View Full Version : Buildable Weapons
pantner
28th Sep 03, 9:16 PM
Is there a way to make the battlecruiser build extra ion cannons on it.....i tried but they didn't show up in the menu and i im not very progressed in Modding HW2 (i literally started and hour ago!!!) so i have no idea what to try!
Marauder
28th Sep 03, 11:22 PM
just open up the ship file and create a copy of the 2 lines that put the module on...change the first name in the parens...to 3 and 4...leave the rest alone....now you have 4 ion turrets instead of 2...only down side is that they are inside one another (not too big a deal)
theBlind
29th Sep 03, 1:46 AM
Or you could change Hardpoint_IonBeam1/2 to HardpointGeneric1/2 and have this:
StartShipHardPointConfig(NewShipType,"Weapon IonBeam 1","HardpointGeneric1","Weapon","Innate","Damageable","Hgn_BattleCruiserIonBeamTurret","","","","","","","","")
StartShipHardPointConfig(NewShipType,"Weapon IonBeam 2","HardpointGeneric2","Weapon","Innate","Damageable","Hgn_BattleCruiserIonBeamTurret","","","","","","","","") EDIT: Whups, posted wrong code-piece.
In-game: http://theblind.zookee.com/users/theBlind/ss00102.jpg
Larkaan
29th Sep 03, 7:21 AM
Anyway you can tack on, say, Flak turrets on?
Ooh, cool mod idea (probably already thought of): Have multiple 'weapons' subsytems on the big ships, where you can tack on things like Ion Cannon, Kinetic Cannon, Flak Cannon, or torpedo 'subsystems'
Thought
29th Sep 03, 7:25 AM
AHA! HardpointGeneric is what the unused BC Bridge is attached to!
theBlind
29th Sep 03, 7:49 AM
Small update: replace the 1/2 on the new ion turrets with 3/4 to make them selectable via the subsystem info in the lower right part of the screen.
EDIT: Ah, forgot: this will work if put on, say a carrier :)
terasect
29th Sep 03, 9:19 AM
There are ways of actually having them buildable. Rather than just slapping them on the ship.
(I wish I could have attachments... Oh well...)
theBlind
29th Sep 03, 9:23 AM
how do you make them buildable?
GOF007
29th Sep 03, 9:31 AM
You can make it buildable on other ship (MS Carrier Shipyard)
Don't forget,Dupicate of subsystem carn't be build on same ship
add
{
Type = SubSystem,
ThingToBuild = "Hgn_BattleCruiserIonBeamTurret",
RequiredResearch = "",
RequiredShipSubSystems = "",
DisplayPriority = 0,
DisplayedName = "$2026",
Description = "$2027",
},
to \Homeworld2\Data\scripts\building and research\hiigaran\build.lua
and add "Hgn_BattleCruiserIonBeamTurret"
to
StartShipHardPointConfig(NewShipType,"Generic 1","HardpointGeneric1","System","Generic","Destroyable","","Hgn_C_Module_Research","Hgn_C_Module_Hyperspace","Hgn_C_Module_PlatformControl","Hgn_C_Module_CloakGenerator","Hgn_C_Module_HyperspaceInhibitor","Hgn_C_Module_FireControl","Hgn_C_Module_ResearchAdvanced","Hgn_BattleCruiserIonBeamTurret")
at MS CR SY
oh!! the best way to prevent missing of icon
edit the
\Homeworld2\Data\subsystem\hgn_battlecruiserkineticburstcannon\hgn_battlecruiserkineticburstcannon.subs too
change NewSubSystemType.DisplayFamily = "SubSystemModule"
to NewSubSystemType.DisplayFamily = "Platform"
try it out!!!
have fun
GOF007
29th Sep 03, 9:36 AM
notice !!
BattleCruiser is unable to build more turret because it have 2 turret already (same module cannot be build)
unless someone can edit this script
Arioch
29th Sep 03, 10:09 AM
That's way cool, theBlind. Do the extra turrets actually work?
GOF007
29th Sep 03, 10:26 AM
Originally posted by Arioch
That's way cool, theBlind. Do the extra turrets actually work?
It's work great!!...
U still can build normal module but it will merge tegether at the same position & U will get a moduleturret :hover: He He He :talk:
theBlind
29th Sep 03, 10:42 AM
If you want to go further in this direction, you can remove the generic module slot and then there won´t be anything buildable there.
Hey, can anyone put these weapons up for download, please?
Vemarkis
6th Dec 03, 1:24 PM
Finally i could add that Dreadnaught Chinturret without adding new hardpoints!
komninosm
6th Dec 03, 1:39 PM
See the Ion Cruiser stage 2 mod thread. They already done it ;)
typo91
10th Dec 03, 12:19 PM
Just so you all know... its very possable... i have dont it..
I am working on a mod that peice from all the COOL ideas I find here... only differnce is, I am actually getting most of your Ideas to WORK.
I have BC that can build 6 Differnt Turrets on its hardpoints, yes 4 Ions or whatever! it all works... you can put 6 Ions on the shipyard if you want too!
I am finding true more and more, ANYTHING you can dream up is possable with the modding. Most of you wouldnt' believe the stuff I am doing with this game... I look to release a Complation before Xmas thats gona have some Great stuff in it... Progenitor Race, New Cap ships, Buildable Weapons subs, (working with normal sub slots!) I am doing my best to only add new ships when I have a new hod file. I am mostly trying to balance it now.
Check out the XENO forums for my progress...
http://xeno.fulcrum4.com/forum/viewthread.php?tid=1066
here (http://xeno.fulcrum4.com/forum/viewthread.php?tid=1066)
The Casualty
15th Dec 03, 9:36 PM
Way to steal from other mods there, Typo.
*Cough*Tel'Quessir's Point Defense Mod (http://forums.relicnews.com/showthread.php?s=&threadid=21314)*Cough*
If you look through the thread, you will notice that for some time, he has had Modular Weapons Systems, which are essentially the same subsystem weapons that you have so kindly ripped off. You didn't even bother to change the names of some of the weapons, according to the picture in your other forum. Sure, you added some other weapons, but you also kept the ones that he made.
Also, upon investigation, you took the Multigun Corvette mod, and Dynamic Fighters mod. I hope you had permission...
Kinjiss
15th Dec 03, 11:00 PM
Tisk, tisk, tisk. I wonder what your clan mates would think of this. Or maybe they're all as equally plageristc as you? hmmmm? Tisk, tisk, tisk.
--Kinjiss
Ragnarokx
16th Dec 03, 9:22 AM
well i can see everyones point BUT remember, most mods that come out at this time are more "basic", means they are the basics of modding and everyone can use them, so you cant really call it "steal" if someone uses a function someone else discovers. Of course if complete parts are being redistributed without giving proper credits, then tis another story.
As for me, im pming everyone if i want to use his work for my mod (party or full)
Link_of_Hyrule
16th Dec 03, 11:15 PM
:naughty: Oh, give him some credit... It takes a real man to steal ideas and then tell everyone in the SAME FORUM that he made them!
:banana: Some people are just special
fulcrum4XENO
24th Dec 03, 12:05 PM
eh, sonny....
....please don't insult me or the rest of the XENO members for one members actions.
Suppose I could blame you for what so-n-so at your school did - I mean, you are in the same school aren't you? So you must be at fault too?!
You Kanooks! I tell ya. <--- I'm gonna guess you'll take that as an insult. Again, I judge the Canadian people on one individual, YOU!.
Ain't right is it? eh?
As for typo91? ...well, we are looking into the matter. I agree - credit should be given when, and where, it is due.
PS - Seems, after looking at your profile, you too, as is typo, a little on the arrogant side, "I am so great!...really, I am."
rc2080
24th Dec 03, 5:22 PM
who's canadian?
fulcrum4XENO
25th Dec 03, 10:04 AM
That would be the addressee "to --Kinjiss"
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