Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
First off, I wanted ships in my universe to make HEAVY use of broadside turrets (that is, sides only; it fires to port and starboard). Will the AI handle this correctly? That is, will it turn thier side to an enemy ship? If not, I'll outfit all the ships with broadsides with normal front-sector weapons.
Second, is the default for a burst fire weapon that every unit of ammo is one burst, or that more than one shot is consumed per burst? I want to have a torpedo salvo weapon that fires five torpedoes at once, and COSTS five torpedoes a shot, like the old Alien Seeker pods from EV Classic.
------------------ Benarhtalh engan. >^_^< (url="http://"http://WWW.Ninjaburger.com")Ninjaburger.(/url) There in 30 minutes or we commit seppuku. A Stoir Moi Chroi. A plugin for EVN. "And Druid's feet will pace again/the mountians of my childhood..."
I'm pretty sure it can be set up both ways one shot burst and multi shot burst.
While I am at it are you interested in helping me get a plug-in dev. group together.
------------------ "We live, we die. Get over it." "If by being abnormal we are normal, and by being normal we are abnormal, we create a paradox loop and therefore we neither exist nor not exist. We simply are." - Zerak Toman
Quote
Originally posted by Renyard: **Second, is the default for a burst fire weapon that every unit of ammo is one burst, or that more than one shot is consumed per burst? I want to have a torpedo salvo weapon that fires five torpedoes at once, and COSTS five torpedoes a shot, like the old Alien Seeker pods from EV Classic.
**
This was done by giving the alien ship 5 copies of the weapon and having the weapon's "fire simultaneously" flag set. This can be done via the creative use of the OnPurchase and OnSell NCB fields. Using 2 oütf resources, and 1 wëap, have it so that purchasing oütf A grants 5 copies of the invisible oütf B (which is actually linked to the wëap resource). Have oütf A do nothing. That should produce the desired effect.
------------------ Not all who wander are lost.
For the turrets, I'm not sure (I haven't experimented with it), but isn't it possible to make the turrets blind to the front and back?
Matrix
------------------ "Nothing is fool-proof to a sufficiently talented fool."
I belive he knows how to make the weapons only fire to the sides. What he wants to know is, will the AI ships turn their ship sideways to fire at the target, or merely fly blindly at what they want to kill, unaware that they should not try to face directly at their target.
Renyard, I think you should just set some existing weapons to work like that, start up EVN, and see what the heck the AI does to you.
------------------
Originally posted by Githon: **I belive he knows how to make the weapons only fire to the sides. What he wants to know is, will the AI ships turn their ship sideways to fire at the target, or merely fly blindly at what they want to kill, unaware that they should not try to face directly at their target.
I am currently making such experiments. More on it later :p.
------------------ Pez's Profile Refresh no. 15 Storm Bolt: 75 mana.Thunder Clap: 90 mana. Avatar: 125 mana. (url="http://"http://www.battle.net/war3/basics/herokillers.shtml")Owning their three heroes(/url) with your micro skills: priceless. Some things just can't be finished with spells, for everything else, there's the (url="http://"http://www.battle.net/war3/human/units/mountainking.shtml")Mountain King(/url).
The results of my experiment:
Setup: I used a plug-in for the original EV Nova scenario that modified all turreted weapons in the game so that they would have blind spots on the rear and front of the carrier ship.
The Experiment :
I used three different pilot files. With each of them I engaged in a fight with local authorities that had ships which I knew that they were carrying turreted weapons (Respectively: Manticore, Original version - hired a few, released them, attacked. Federation Carrier /w the big blaster turret: attacked them in the Sol system, Enterprises with FPC turrets.). I repeated this a few time.
The Result :
Clearly negative. With their downgraded turreted weapons, the fearsome ships became ridiculous. They wouldn't even fire me at with their primary weapons all unless I tried several times to position my ship to their side. A raging horde of three Manticores couldn't even bring my Mod Starbridge's shields down (I evaded their EMP torpedoes, tho). There is absolutely no way they will actually turn their ships so that the sides face your vessel, anyway. Even when you are flying by the sides of the AI ships, they will not always fire their turrets at you. I wouldn't try to make a serious plug-in with front and rear side 'blind' turrets. Sorry. :frown:
In response to your second question, you in Nova you don't have to make multiple launchers anymore. You get the same behavior thus:
1. Set the Reload field to 0. 2. Set the Burst Reload field to whatever you want the weapon to reload at. 3. Set the Burst Count field to hoever many shots you want fired. 4. DO NOT set the Use Ammo At End of Burst flag.
This way, if you fire 5 shots, you use 5 torpedos. If you set the Use Ammo at End of Burst flag, you fire 5 shots and use 1 ammo. My plug uses this setup all over the place.
Hope this helps.
------------------ ~Charlie
Originally posted by Githon: **I belive he knows how to make the weapons only fire to the sides. What he wants to know is, will the AI ships turn their ship sideways to fire at the target, or merely fly blindly at what they want to kill, unaware that they should not try to face directly at their target. **
Thank you, Githon. That's EXACTLY what I was asking. I am perfectly aware that you can make broadside weapons... I'm just asking if the AI knows how to use them.
Pessimist guy: Oh, phooey. Good thing thier side-mounted weapons are in addition to several "I kill you now" superheavy weapons.
Masamune: Ah! Thank you. I'll simply not set the ammo to be expended at the end of the burst, then. Thank you again.
Originally posted by Masamune: **In response to your second question, you in Nova you don't have to make multiple launchers anymore. You get the same behavior thus:
The problem with this, however, is that the weapons will not fire on the same frame, they will fire on consecutive frames. If you want it to fire on the same frame, use my method.
Why dont you just use Submunitions!make 2 weaps with the same sprite and make decay really short say 90000 and count 1. link to the other one and you got it! It will do like a Polaron Multi-Torp.
------------------ -Unreal Centipede ------------------ Need a minor plugin made? Email me! (url="http://"mailto:Unrealcentipede@yahoo.com")mailto:Unrealcentipede@yahoo.com(/url)Unrealcentipede@yahoo.com
WIth all due respect, P-Psycho, the weapons fire on the same frame with my method. Again, I have used this method extensively for just that effect. I also have burst weapons with a reload of one, which is for consecutive frames, so I know the difference. Please, I encourage you to check it out. My method is a little cleaner, I think, but more importantly, adding additional launchers increases the rate of fire like a normal weapon instead of increasing the number of shots fired.