Well, I don't know much about modding but....

I would assume you are better off using an autocannon weapon to shoot at strikecraft (for TEC at least). It looks better, and is more of TEC's style.

You need a weapon fire effect, a weapon projectile effect, and a weapon impact effect for a weapon to have visible FX and whatnot. I don't think the effects used for strikecraft are different from frigates/cruisers/capitals but if they are you need to add them in. A nice flak-style effect would be the one from Homeworld 2 with the explosion and the lingering black smoke. You should add AoE damage as well because flak explodes. Updating the Garda into a Homeworld 2 style flak frigate would be cool.

Oh and a mod you should consider using in your mod is the SolarFlair mod. Its even better than Lost_WLD's graphics mod in my opinion.
SolarFlair for Sins of a Solar Empire The Advent Plasma effects kick total ass. I'm trying to nag the maker to put up a version 1.0 vid. But he's dead maybe.

Anyways, ignore my mindless rambling if you have to. You should still consider using SolarFlair for your mod. And having the Garda shoot actual flak would be sweet.
Reply #4 Top
Awesome idea, man.. I just made the cap-ship modification that you suggested. I'm also running the rail guns (SG-1) mod as well; and I found that the rail guns mod helped me realize that your suggestion actually works. And it looks incredibly sweet.

It's like all these tracer rounds tracking the fighters. And I see little explosions and stuff. In the interest of balance, however, I only gave that ability to each races battleship.

Great Idea!
Reply #5 Top
So you used what mod for this? Can I use that plus your updated flak ability? Me want railguns and flak batteries.
Reply #6 Top
@ Romanmir : Thanks bro, now if you could hook me up with some of your coding so i can see where I am going wrong I would greatly appreciate it!

@ Soarda : I used no mod other than my good ole' fingers! Sounds like he used the SG-1 Mod not to be confused with Stargate Invasion I assume?
Reply #7 Top
Well, I wanted Romanmir's changed files for the stuff. Sorry for the confusion. I even confused myself TBH, which is why I didn't notice it. Sorry Haiyooo, and yes, I already use your mod, its sweet, except I don't have Excel and a nice standard .txt readme would be nice.

Romanmir, have a link for the SG-1 Mod as well as your awesome edits? Want railguns and actual flak, not stupid burst-firing AUTOcannons.

I seriously need to make a mod about that.
Reply #8 Top
yea bro i been trying to work on that... Sorry im just not as smart as i wish i was!
Reply #9 Top
I uncovered a big error in my DPS calculations, I did account for the different gun reload times. So doing a major rework.
Reply #10 Top
Sorry about the delay.. There really needs to be some work done on this Forum.

All I did was to go into each of the Battleships' .entity file and under the appropriate "Weapon" section changed the CanFireAtFighter from FALSE to TRUE... Which is what the OP did. It's just that with rail guns, I can see something actually happening. The fighters' explosion is still kinda easy to miss, though.
Reply #11 Top
I didn't think the game had point-defense capabilities. I foresee major balancing issues with this...
Reply #12 Top
Romanmir, can you provide me a link to the SG-1 railguns mod? I want to see some railgun action in Sins.
Reply #13 Top
What I did is not really "point defense" in the classical sense. I would attribute point defense towards something more like being able to shoot down missiles, which i have been given to understand isn't possible, yet..

It's just that instead of using the rail guns (in my case,) to shoot at a cap ship or frigate, I'm choosing instead to shoot at fighters.. it's still the same amount of damage. I simply eased the need for fighters and can instead focus all of my squadrons on bombers (as long as there is a battleship in my fleet.)

@Haiyoo: @SpardaSon21: I don't know the ins and the outs of what you have set up so far, but you should consider dropping the range for your flak cannons and using the Kol's flak burst graphics effect. I haven't the first clue what this will look like, as I just this second thought of it.. Hmm, I may need to see how/if that would work. Also: I will see if I can hook the both of you up with the code that I have.. (if you still need it, that is. Once again, sorry for the delay in responding.)