Adding Delay Between Hardpoints Firing? (SOA-related)

Hi I'm new to SOASE and have just started playing the wonderful Sacrifice of Angels mod. However, there is one issue I find rather annoying. The hardpoints of beam weapons (i.e phasers) all fire with very little delay between them. This makes it sound like the ships had some kind of phaser machine gun not even giving the weapons sound file enough time to play until it finishes. On the shows phasers tend to fire one or two at a time. Their firing is much slower and more prolonged.

My question is does anyone have a nifty idea how one might add a delay between hardpoints firing to prevent too many going off at the same time? Or maybe making the ones from the same firing arc fire sequentially?

I have searched the forum for something that might accomplish this by changing the entity files but I haven't seen anything.

Thanks for any ideas you might have.

2,467 views 3 replies
Reply #1 Top

Sure, there's a part in the entity files to change.

WeaponType "Missile"
 damageEnums
  AttackType "CAPITALSHIP"
  DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
  DamageApplyType "BACKLOADED"
  DamageType "PHYSICAL"
  WeaponClassType "MISSILE"
 DamagePerBank:FRONT 684.000000
 DamagePerBank:BACK 0.000000
 DamagePerBank:LEFT 0.000000
 DamagePerBank:RIGHT 0.000000
 Range 5500.000000
 PreBuffCooldownTime 8.000000
 CanFireAtFighter FALSE
 SynchronizedTargeting FALSE
 PointStaggerDelay 0.080000                                << Right Here
 TravelSpeed 1000.000000
 Duration 0.000000
 fireConstraintType "CanAlwaysFire"
 WeaponEffects
  weaponType "Missile"
  burstCount 2
  burstDelay 0.600000
  muzzleEffectName "Weapon_TechCapitalMissileHeavy_Muzzle"
  muzzleSoundMinRespawnTime 0.500000
  muzzleSounds
   soundCount 3
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE"
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT1"
   sound "WEAPON_TECHCAPITALMISSILEHEAVY_MUZZLE_ALT2"
  hitEffectName "Weapon_TechCapitalMissileHeavy_Hit"
  hitHullEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
  hitShieldsEffectSounds
   soundCount 1
   sound "WEAPONIMPACT_MISSILEHEAVY_HITGENERIC"
  missileTravelEffectName "Weapon_TechCapitalMissileHeavy_Travel"
  missileStartTurningDistance 250.000000
  missileSlowTurnRate 0.708997
  missileMaxSlowTurnTime 6.000000

Changing the Point Stagger will change the time between each point firing... If the cool down is shorter than the total time it takes for all points to finish firing, than the first point will still fire while the others go, giving a kind of continuous loop.

Reply #2 Top

Thanks for the quick response! Just tested it and it works like clockwork! However, I can see now why the SOA modding team decided to have fast cycling hardpoints. Its because the very limited hardcoded firing arcs become very obivous with normal speed phasers shooting right through their own hull.

Reply #3 Top

Bingo! ;)