add a gun to ship factory

i'm trying to add a guss gun to a tech frigate factory. Sin runs correctly , but the gun is not added.   can anyone help?  this is the entity file

Code
  1. TXT
  2. entityType "PlanetModuleShipFactory"
  3. minZoomDistanceMult 2.000000
  4. ability:0 ""
  5. ability:1 ""
  6. ability:2 ""
  7. ability:3 ""
  8. MaxAntiMatter 0.000000
  9. AntiMatterRestoreRate 0.000000
  10. numRandomDebrisLarge 4
  11. numRandomDebrisSmall 19
  12. numSpecificDebris 0
  13. armorType "VeryHeavy"
  14. hudIcon "HUDICON_PLANETMODULE_TECHORBITALFRIGATEFACTORY"
  15. smallHudIcon "HUDICONSMALL_PLANETMODULE_TECHORBITALFRIGATEFACTORY"
  16. infoCardIcon "INFOCARDICON_PLANETMODULE_TECHORBITALFRIGATEFACTORY"
  17. planetUpgradeSlotType "Civilian"
  18. planetUpgradeSlotCount 4.000000
  19. basePrice
  20.  credits 600.000000
  21.  metal 80.000000
  22.  crystal 80.000000
  23. BuildTime 60.000000
  24. NameStringID "IDS_PLANETMODULE_TECHORBITALFRIGATEFACTORY_NAME"
  25. DescriptionStringID "IDS_PLANETMODULE_TECHORBITALFRIGATEFACTORY_DESCRIPTION"
  26. planetModuleRoleType "FRIGATEFACTORY"
  27. statCountType "ModuleFrigateFactory"
  28. Prerequisites
  29.  NumResearchPrerequisites 0
  30. MaxHullPoints 4000.000000
  31. HullPointRestoreRate 2.000000
  32. BaseArmorPoints 6.000000
  33. MaxShieldPoints 0.000000
  34. ShieldPointRestoreRate 0.000000
  35. maxShieldMitigation 0.000000
  36. ExperiencePointsForDestroying 25.000000
  37. angularSpeed 0.000000
  38. rotateSoundName ""
  39. resourceExtractionType "Invalid"
  40. cultureSpreadRate 0.000000
  41. rotateToFacePlanet FALSE
  42. rotateConstantly FALSE
  43. isAffectedBySimilarModuleCostResearch TRUE
  44. ShieldMeshName ""
  45. NumSoundsFor:ONATTACKORDERISSUED 0
  46. NumSoundsFor:ONCREATION 0
  47. NumSoundsFor:ONGENERALORDERISSUED 0
  48. NumSoundsFor:ONSELECTED 1
  49. SoundID "PLANETMODULE_TECHORBITALFRIGATEFACTORY_ONSELECTION_0"
  50. NumSoundsFor:ONSTARTPHASEJUMP 0
  51. MeshName "PlanetModule_TechOrbitalFrigateFactory"
  52. ExplosionName "PlanetModuleSmall"
  53. mainViewIcon "MAINVIEWICON_PLANETMODULE_TECHORBITALFRIGATEFACTORY"
  54. picture "PLANETMODULEPICTURE_TECHORBITALFRIGATEFACTORY"
  55. minShadow 0.000000
  56. maxShadow 0.600000
  57. formationRank 3
  58. defaultAutoAttackRange "None"
  59. defaultAutoAttackOn TRUE
  60. prefersToFocusFire TRUE
  61. NumWeapons 1
  62. Weapon
  63.  WeaponType "Projectile"
  64.  damageEnums
  65.   AttackType "ANTIMEDIUM"
  66.   DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  67.   DamageApplyType "BACKLOADED"
  68.   DamageType "PHYSICAL"
  69.   WeaponClassType "GAUSS"
  70.  DamagePerBank:FRONT 120.000000
  71.  DamagePerBank:BACK 0.000000
  72.  DamagePerBank:LEFT 0.000000
  73.  DamagePerBank:RIGHT 0.000000
  74.  Range 6700.000000
  75.  PreBuffCooldownTime 6.000000
  76.  CanFireAtFighter FALSE
  77.  SynchronizedTargeting TRUE
  78.  PointStaggerDelay 0.000000
  79.  TravelSpeed 4000.000000
  80.  Duration 0.000000
  81.  WeaponEffects
  82.   weaponType "Projectile"
  83.   burstCount 1
  84.   burstDelay 0.000000
  85.   muzzleEffectName "Weapon_Tech_OrbitalDefense_Muzzle"
  86.   muzzleSoundMinRespawnTime 0.100000
  87.   muzzleSounds
  88.    soundCount 1
  89.    sound "WEAPON_TECH_GAUSSCANNON_MUZZLE"
  90.   hitEffectName "Weapon_Tech_OrbitalDefense_Hit"
  91.   hitHullEffectSounds
  92.    soundCount 1
  93.    sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
  94.   hitShieldsEffectSounds
  95.    soundCount 1
  96.    sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
  97.   projectileTravelEffectName "Weapon_Tech_OrbitalDefense_Bullet"
  98. m_weaponIndexForRange 0

952 views 1 replies
Reply #1 Top

The Tec frigate factory doesn't move does it? and to my knowledge the Gauss gun has to face its target like the orbital defence gun or in the case of the Kol the ship moves into position.

You will also need to rework the entire Tec frigate factory mesh with the gun included, it wont just be added because you make a reference in the enitiy file.