How to 'Force' Weapons Fire

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quils3
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So I have this weapon, and I want to be able to have a non playership fire it. I was thinking about how Ranx Gunships use their patches, but I looked in the .tdb and found nothing under the gunship nor the patches.
I tried using sysCreateWeaponFire, but it didn't generate the desired effect [it was repeating, but sysCreateWeaponFire only created one projectile.]
Questions:
a.Do Ranx gunships 'U'se their patches at all? If so, how?
b.How do you force a non playership to fire a weapon without having to resort to sysCreateWeaponFire?
c.What are factors that affect the firing of a weapon?
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Aury
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range projectile speed lifetime

and no, they don't use the patches AFAIK
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digdug
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I tried using sysCreateWeaponFire, but it didn't generate the desired effect [it was repeating, but sysCreateWeaponFire only created one projectile.]
repeating weapons are "hard" to implement with sysCreateWeaponFire
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Aury
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I would not so much say its "hard" - as the concept is easy enough to do - but more of just a total pain in the butt to implement. Because its really annoying and bothersome x_X even if the mechanics behind it are relatively simple.

And that's if you want it on, all the time.
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alterecco
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I think you will find examples of repeating sysCreateWeaponFire weapons in some of Atarlosts mods on xelerus. But what do you really mean by forcing non-playerships to fire the weapons... If a ai ship has you weapon installed it will definitely use it...
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quils3
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It's basically a weapon that acts like a shield. Problem is that since it doesn't do damage, and is pretty short ranged, the ai doesn't fire it.
And that's if you want it on, all the time.
So does that mean I have to resort to sysAddObjRecurringTimerEvent? Please no. I don't want the game to crash (too many projectiles).
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alterecco
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You could run some code in an OnUpdate?

Or give it no damage but long range or something?

Hack away! :D
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Aury
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if ti doesn't do damage... might as well just use an overlay?
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quils3
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When I saw the luminous particle shield, I thought it was a shield made out of particles. So I'm basically making that. It's got missiles that fly about and blocks energy weapons pretty decently. Here is the code for the weapon. As you can see, its got way too many particles [Can I ask for balance testing at the same time?] and I have no clue how to get a non playership to fire it.
I guess OnUpdate would work (but given the nature of this weapon, how can I emulate it?).
I don't know how to make overlays.

Code: Select all

<!-- Solar Particle Field -->
	
	<ItemType UNID="&itSolarParticleField;"
			name=				"GN Particle Field"				
			level=				"7"
			modifiers=			"MajorItem; SolarReactor; Notrandom; Nerefir; ParticleField"
			description=		"Technically the primary shield, the GN particle field is a key component to the Mayfly's success. This model was retrofitted for the Nerefir experimental Carrier."
			>
		<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
		<Weapon
				type=				"missile"
				damage=				"kinetic:0"
				repeating= 			"150000"
				fireRate=			"30"
				hitPoints=		"25"
				interaction=		"5"
				hitEffect=		"&efShieldHit1;"
				missileSpeed=		"17"
				accelerationFactor=	"75"
				lifetime=			"10d5-7"
				powerUse=			"100"
				deviceSlots=	"0"
				noFriendlyFire=	"true"
				>				
			<Configuration aimTolerance="5">
				<Shot posAngle="180" posRadius="20" angle="0-180"/>	
				<Shot posAngle="180" posRadius="20" angle="360-181"/>
				<Shot posAngle="180" posRadius="20" angle="0-180"/>	
				<Shot posAngle="180" posRadius="20" angle="360-181"/>
				<Shot posAngle="180" posRadius="20" angle="0-180"/>	
				<Shot posAngle="180" posRadius="20" angle="360-181"/>
			</Configuration>
			<Effect>
				<Image imageID="&rsMissiles4;" imageX="0" imageY="0" imageWidth="16" imageHeight="16" imageFrameCount="4" imageTicksPerFrame="1" randomStartFrame="true"/>
			</Effect>
		</Weapon>
		<Invoke>
		(intAutoInstall gSource gItem)
		</Invoke>
	</ItemType>
stealthx would be proud.
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Aury
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try making an ICX device - they have their own built-in firing AI that will shoot at incoming projectiles.
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digdug
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an area weapon ICX would act exactly like a shield that stops projectiles... maybe with a fancy new graphics too :D

And adjust a bit the interaction and hitpoints, otherwise it will stop everything :shock:
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digdug wrote:an area weapon ICX would act exactly like a shield that stops projectiles... maybe with a fancy new graphics too :D

And adjust a bit the interaction and hitpoints, otherwise it will stop everything :shock:
Actually, I'd have it use a capacitor bank, if that's possible.
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quils3
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How do capacitors and temperature work? If an object uses ammo and runs out, will the capacitor or temperature still work?
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I'm not an expert Modder (I'm a beginner).But if you want to balance it,there are some things that are easy to Balance like these=
deviceSlots= "0"
:? Come on a Weapon(more like device)this useful should take at least 1-2 Slots.
powerUse= "100"
:roll: If this stops all particles( :lol: And debri)it should at least use a considerable amount of energy.
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Actually, it stops most of what Trans calls "energy" weapons- most matter weapons, with HP, can get through, like the Akan, or as I learned the hard way, Ares Micronukes and the Iocrym plasma weapons. I'm able to have a workaround by installing it and shipchanging to the ship and manually firing it that way (still can't figure out sysCreateWeaponFire- maybe I should request a tutorial?) However, I did see digdug's working code on the Picture Thread (2nd page I think) and I'll try to see if I can learn from it. However, there is still the question of the brokeness of the weapon.
BTW, does sysCreateWeaponFire keep the accelerationFactor?
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