replacing Autocannons with lasers

Several questions related

would it be easy?

Would it affect gameplay, or just be cosmetic as I hope?

And how would I do it? ^^;

4,649 views 9 replies
Reply #1 Top

Easy yes!, just delete the autocannon weapon out of the ships entity file & paste in 1 copied from a laser weapon.

So in the ships entity file delete;

Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "AUTOCANNON"
    DamagePerBank:FRONT 27.000000
    DamagePerBank:BACK 49.500000
    DamagePerBank:LEFT 49.500000
    DamagePerBank:RIGHT 27.000000
    Range 5000.000000
    PreBuffCooldownTime 4.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 1.000000
    TravelSpeed 4000.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Projectile"
        burstCount 15
        burstDelay 0.060000
        muzzleEffectName "Weapon_TechCapitalAutoCannonHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.770000
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE"
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT1"
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT2"
        hitEffectName "Weapon_TechCapitalAutoCannonHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "Weapon_TechCapitalAutoCannonHeavy_Travel"

Then in its place paste in;

Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 45.375000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 5000.000000
    PreBuffCooldownTime 5.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.900000
    TravelSpeed 2000.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Projectile"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Weapon_TechCapitalLaserHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE"
            sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_TechCapitalLaserHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName

You can put weapons in from other race's too if you like.

NOTE; when you do this make sure you change the DamagePerBank:FRONT, BACK, LEFT, RIGHT to corespond with that of the weapon that was originally there. For instance, you will notice that the laser weapon above only has a value for DamagePerBank: FRONT. If you want all the weapons that Autocannon weapon used you will need to add values to the BACK, LEFT & RIGHT to the laser weapon you have put in its place, as it is in the AutoCannon's.

It wont effect the balance much at all if you have those DamagePerBank values similar to the AutoCannon's.

 

Reply #2 Top

but also dont forget doing this will also lose the ability to raise the weapons power if ur just after the looks than that is also easy just

remove and past this section in

    WeaponEffects
        weaponType "Projectile"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Weapon_TechCapitalLaserHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 2
            sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE"
            sound "WEAPON_TECHCAPITALFIREBALLHEAVY_MUZZLE_ALT1"
        hitEffectName "Weapon_TechCapitalLaserHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName

 

 

that way when you research auto cannon you will still receive the boost in fire rate and damage yet the weapon will look sound and impact like a lazer

 

as for balance im not sure i beleive different races are weak/strong vs lazers vs versa for all the weapons "light armour weak to lazers heavly armour weak to missles but im unsure"

Reply #3 Top

Actually, those modifiers are based on whaich ship types are being hit with what.  (LRF Kills LF and so on)  The weapon types are cosmetic.

-Twilight Storm

Reply #4 Top

Ye gods- something I did minidumped it. maybe the cosmetics just aren't worth it. XD

Reply #5 Top

@ CursedSpirit,    I would not recomend doing it that way. What about the travelSpeed and duration. If you put a beam weapon effects onto an auto cannons, it will have a travelSpeed of 4000 when it should be 0. The duration will be 0 when it should be 4. So effect wise your beam will last for 0 seconds. You may get away with swapping an autocannon with a laser because they are both projectile type, but even then the DamageType is different.

Reply #7 Top

The string file is in text format, its just a re-named .txt file.

Reply #8 Top

Quoting SuperZERO0, reply 5
@ CursedSpirit,    I would not recomend doing it that way. What about the travelSpeed and duration. If you put a beam weapon effects onto an auto cannons, it will have a travelSpeed of 4000 when it should be 0. The duration will be 0 when it should be 4. So effect wise your beam will last for 0 seconds. You may get away with swapping an autocannon with a laser because they are both projectile type, but even then the DamageType is different.
End of SuperZERO0's quote

Hello all I have experimented with this and beam weapons or 3d lasers and have had success, it then more or less resembles a beam busrt cannon.

Looks good also

thanks josh

Reply #9 Top

I figured out how to open the string file even though it is a .str file.

Super Zero the super mod hero has answered all my questions via PM. :grin: