Starbase weapons

I have made a movable starbase where i put a single beam weapon on each side. 1 in front, 1 back, 1 left and 1 right.

However when there is an enemy raid, the beams shoots multiple beams per weapon meshpoints. I would like them to shoot one beam per meshpoints/weapons. i don't know if you see what i'm tlaking about.

How can i do that?

11,027 views 9 replies
Reply #1 Top

Not absolutely sure but you may need to edit the mesh file and remove some of the weapon points that are at the same location. Then you may need to also edit the StarBase.entity to raise the power of the weapons to compensate for the loss of fire power.

What mesh is it? I can have a look at it.

Reply #2 Top

It could be one of two problems.  The first thing I would check is the starbase entity file.  Under the weapon entry, make sure the burstCount line says 1.  Also, just to be safe, make sure the cooldown time isn't under 1 second.  

The second thing to check if it's not in the entity file is the hardpoints themselves.  Either in the .txt mesh file or in a modeling program, make sure you have only 1 hardpoint at each of your desired weapon locations.  Again just to be safe, make sure the hardpoints are pointing in the direction you desire.

Reply #3 Top

I always assumed that's what the line TargetCountPerBank:FRONT 1 was for - to make hardpoints fire multiple times at different targets. Am I incorrect?

Reply #4 Top

That's an interesting thought, Iskatu.  I just assumed he meant multiple beams at different times; however, if each point has multiple beams firing at one time, the TargetcountPerBank is the problem.  Change that to one to stop the problem.  Alternative, if you'd like the starbase to be able to target multiple ships per side, you need to have as many hardpoints has you want possible targets.  So, if you want two targets per bank, make sure you have two hardpoints pointed in that particular direction.

Reply #5 Top

Myfist that's what i thought, to raise the damage and balance the whole thing. I added the hardpoints and they are not stacked on eachother. I did modified each of the TargetcountPerBank to 1 but the other weapons only shoot at 1 or 2 enemies too.

Reply #6 Top

in the weapon upgrades for the starbases, there is  an adjust number of targets per bank, this might be the cause you are looking for.

harpo

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Reply #7 Top

This is for Diplomacy and Entrenchment,

Weapon
    WeaponType "Projectile" <--- How it acts
    damageEnums
        AttackType "CAPITALSHIP" <----Armor damage modifier
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL" <-----Effect
        DamageApplyType "BACKLOADED" <----damage application
        DamageType "ENERGY" <------Energy or Physical
        WeaponClassType "LASERTECH" <------Name and research application
    DamagePerBank:FRONT 146.000000 <-----damage per bank
    DamagePerBank:BACK 146.000000
    DamagePerBank:LEFT 146.000000
    DamagePerBank:RIGHT 146.000000 <-----see above
    Range 8000.000000 <----range
    PreBuffCooldownTime 5.000000 <-----cooldown between volleys
    CanFireAtFighter FALSE <---- Is it able to shoot at fighters?
    SynchronizedTargeting FALSE <----do the travel/beam effects all hit the same point at the same time?
    PointStaggerDelay 0.150000 <-----What does this do?
    TravelSpeed 4000.000000 <-----how fast the projectile moves
    Duration 0.000000 <----how long the beam lasts for
    fireConstraintType "CanAlwaysFire" <-----constraints
    WeaponEffects
        weaponType "Projectile" <------how it looks
        burstCount 5 <---- How many shots per volley (This one spawns 5 shots from each meshpoint)
        burstDelay 0.350000 <-----How long it is between shots in a volley
        muzzleEffectName "Weapon_TechCapitalLaserMedium_Muzzle" <----Particle effect linkage
        muzzleSoundMinRespawnTime 0.300000 <-----sound minimum respawn time
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE"
            sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE_ALT1"
            sound "WEAPON_TECHCAPITALLASERMEDIUM_MUZZLE_ALT2"
        hitEffectName "Weapon_TechCapitalLaserMedium_Hit" <-----Particle effect linkage
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_ENERGYMEDIUM_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
        projectileTravelEffectName "Weapon_TechCapitalLaserMedium_Travel" <------Particle Effect linkage

 

Now on to banks,

TargetCountPerBank:FRONT 4 <----This starbase can target up to 4 targets with all of its weapon systems (for example, if there are 4 scout frigates in front of the Argonev, and the Argonev only has lasers, and since the Argonev has 4 laser meshpoints on the front bank, it will fire 5 shots at each Scout frigate with one meshpoint for each) If there are 2 scout frigates, 10 lasers to each frigate from 2 meshpoints each, if there is only one, then 20 lasers to that one from 4 meshpoints.
TargetCountPerBank:BACK 4
TargetCountPerBank:LEFT 4
TargetCountPerBank:RIGHT 4
canOnlyTargetStructures FALSE <----Can all of the ship/starbase's weapons only target structures/starbases?

Make sense now?

-edit-

The starbase weapon upgrade gameinfo file only has the reference to the actual Starbase gameinfo def.

Starts at 0, and then goes up to 1, and then 2. There is a research modifier that adjusts the number of targets per bank, though.

TXT
entityType "StarBaseUpgrade"
stageCount 3
stage
    price
        credits 0.000000
        metal 0.000000
        crystal 0.000000
    upgradeTime 0.000000
    nameStringID "IDS_STARBASEUPGRADETECHWEAPONS_NAME"
    descStringID "IDS_STARBASEUPGRADETECHWEAPONS_DESC0"
    researchPrerequisites
        NumResearchPrerequisites 0
    hudIcon "HUDIconStarBaseUpgradeTechWeapons0"
    smallHudIcon "HUDIconStarBaseUpgradeTechWeapons0"
    infoCardIcon ""
    upgradePropertyCount 0
    upgradeBoolPropertyCount 0
stage
    price
        credits 1800.000000
        metal 275.000000
        crystal 150.000000
    upgradeTime 60.000000
    nameStringID "IDS_STARBASEUPGRADETECHWEAPONS_NAME"
    descStringID "IDS_STARBASEUPGRADETECHWEAPONS_DESC0"
    researchPrerequisites
        NumResearchPrerequisites 0
    hudIcon "HUDIconStarBaseUpgradeTechWeapons0"
    smallHudIcon "HUDIconStarBaseUpgradeTechWeapons0"
    infoCardIcon ""
    upgradePropertyCount 1
    upgradeProperty
        propertyType "WeaponUpgradeLevel" <---see?
        value 1.000000
    upgradeBoolPropertyCount 0
stage
    price
        credits 1800.000000
        metal 275.000000
        crystal 150.000000
    upgradeTime 60.000000
    nameStringID "IDS_STARBASEUPGRADETECHWEAPONS_NAME"
    descStringID "IDS_STARBASEUPGRADETECHWEAPONS_DESC1"
    researchPrerequisites
        NumResearchPrerequisites 0
    hudIcon "HUDIconStarBaseUpgradeTechWeapons1"
    smallHudIcon "HUDIconStarBaseUpgradeTechWeapons1"
    infoCardIcon ""
    upgradePropertyCount 1
    upgradeProperty
        propertyType "WeaponUpgradeLevel"<---see?
        value 2.000000
    upgradeBoolPropertyCount 0

Reply #8 Top

That's cool it's the first time i see a guide like this. There were alot of these things that i didn't understand but now i know :)

i managed to remove the starbase upgrade that raised the targets per bank and adjusted all of the to 3. It('s not what i was searching for but it looks good that way. Thanks peaple :)

Or maybe there is another way, how about making a starbase ability and replace the beam hardpoints with ability hardpoints. And the ability would shoot one beam per hardpoints whatever the target per bank count?

Reply #9 Top

If you want one beam per target, match the number of beams on a particular bank to the number of targets on that bank.

Putting both at 1 will cause 1 beam to always hit one target, putting them both at 2 will cause one beam to hit each of 2 targets, or two beams on 1 target.

Play around with it.