m_weaponIndexForRange ?
this affects what when ? = 0, 1, 2
Not sure just what m_weaponIndexForRange 2 means. I'm looking at starbases atm, but every ship has it even if m_weaponIndexForRange 0.
Some clarification would help me out.
this affects what when ? = 0, 1, 2
Not sure just what m_weaponIndexForRange 2 means. I'm looking at starbases atm, but every ship has it even if m_weaponIndexForRange 0.
Some clarification would help me out.
it might be like the firingalignment line in the ships
i think tho that it does tell your ship to look for a line in the game somewhere that has all the possibelle weapons ranges
I believe this tells the ship what weapon to use its engagement range for. So if a ship has a weapon with a range of 6000 and a range of 2000 a second weapon, the index referenced here will make the ship engage at either 6k or 2k.
Weapon 0 = 6k range
Weapon 1 = 2k range
m_weaponIndexForRange 1 = Ship moved up to 2k range to target before stopping its approach.
I think.
This is correct. In fact, the reason that everything else is set as index 0 is that pretty much everything besides SBs that have multiple weapon types have the same range on all weapons.
SBs have a very-long ranged weapon. Though, IIRC, the Advent SB is actually set for Index 1 as it's second weapon, and not it's third, is it's LR battery.
thanks everyone.
In 7DS we're using Mansh00ter's dynamic battle system with some ships using fighter attacks and some that aren't so being able to set the correct weapon on a battleship or long range frig/cruiser's pretty important -or for a mobile starbase.
Beware the range settings. If you design a ship to close by using a short range attack, it will move into range before firing, regardless of a longer range weapon being available. After a target is selected, weapons will continue to fire to their maximum range, but not before.
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