Alpha strike mod?

Freeform discussion about anything related to modding Transcendence.
Post Reply
Frumple
Anarchist
Anarchist
Posts: 5
Joined: Mon Jul 23, 2007 11:59 pm

M'fairly sure the question came up at some point in the past, but blazes if I can find th'topic...

Anyway, is there some way to impliment an 'alpha strike' -- that is, firing all installed weapons at the same time -- firing behavior?

I just starting playing Trans again after a while, and I badly miss the old 'hold down W and space and slaughter' trick. Seeing as how several of the computer ships can do something similar, I'm curious if it can be put on player ships.

Adding the 'secondaryWeapon="true"' tag to a few devices, ala the Dragon Slaver's particle beams, didn't seem to do... well, anything, and I'd really rather the effect not be limited to a limited number of weapons, anyway.

Suggestions, ideas, comments? Anyone managed to pull this off or know that it's not possible?
“For every evil under the sun,
There is a remedy, or there is none;
If there be one, try and find it,
If there be none, never mind it.”
-W. C. Hazlitt
User avatar
Prophet
Militia Captain
Militia Captain
Posts: 826
Joined: Tue Nov 18, 2008 6:09 pm

I don't think that is possible...
Your best bet would be a Spread7 with multitarget=true and firerate=1. Or a fast launcher with seeking.
I made a weapon with 20 shots in all directions but it was suicide near friendlies.
I also make an item that used domina powers (shatter & circle of wrath) which was nice for area affects...
I'm sure there are other ways of making the weapon you want, but firing all weapons simultaneously is not possible.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

-enum the installed weapons on the playership
-get all the UNIDs
-sysCreateWeaponFire all the weapons.
-additional code to deal with ammo weapons (remove ammo from cargo and so on)


it could be an usable item or something
User avatar
Hatsuya Kanzaki
Militia Lieutenant
Militia Lieutenant
Posts: 145
Joined: Wed May 13, 2009 6:10 pm
Location: leading an armada of Realians driving sword-shaped gunships and WearGears

I tried Alpha-Striking with my mod weapons, especially with my Arcana Mage's initial weapons: An auto-shotgun [kinetic] and a fiery kinetic machine-gun. And yes, the shotgun weapon I've made is a launcher.

SHIFT and CTRL would be my bet for alpha-striking.
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5535
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Isn't there an on-fire event or something so that even a normal weapon could do that?
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

No. I'm hoping it shows up in 1.0.
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5535
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Atarlost wrote:No. I'm hoping it shows up in 1.0.
We need to get George to implement this then!
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Hatsuya Kanzaki
Militia Lieutenant
Militia Lieutenant
Posts: 145
Joined: Wed May 13, 2009 6:10 pm
Location: leading an armada of Realians driving sword-shaped gunships and WearGears

Wolfy wrote:
Atarlost wrote:No. I'm hoping it shows up in 1.0.
We need to get George to implement this then!
I really, really agree! Especially if my ships had lots of guns, missiles and Star Light Breakers :D
Post Reply