TEC Capitalship edit

Quick question about Changing Cap weapons


If I would change 

Weapon
WeaponType "Beam"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 126.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 5000.000000

Into

Weapon
WeaponType "Beam"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 250.000000
DamagePerBank:BACK 250.000000
DamagePerBank:LEFT 250.000000
DamagePerBank:RIGHT 250.000000
Range 5000.000000

 

Would that 'hurt' the game? Would that be an error?

Would it make the game minidump?

12,149 views 6 replies
Reply #1 Top

If it's for the Kol it might make the game crash as the model isn't set up to deal with firing from those banks.

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Reply #2 Top

Ah, yes that would explain it then.

Thank you kindly, sir!

Reply #3 Top

Quoting Icdan, reply 2
Ah, yes that would explain it then.

Thank you kindly, sir!

Yeah the Kol mesh only has beam weapons set up to fire forward. You can change the damage there as much as you like, but it doesn't know how to fire sideways/behind so it can't do it.

Reply #4 Top
Reply #5 Top

The Kol Mesh:
Weapon-0 has hardpoints for front only
Weapon-1 has hardpoints for front, back, left, right firing
Weapon-2 has hardpoints for front only

Those can't change unless you edit hardpoints, which I'm not explaining.  It's not relevant to discussion.

You can edit:
attacktype
damageaffecttype
damageapplytype (beams/flashbeams are overtime, all others are backloaded)
damagetype (physical or energy -only advent matters since they have the ability to boost Energy weapons)
WeaponClassType

The damageperbank if there is damage there above zero, then there are hardpoints.  If 0.000000, then no hardpoint so don't give it damage.

The other information you can learn about by looking through all the races capitalships and their weapons. 

Anyway, what's in pastebin has forward beam, F/B/L/R beam and forward lasertech weapons.

http://pastebin.com/qkZdxVxC

Copied the first weapon group, pasted to notepad, gave DamagePerBank (F/B/L/R) 49.5.  Now it is a beam that fires every 4 seconds for 49.5 damage per shot.  But GoaFan points out, that doesn't help one bit.

The Vanilla Kol BS second weapon group is the AutoCannon and does fire front, back, left, right.  I take the material in notepad and copy it over the second group in the Capitalship_TECBattleship.entity.  Saved and you have what's in Pastebin there.

Check other Capitals and Frigates for how the different weapons are laid out.

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Reply #6 Top

If you set up a mesh/model to fire from directions that don't have hardpoints (like you had set up with the LEFT and RIGHT damage banks), it should still work....however the projectiles/weapons/whatever will fire from the center of the ship and look really weird.

I had this happen to me when manually hardpointing a mesh and getting it in game.  You can add hardpoints by opening up the mesh in notepad.  They are set up like a matrix (not the movie, the mathematical one), where the matrix determines the orientation of the hardpoint (which direction it faces).  In addition to X, Y, and Z coordinates which determine the hardpoints' position on the mesh.

You MIGHT be able to actively test this in dev mode while editing the mesh.  I think I have done this, but it was a while ago so I may be spewing BS.  I apologize if I am!