Search found 3 matches
- Tue Mar 22, 2011 2:32 pm
- Forum: Shipyards
- Topic: Weapon issues for Antares II player ship
- Replies: 7
- Views: 3753
Re: Weapon issues for Antares II player ship
Not I. I think it was digdug and it had some problems generalizing. Found it, thanks :) : http://www.neurohack.com/transcendence/forums/viewtopic.php?t=3379 Would be nice if you could attach properties like posAngle, posRadius and omnidirectional to the weapon slots instead of the weapons. It would...
- Mon Mar 21, 2011 2:20 am
- Forum: Shipyards
- Topic: Weapon issues for Antares II player ship
- Replies: 7
- Views: 3753
Re: Weapon issues for Antares II player ship
as far as i can recall you can do someting like this http://xelerus.de/index.php?s=mod&id=703 That's pretty much what I'm doing already. The way it's set up for the CSC, you can't change the weapons or armour without effectively downgrading from 36 armour segments and 4 active weapons to 4 armour s...
- Sun Mar 20, 2011 10:45 pm
- Forum: Shipyards
- Topic: Weapon issues for Antares II player ship
- Replies: 7
- Views: 3753
Weapon issues for Antares II player ship
I started making playable versions of the Antares I and Antares II a while back and recently came back to it, but I've run into a couple of problems. First, 12 armour segments don't fit in the HUD. The numbers look ok, but the labels take up too much space. I don't really think there's much I can do...