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.
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.
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.)
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
okay, so that'll open it up, good- getting closer. But how do I open it ONLY to capships?
I know I saw something with a list
"Capship"
"Frigate"
"Structure"
etc. But I can't remember how/where it fit in!
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"
Gah. So it's impossible? Damn.
yeah, 'fraid so, would be neat to see to be honest
Is there any way to add a weaker secondary then?
edit: Or not, that'd still target frigates. Grr.
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?
Like that speedboost ability on the Kodiak. It doesn't consume any antimatter... has a decent cooldown...?
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
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.
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...
sorry went to bed last night myself
use AbilityAntiModuleTorpedoes for the Orgovs, not sure what to use for the Solanus
Okay found it AbilityPlasmaBombardment
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.
yes they are leftovers from the Beta and they work
You're awesome. Seriously ![]()
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. ![]()
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
couldnt you make a passive ability that is set to target cap ships? instead of an ability?
well, the great thing about this is there is an unused, pre-included ability I rewrote. Makes life easier.
Thank the devs...
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