Installing external (side-mount) linked-fire launchers?

Freeform discussion about anything related to modding Transcendence.
Post Reply
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2831
Joined: Mon Aug 17, 2009 4:27 am

I'm trying to revamp the disposable missile pods for SM&M++, but I've run into a problem. The idea is that pods can be dual-equipped to make up for their low lifespan, delicate design and higher mass with a high damage potential.

The problem is that the automatic installation code on disposable launchers refuses to install the device if there's already a launcher equipped.


Is there any way I can get my missile launchers to only install if the player has fewer than 2 side-mount weapons, ignore the "have we got a launcher" check, and still fire only when the ships launcher is fired? THis would allow for triple-wielding launchers, but I'm basically alright with that as a potential Thing That Can Happen on the grounds that it's awesome.
Mischievous local moderator. She/Her pronouns.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

Make your launcher virtual. The launcher check ignores virtual items.
Download and Play in 1.9 beta 1...
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.
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2831
Joined: Mon Aug 17, 2009 4:27 am

PM wrote:Make your launcher virtual. The launcher check ignores virtual items.
Wouldn't that only work on self-installs? If I use Invoke coding then I can definitely install a replacement virtual weapon. But if I use OnInstall then wouldn't it be caught by the launcher check before the code fires?
Mischievous local moderator. She/Her pronouns.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

All I remember is the only way I could get multiple (linked-fire) launchers to work in an earlier version of Playership Drones is to make virtual copies of stock weapons (e.g., virtual clone of NAMI missile launcher). After installing a normal launcher, I linked it, and the linking process (used by older PSD) changed it into a virtual linked-fire launcher. Then I could install another launcher, without displacing the virtual linked-fire launcher, and repeat the process if necessary. It was a real mess, one that I tore out of PSD6.
Download and Play in 1.9 beta 1...
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.
Post Reply