adding Antifighter weapons to Capships

Simply put, I want to see if I can add each race's respective antifighter weaponry to one capship of each But while I know how to change targeting paramaters for ABILITIES, I don't know how for WEAPONS.


Is it the
        AttackType "ANTIVERYLIGHT"

line?

 

also how would I add the weapon- can there be more than three waepons on a ship?

even then, how do I select which points it comes out of?

so many questions x.x

5,958 views 14 replies
Reply #1 Top

OK

One at a time.

Attack type only effects the damage multiplier.

The line you are looking for is CanFireAtFighter. It is always FALSE on every capship weapon. Set it to true.

Only three weapons. period. You may add abilities though that add "weapons". I suggest you take a look at the TEC Gauss turret missile upgrade.

It is the order of the weapon types that effects the weapon points effected. The first weapon paragraph (dont know what else to call it) effects Weapon_0 points, the second effects Weapon_1 and the third paragraph is for Weapon_2. (This I am less sure about, ask some other modder.

Reply #2 Top

Sins is limited to a max of three weapons per entity.

The actual line that targets fighters is: CanFireAtFighter TRUE

1) To start with a capital ship only having two weapons, copy the Weapon and sub WeaponEffects from the AntiFighter frigate to the selected capital ship.

 2) Increase the number of weapons to 3.

3) Open the mesh file for the selected capital ship and copy the mesh points you want to fire the flak from (Weapon-1 or Weapon-2) to Weapon-3.

4) Increase the NumPoints by however many weapon points you copied.

My suggestion is get it working before you start tweaking values. If I missed anything I'm sure someone else will point it out.

Edit- I had this open apparently while Syneptus responded.

 

Reply #3 Top

just to let you know, this doesn't work very well, we have it set up in DS, the carrier caps are the only ones that have it done,

Reply #4 Top

What do you mean, doesn't work very well?

 

Reply #5 Top

flak frigates work on one principle, massive amounts of ships with just enough firepower to damage fighters/bombers to deal with massive amount of fighters

building such a massive size fleet of cap carriers would stifle you in other areas

or

you can up the strength of the anti fighter flak to compensate but the caps can still attack other ships with that weapon and it would make the cap carrier OP

Reply #6 Top

grr. Annoying. It just boils me that a carrier, which is geared specifically for fighter/bomber warfare, wouldn't have any countermeasures.

Reply #7 Top

true

unfortunately in the need for keeping things balanced they don't have them

that being said, if you want to set the cap carriers to have super flak in your personal mod then go for it

Reply #8 Top

Eh, it's a semi-personal mod. I toss it to my friends for LAN games. So... not really fair. >< I'll figure something out.

 

Can't I do something with that damage scaling thing, make it so the weapon barely hurts larger targets? Just tossing out last minute ideas.

Reply #9 Top

yes you could, but keep in mind that the flak frigates will be affected as well

Reply #10 Top

DamagePercentBonus:ANTIVERYLIGHT:CapitalShip 0.5
        DamagePercentBonus:ANTIVERYLIGHT:VeryLight 1.33333
        DamagePercentBonus:ANTIVERYLIGHT:Light 0.75
        DamagePercentBonus:ANTIVERYLIGHT:Medium 0.5
        DamagePercentBonus:ANTIVERYLIGHT:Heavy 0.5
        DamagePercentBonus:ANTIVERYLIGHT:VeryHeavy 0.5
        DamagePercentBonus:ANTIVERYLIGHT:Module 0.35
        DamagePercentBonus:ANTIVERYLIGHT:Pirate 0.25       

just would need to modify this, found in the gameplay constants files

Reply #11 Top

wait, gameplay constant? Gah, nevermind. I thought it could be edited for every weapon. Ah well. Give up time ><

 

Reply #12 Top

yep, hence the reason why it doesn't work very well

we still keep it on the cap carriers just because (and at times is good to supplement flak frigates)

though a 32 (our cap limit in DS) cap carrier in the upper levels with fully researched weapons would be devastating TBH

Reply #13 Top

Grr. Frustrating x.x

Reply #14 Top

The Battlefleet goth mod had an interesting mechanic where they used abilities as antifighter "weapons". Every ship had the same ability which costed no antimatter and had a one second cooldown time that did x damage to a strikecraft. You'd have to figure out the hard points on each cap to put it on but other than that it should work as the 5th ability.