New weapons...

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Adonnay
Posts: 101
Joined: Sun May 08, 2005 4:57 pm

New weapons...

Post by Adonnay »

I read a few topics about people having problems with false weapon .defs. Could anyone post a working one perhaps? I tried to make a new one myself with the short help from matrix' starshatter site... but I always get a "can't parse Weapon.def" file error. Since I'm a total newbie at modding a little help would be apreciated. A sample .def from the Alpha or Delta Cannon probably (if possible).

Attached my first modding steps ;)


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Adonnay
Posts: 101
Joined: Sun May 08, 2005 4:57 pm

RE: New weapons...

Post by Adonnay »

Another thing concerning weapons... I just tried to mount two different primary guns. But they would either fire both at once or the second one would fire as secondary weapon (wouldn't be that bad... but they wont fire continuously, I have to pull the trigger for each shot).

Here's my current .def (in which they'd fire both)

weapon: {
type: "Alpha Cannon",
abrv: Cannon,
group: "Guns",
muzzle: (-77, 17, -7),
muzzle: ( 77, 17, -7),
muzzle: (-88, 8, -7),
muzzle: ( 88, 8, -7),

loc: (0, 0, 20),
size: 16,
hull_factor: 0.2
}

weapon: {
type: "Heavy Cannon",
abrv: HCannon,
group: "Guns",
muzzle: (-40, -8, 106),
muzzle: ( 40, -8, 106),
muzzle: (-8, 24, 390),
muzzle: ( 8, 24, 390),

loc: (0, 0, 20),
size: 16,
hull_factor: 0.2
}

My second fighter ;)
Though I didn't do any textures... I just grabbed them from the sample cruiser *g*.



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Sky_walker
Posts: 116
Joined: Mon Apr 05, 2004 8:45 am
Location: Poland

RE: New weapons...

Post by Sky_walker »

If you want to make Heavy Cannos as secondary weapon - simple - change it's group, Now it's that same for both ( group: "Guns", ), change it to, let's say... Guns 2 and it should work.
[center]Republic Assault[/center]
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Adonnay
Posts: 101
Joined: Sun May 08, 2005 4:57 pm

RE: New weapons...

Post by Adonnay »

Thanks for your answer Sky_walker. Though I had that already... I managed to make the heavy cannons as a secondary gun. But if I do so they won't fire continuously, they only fire one shot (like a missle) until I pull the trigger again. I would like to have two seperate primary guns (like in starships, there you can switch between PDBs and XLasers, they're both primary I think).
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Sky_walker
Posts: 116
Joined: Mon Apr 05, 2004 8:45 am
Location: Poland

RE: New weapons...

Post by Sky_walker »

As far as I know you can hold button - then it would fire continuously, but AI don't do that - so I don't know how to do this... Sorry :P
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Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: New weapons...

Post by Dragonlead »

The problem you have is in how the system is set up. I built a heavy attack fighter that had 2 primary guns as well. You can change them manually by left-clicking in the cockpit view over the weapon name (ie, guns). It should switch it to guns2, or whatever. The problem is that the AI won't use the secondary gun unless there is no other armament onboard (ie, clean configuration). If anybody has a way around this, I'd really like to know what it is.

V/R

USAF Ret.
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