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? ^^;
Several questions related
would it be easy?
Would it affect gameplay, or just be cosmetic as I hope?
And how would I do it? ^^;
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.
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"
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
Ye gods- something I did minidumped it. maybe the cosmetics just aren't worth it. ![]()
@ 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.
I figured it out. Nevermind.
The string file is in text format, its just a re-named .txt file.
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
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.
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