@guy, on Jan 13 2007, 12:58 AM, said in Non Weapon Animations:
KeyCarried would be soo much more useful if it was KeyOutfit. It would function identically but work for any outfit at all instead of just carried ships.
Well, you can essentially do this, I think. If you make the outfit weapon ammunition (and the weapon a fighter bay with the right ID, etc), but don't make a weapon outfit to go with the ammo (so there is no bay). (And make sure MaxAmmo, or anything else which would stop you from buying the 'fighter', isn't set.) (Edit: To be clear, this outfit isn't a fighter: it's the cargo pod. It's just a 'fighter' for the purposes of the KeyCarried field, but the rest of its effects can be those of a normal outfit, so you don't need to grant/remove items on purchase/sale.)
Then you can use the rest of the ModType/Val fields to make the outfit whatever you want it to be. It's a 'fighter' for the purposes of KeyCarried only - it can never be launched.
(All this assumes that there is no problem using ModType/Val 2-4 with ammo. I don't think there is - though I haven't tested. It's just that the assumption has always been that you shouldn't, since ammo will be expended.)
Edit: Tested and confirmed that ModType/Val2 (at least) do work with ammo. I set up the specific situation, in fact: an outfit which is ammo for a fighter bay, and also has a secondary effect; the weapon pointing to a ship; and no outfit which is the weapon which actually launches the ammo. And the secondary effect (adding 1000 to my freighter's top speed! :D) worked fine. (The only thing I didn't have was the KeyCarried effect, of course.)
This post has been edited by pac : 12 January 2007 - 08:23 PM