Should missile pods be rechargeable?
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- Fleet Admiral
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Just wondering. I always thought they were rechargable, and spent my first few playthroughs trying to get them recharged. Any idea on how to implement this?
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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- Militia Captain
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should be possible
but IMO the easiest way to "recharge" them is to script it to just give you a new pod (with out the player knowing its a new pod)
.....
all that aside
it says in game that they are disposable. hence its not possible to recharge them in vanilla
but IMO the easiest way to "recharge" them is to script it to just give you a new pod (with out the player knowing its a new pod)
.....
all that aside
it says in game that they are disposable. hence its not possible to recharge them in vanilla




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- alterecco
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The vanilla disposable launcher has up to 16 charges (it has the attributes charges="16" and valueCharges="true"). To get the current amount use itmGetCharges, and to set them, itmSetCharges
My mod Weapons Pack 912 features reloadable missile racks.
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Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Actually, yes. I have weapons in my current version SW&A that could have code lifted from them to reload pods. Or alternatively, add the code into shipyard and some other stations. It's not actually that hard..and as seen above, it's been done a few times. I'm thinking about maybe changing the mechanics of missile-pods for SW&A...shouldn't be all that hard.RPC wrote:Just wondering. I always thought they were rechargable, and spent my first few playthroughs trying to get them recharged. Any idea on how to implement this?
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