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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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Thread Tools | Display Modes |
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#1
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Can I Ask In The Mothership Mod 0.27 for Star Wolves 3 is it hard to make the other mothership designs launch & Dock Fighters ? if not how ?
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#2
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You would have to edit the IMD files of the ships with the IMD Editor, then add one "HangarIn" and another "HangarOut" Reference.
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#3
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Quote:
<TurretModule name="TPLC1"> <short_name>#M_Name_TPLC1</short_name> <hint>#M_Hint_TPLC1</hint> <short_desc>#M_SDesc_TPLC1</short_desc> <long_desc>#M_LDesc_TPLC1</long_desc> <mesh_name>En_Turret_BG10</mesh_name> <flat_image>En_Turret_BG10</flat_image> <hit_points>20</hit_points> <mass>100</mass> <disable_trade/> <cost>51000</cost> <technology/> <attach_type>ALL_SHIPS</attach_type> <recharge_time>0.5</recharge_time> <viewing_angle>10</viewing_angle> <dispersion>0.01</dispersion> <min_distance>10</min_distance> <max_distance>85</max_distance> <rate_of_fire>1</rate_of_fire> <burst_count>1</burst_count> <azimuth_rotation_speed>60</azimuth_rotation_speed> <rise_angle_rotation_speed>30</rise_angle_rotation_speed> <BulletParams> <damage>40</damage> <bullet_length>1</bullet_length> <speed>100</speed> <damage_type>LASER</damage_type> <graph_type>LASER</graph_type> <sfx_index>3</sfx_index> </BulletParams> </TurretModule> & <TurretModule name="TbPLC1"> <short_name>#M_Name_TPLC1</short_name> <hint>#M_Hint_TPLC1</hint> <short_desc>#M_SDesc_TPLC1</short_desc> <long_desc>#M_LDesc_TPLC1</long_desc> <mesh_name>En_Turret_BG10</mesh_name> <flat_image>En_Turret_BG10</flat_image> <hit_points>20</hit_points> <mass>100</mass> <disable_trade/> <cost>51000</cost> <technology/> <attach_type>ALL_SHIPS</attach_type> <recharge_time>3</recharge_time> <viewing_angle>10</viewing_angle> <dispersion>0.01</dispersion> <min_distance>10</min_distance> <max_distance>85</max_distance> <rate_of_fire>1</rate_of_fire> <burst_count>3</burst_count> <azimuth_rotation_speed>60</azimuth_rotation_speed> <rise_angle_rotation_speed>30</rise_angle_rotation_speed> <BulletParams> <damage>40</damage> <bullet_length>1</bullet_length> <speed>100</speed> <damage_type>LASER</damage_type> <graph_type>LASER</graph_type> <sfx_index>3</sfx_index> </BulletParams> </TurretModule> |
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#4
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For editing Fire-Rate and Damage:
Code:
*Note: Both are important for the firerate: recharge_time and rate_of_fire
RED = Firerate Stuff
GREEN = Damage Stuff
<TurretModule name="TLC3">
<short_name>#M_Name_TLC3</short_name>
<hint>#M_Hint_TLC3</hint>
<short_desc>#M_SDesc_TLC3</short_desc>
<long_desc>#M_LDesc_TLC3</long_desc>
<mesh_name>En_Turret_M82_Daga_T</mesh_name>
<flat_image>En_Turret_M82</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>84000</cost>
<technology/>
<attach_type>ALL_SHIPS</attach_type>
<recharge_time>2</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>0.01</dispersion>
<min_distance>10</min_distance>
<max_distance>95</max_distance>
<rate_of_fire>1</rate_of_fire>
<burst_count>1</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
<BulletParams>
<damage>130</damage>
<bullet_length>1</bullet_length>
<speed>100</speed>
<damage_type>LASER</damage_type>
<graph_type>LASER</graph_type>
<sfx_index>0</sfx_index>
</BulletParams>
</TurretModule>
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#5
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I believe the b variant is a special weapon variant for some NPC ships so they have higher rate of fire.
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#6
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So If I Make it The Same to the non P Variable All Ships With that weapon Will Have The Same Rate of Fire ?
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#7
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Yes, although im not sure why yours are different to begin with. I just took a gander at my files and the b variants are exactly the same.
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