Where would i find the defense turret targeting parameters and the different types of things (like enemies) that can be targeted? so far i can find missiles but not much else. Also is it possible to reduce the spacing between the beams of a dual firing weapon?
Im working on setting up a capital ship.
Defense turrets.
- ThePrivateer
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I found this in StdDevices.xmlEmoneg wrote:Where would i find the defense turret targeting parameters and the different types of things (like enemies) that can be targeted? so far i can find missiles but not much else. Also is it possible to reduce the spacing between the beams of a dual firing weapon?
Im working on setting up a capital ship.
Code: Select all
<!-- Missile Defense System -->
<ItemType UNID="&itMissileDefense;"
name= "ICX missile defense turret"
level= "4"
value= "5000"
mass= "1000"
frequency= "uncommon"
modifiers= "MajorItem"
description= "This device combines a fast-doppler sensor with a targeting computer. Hostile missiles in its range are blasted into dust by a laser cannon."
>
<Image imageID="&rsItems1;" imageX="0" imageY="192" imageWidth="96" imageHeight="96"/>
<AutoDefenseDevice
target= "missiles"
weapon= "&vtICXLaserCannon;"
fireRate= "15"
/>
</ItemType>
<!-- ICX laser cannon -->
<ItemType UNID="&vtICXLaserCannon;"
name= "laser cannon"
level= "1"
virtual= "true"
>
<Weapon
type= "beam"
damage= "laser:1d8+4"
fireRate= "15"
lifetime= "30"
powerUse= "10"
beamType= "laser"
primaryColor= "0xf1, 0x5f, 0x2a"
secondaryColor= "0xff, 0x00, 0x00"
sound= "&snLaserCannon;"
>
</Weapon>
</ItemType>
Oh.
Code: Select all
<Weapon
....
configuration= "dual"
.....
>
</Weapon>
Last edited by ThePrivateer on Thu Nov 25, 2010 3:35 am, edited 1 time in total.
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- Miner
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Thank you for helping me
I can make the weapon dual I was just wondering if I could narrow the space between the beams or projectiles. I'm also looking to make it target other things like enemies. what I'm trying to do is make gun batteries for later in the game when you face swarms. It makes it so i wouldn't have to figure out how to add more active weapons. (not even sure you can do that.) if i make some low to moderate power defense turrets or just one multitarget one it may be possible to make it look like anti craft fire secondary weapons while the main weapon is player controlled.
I can make the weapon dual I was just wondering if I could narrow the space between the beams or projectiles. I'm also looking to make it target other things like enemies. what I'm trying to do is make gun batteries for later in the game when you face swarms. It makes it so i wouldn't have to figure out how to add more active weapons. (not even sure you can do that.) if i make some low to moderate power defense turrets or just one multitarget one it may be possible to make it look like anti craft fire secondary weapons while the main weapon is player controlled.
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
Currently, missiles are the only valid targets for auto-defense devices.
If you want it to target ships, you have to kludge it (like I did) with a misc device that targets and fires at ships in recurring events. If you need it, I'll try to find the devices I made.
To make a dual weapon fire it's shots closer together you have to define them manually:
This was taken from the moskva-11. Bring the posAngles closer to 0 to make the beams closer.
If you want it to target ships, you have to kludge it (like I did) with a misc device that targets and fires at ships in recurring events. If you need it, I'll try to find the devices I made.
To make a dual weapon fire it's shots closer together you have to define them manually:
Code: Select all
<Configuration aimTolerance="5">
<Shot posAngle="90" posRadius="12" angle="3d5-9"/>
<Shot posAngle="270" posRadius="12" angle="3d5-9"/>
</Configuration>
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!
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!
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- Miner
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- Location: In the crew quarters of his freighter working on weapons schematics.
Thank you.
that makes sense. i noticed that but i didnt get what it was for. thank you. and that device would be very helpful.
that makes sense. i noticed that but i didnt get what it was for. thank you. and that device would be very helpful.
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
- Arisaya
- Fleet Admiral
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- Location: At the VSS Shipyards in the frontier, designing new ships.
There is a ticket I made for getting other targets (such as ships) supported as well, though I do not know if or when it will be implemented.
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
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- Miner
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- Location: In the crew quarters of his freighter working on weapons schematics.
Thank you for your response
Too bad we cant designate enemy ships as missiles
Too bad we cant designate enemy ships as missiles

Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
- ThePrivateer
- Militia Captain
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How is then, that Omni weapons target enemies automatically (when Targeting software is not installed) 
If we knew that, that would help Emoneg out I think.

If we knew that, that would help Emoneg out I think.
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- Miner
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Thank you
That would help a great deal. Your response must mean that there is nothing in what we have access to that tells how omni's work outside of making a weapon omni directional
That would help a great deal. Your response must mean that there is nothing in what we have access to that tells how omni's work outside of making a weapon omni directional
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
- ThePrivateer
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Yes. Although the Developer (George Moromisato) has released the XML "source code", that only allows as to mod the game somewhat superficially, only at an XML level.Emoneg wrote:Thank you
That would help a great deal. Your response must mean that there is nothing in what we have access to that tells how omni's work outside of making a weapon omni directional
George still holds the "real source code", the one written in C/C++ that is actual programming that works out how things are displayed, move in the game world, etc.
This source code would no doubt define how things like Omni weapons and infact all weapons "shoot" their "bullets" and how they "target".
I don't know if George will ever provide the Source-source code - as yet, he has not released the game under the GNU licenese (which requires Source-code to be provided), merely a custom Freeware and Creative commons license.
But, I could be wrong, maybe some wiser Admins know more...?
In your case, I would mod the Missile Defense turret to use laser not missile and just install like ten or so on your big ship.

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Thank you
I think it does use laser... at least the secondary component in the coding says its a laser weapon. the longreach is the missile type. with the missiles targeted it shoots at incoming bullets and those shots sometimes hit enemies. its those overshots that gave me the idea for the device.
for the sake of brevity i think ill let the thank you in my sig do the thanking. this way i also dont appear moronic
I think it does use laser... at least the secondary component in the coding says its a laser weapon. the longreach is the missile type. with the missiles targeted it shoots at incoming bullets and those shots sometimes hit enemies. its those overshots that gave me the idea for the device.
for the sake of brevity i think ill let the thank you in my sig do the thanking. this way i also dont appear moronic

Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
- ThePrivateer
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Yeah that might be a good idea.Emoneg wrote:for the sake of brevity i think ill let the thank you in my sig do the thanking. this way i also dont appear moronic

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Oddball thought.
What if i made the weapon aspect of the whole device omnidirectional? might accidentally work.
nope drat...
What if i made the weapon aspect of the whole device omnidirectional? might accidentally work.
nope drat...
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779
- ThePrivateer
- Militia Captain
- Posts: 943
- Joined: Tue Oct 12, 2010 5:12 am
- Location: Starton Australia
Only a <Weapon> can be Omnidirectional, BUT you should be able to change the weapon the device uses and make THAT omni.Emoneg wrote:Oddball thought.
What if i made the weapon aspect of the whole device omnidirectional? might accidentally work.
nope drat...
I think.

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- Miner
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yeah but there is no way to make it trigger off of proximity. but it will shoot down ships as they fire at you. so in theory it would work... practical application though not so much
Modding is tweaking things... Does that mean were actually tweakers?
I thank everybody because I appreciate their help.
UNID= 0xD779
I thank everybody because I appreciate their help.
UNID= 0xD779