Expanding Anti-structure Cruiser Targets to Capships too

Quite simply, I'd like to allow the anti Structure Cruisers (Ogrov and Solanus) to target cap ships as well as structures, so as to fit more with a mod of mine.

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Reply #1 Top

Weapon
    WeaponType "Missile"
    damageEnums
        AttackType "ANTIMODULE"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "PLASMA"
    DamagePerBank:FRONT 120.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 18000.000000
    PreBuffCooldownTime 4.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.300000
    TravelSpeed 1100.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Missile"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName ""
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 1
            sound ""
        hitEffectName "Ability_PlasmaBombardment-Impact"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHASEMISSILEHEAVY_HITGENERIC"
        missileTravelEffectName "Ability_PlasmaBombardment-Travel"
        missileStartTurningDistance 50.000000
        missileSlowTurnRate 0.508997
        missileMaxSlowTurnTime 10.000000
m_weaponIndexForRange 0

 

 

 

that's the weapon specs for the psi one. I have two ideas; either I change the "ANTIMODULE" section to something else or I make a second weapon, statted the same, for capships. (As I made the missile/beam frigates extreme range weapons- but only good against frigates- I want to try a 'higher power" variant. Say that the projectiles can only target large, slow-moving targets or stationary ones.)

Reply #2 Top

the control for this mechanism is a simple true/false switch

canOnlyTargetStructures TRUE

True, then only structures

False, then attackes everything structures, caps, frigates, etc.

edit: ANTIMODULE thing is for the type of armor it effects the best

DamagePercentBonus:ANTIMODULE:CapitalShip 1.0
        DamagePercentBonus:ANTIMODULE:VeryLight 0.25
        DamagePercentBonus:ANTIMODULE:Light 0.25
        DamagePercentBonus:ANTIMODULE:Medium 0.5
        DamagePercentBonus:ANTIMODULE:Heavy 0.75
        DamagePercentBonus:ANTIMODULE:VeryHeavy 1.0
        DamagePercentBonus:ANTIMODULE:Module 2.0
        DamagePercentBonus:ANTIMODULE:Pirate 0.30   

Reply #3 Top

okay, so that'll open it up, good- getting closer. But how do I open it ONLY to capships?

 

Reply #4 Top

I know I saw something with a list

 

"Capship"

"Frigate"
"Structure"

 

etc. But I can't remember how/where it fit in!

Reply #5 Top

The

canOnlyTargetStructures

control was put in exclusively for the anti-module weapons only during the beta of Entrenchment because using the anti-module as an ability caused issues and setting the armor attack rates to

DamagePercentBonus:ANTIMODULE:CapitalShip 0.0
        DamagePercentBonus:ANTIMODULE:VeryLight 0.0
        DamagePercentBonus:ANTIMODULE:Light 0.0
        DamagePercentBonus:ANTIMODULE:Medium 0.0
        DamagePercentBonus:ANTIMODULE:Heavy 0.0
        DamagePercentBonus:ANTIMODULE:VeryHeavy 0.0
        DamagePercentBonus:ANTIMODULE:Module 2.0
        DamagePercentBonus:ANTIMODULE:Pirate 0.00  

caused some really funky issues (namely the ships firing all the time but not doing anything)

so unfortunately getting what you want doesn't work

edit: I do believe you are referring to the ability list which is a whole different matter

targetFilter
    numOwnerships 1
    ownership "Enemy"
    numObjects 4
    object "CapitalShip"
    object "Frigate"
    object "PlanetModule"
    object "StarBase"
    numSpaces 1
    space "Normal"
    numConstraints 1
    constraint "HasAntiMatterPool"

Reply #6 Top

Gah. So it's impossible? Damn.

Reply #7 Top

yeah, 'fraid so, would be neat to see to be honest

Reply #8 Top

Is there any way to add a weaker secondary then?

edit: Or not, that'd still target frigates. Grr.

Reply #9 Top

GOT to be a way, I'm not giving up NOW. Maybe an ability? Make it use the same animations as normal firing for the ship's weapon, target capship only?

 

Reply #10 Top

Like that speedboost ability on the Kodiak. It doesn't consume any antimatter... has a decent cooldown...?

Reply #11 Top

true, you can go the ability route, I believe it is still in play (I use it for the Distant Star Pirates) so you can give it the ability to target only caps

Reply #12 Top

Now, to get this straight. Means I'd have to make an entirely new ability, right?

edit; sorry, what I mean is. >< It's late. How do I do that bit? I've never made a new ability before.

 

Reply #13 Top

And how do I copy the effects from the attacks of those two ships? Is there a way? Would it be possible to fire the 'ability' from the same spot as the regular weapon? Etc? x.x I seem to have more questions than when I started...

Reply #14 Top

sorry went to bed last night myself

use AbilityAntiModuleTorpedoes for the Orgovs, not sure what to use for the Solanus

Reply #15 Top

Okay found it AbilityPlasmaBombardment

Reply #16 Top

Woo! ALMOST there! One question. I don't remember -ever- seeing these before. Are they used by anything else, or would my complete repurposing be okay?

 

They seem to be vestigial items from Beta, but I can't be sure.

Reply #17 Top

yes they are leftovers from the Beta and they work

Reply #18 Top

You're awesome. Seriously :D

Reply #19 Top

I reworked the abilities to ONLY target starbases and CapShips. Retooled the cooldown a touch. Thanks, you have no idea how much this helped. The modding continues. XD

Reply #20 Top

great, keep on modding

feel free to check out the Mod I work with Distant Stars. I take care of the pirates and the pirate vulkoras uses the AbilityAntiModuleTorpedoes for thier attacks

Reply #21 Top

couldnt you make a passive ability that is set to target cap ships? instead of an ability?

Reply #22 Top

well, the great thing about this is there is an unused, pre-included ability I rewrote. Makes life easier.

Reply #23 Top

Thank the devs...