Ok, I thought of idea 1 which I've been trying for 2 months to figure out.
You know, on the BSG Demo, the primary weapons have ammo. Now, I've been trying to get that working outside of that. I mean in FS2, not BSG.
Does any1 know how it's done?
#2
Just an update: I meant actually program something like that into the weapons table. I know how to make wepaons, just not how to make them require ammo like BSG and get them to actually work.
#3
Basically what you want are ballistic primiaries. The Hard Light Wiki is probably the best place to start.
#4
According to the Wiki: http://www.hard-light.net/wiki/index.ph ... l#.24Pspew:
Add "Ballistic" to the weapon flags and then make sure you define a cargo size, following the rule: Amount of missiles available = Bank capacity / Cargo Size
And then define a rearm rate (ie - when a support ship is docked).
You might also want to add "-ballistic_gauge" to your launcher command lines.
Add "Ballistic" to the weapon flags and then make sure you define a cargo size, following the rule: Amount of missiles available = Bank capacity / Cargo Size
And then define a rearm rate (ie - when a support ship is docked).
You might also want to add "-ballistic_gauge" to your launcher command lines.
#6
If you have a recent build of the Freespace SCP then there is a launcher you need to configure to use it. There is a command line in there somewhere, to which you will need to add that. Assuming that you do not have one, you need one for this to work methinks.Launcher Command Lines? What do u mean
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#7
If you've not been using the launcher, that could explain why you've been having problems with FSO as you said in your other thread.
There's an explaination of everything including a download link for the launcher here: http://www.hard-light.net/wiki/index.ph ... g_fs2_open
There's an explaination of everything including a download link for the launcher here: http://www.hard-light.net/wiki/index.ph ... g_fs2_open
#8
I added those flags and the ballistic_gauge thingo is in the launcher command line but still the weapon does not fire. Please advise
#9
Gonna need more to go on than that I think. Do the ammo counts appear next to the weapon in-game? Have you made sure your ship is _allowed_ to carry that weapon?
Stuff like that. Posting the whole table entry may also help.
Stuff like that. Posting the whole table entry may also help.
#10
Yeah! Just got it working!
Appears you need to just have the "Ballistic" Flag in flags, have a re-arm rate, cargo size and make sure the weapon is allowed in ship weaponry.
Thanx guys. Im gonna tinker around and see what I can come up with. I still havent fixed my SCP problems, which can be found on my other thread
Appears you need to just have the "Ballistic" Flag in flags, have a re-arm rate, cargo size and make sure the weapon is allowed in ship weaponry.
Thanx guys. Im gonna tinker around and see what I can come up with. I still havent fixed my SCP problems, which can be found on my other thread
#13
actualy, caro size determines the cargo size of each bullet. "ballistic" makes it have ammo, and $PBank capacity: allows you too make each ship/weapon bank carry a different amount of ammo.
#14
Must admit, it would be nice not to have to alter a ship .tbl every time you create a new weapon. I wonder if some general tag like All_Fighter or All_Bomber that over-rode the ship settings would be useful in the weapons flags? Hmmmmmm......
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#15
You could do that in FRED. But then again I have had to find a way to do anything in FRED because that is all I can do.
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