Weevbucket

Weevbucket

Joined Member # 3303250
3 Posts 32 Replies 2,464 Reputation

Alright. All that typing for jack diddly. For some reason, the game dosnt want to respond to the changes, instead, it wants to use the vanilla game. I'm going to surf for a bit around the forums to find the answer to it, sorry if I wasted any time.

39 Replies 16,123 Views

Alright, I changed the TEC Colony ship to have both it's Autocannons AND it's Laser batteries (The ones that fire from the port and starboard sides) to have a Low burstDelay and high burstCount. Neither weapon reacted as if it has been injected with LSD. I'm going to check if it's just how I'm saving the changes, and if it's reading off the mod, not the vanilla game.

39 Replies 16,123 Views

...that's not to say that said "Death Blossum" would be any where near as damaging as it looks, I just want those computer players to KNOW I have a American standpoint in arms manufacturing. "Praise jesus and pass the ammo."

39 Replies 16,123 Views

Annatar, sorry didnt see your post, I'm trying to get rid of the "Tradeing of shots" scenes. I think it's perfectly fine to have two ships OF THE SEAS to trade cannon fire, but when you add in hyperdrives and autocannons, I expect it to be a little more streamlined. When a battleship leads a charge, I dont want to see it shoot one round, and then pass the enemy lines, only to find itself turning for four mi

39 Replies 16,123 Views

Alright, THAT didnt do anything either. I'm stuck on that. I'm going to try a differnt gun, and then a different ship. But it might just be that my mod isnt loading the correct .entity, and relying on the vanilla entry in the main game folder.

39 Replies 16,123 Views

PreBuffCooldownTime 4.000000 CanFireAtFighter FALSE SynchronizedTargeting FALSE PointStaggerDelay 0.400000 TravelSpeed 4000.000000 Duration 0.000000 WeaponEffects weaponType "Projectile" burstCount 20 burstDelay 0.000001

39 Replies 16,123 Views

The laser battery on the TEC Colony ship. I've tried to have it have NO burstDelay, but it still fired at it's normal rate. I tried to have a LONG burstDelay, to see if it's the individual shots that the burstDelay affected, but still, barely anything changed. I'm going to try to have a very very low burstDelay, and see what happens. I know that changing the burstCount DOES change the number of shots shown, since I have some very pretty Vasari missle barrages, howeve

39 Replies 16,123 Views

WeaponEffects weaponType "Projectile" burstCount 20 burstDelay 0.900000 Even at this count and delay, I still have the regular old trade of fire. To be honest, I'm not seeing a difference. I even changed the weapon cooldown count a little, and still no difference.

39 Replies 16,123 Views

I'm actually very interested in this, mainly because I think it's silly to see a spacebattle, without constant streams of bullets. Call me a rambo fan, but I like the idea of massive ammounts of ammo being put out with little effect. Sad thing is, I think theres a cap to it. Changing the colony ship's weapon layout to weaponType "Projectile" burstCount 8 burstDelay 0.00000

39 Replies 16,123 Views