Oh the Weapons...

Just a short question...

... but what is wrong with this that keeps it from working properly?

By that i mean the second weapon simply doesn't seem to exist ingame.

:

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
autoJoinFleetDefault TRUE
canBomb FALSE
frigateRoleType "Light"
statCountType "FrigateLight"
mainViewIcon "MAINVIEWICON_FRIGATE_TECHLIGHT"
picture "PICTURE_FRIGATE_TECHLIGHT"
NameStringID "IDS_FRIGATE_TECHLIGHT_NAME"
DescriptionStringID "IDS_FRIGATE_TECHLIGHT_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_LIGHT"
basePrice
    credits 300.000000
    metal 55.000000
    crystal 0.000000
slotCount 5.000000
BuildTime 24.000000
hasLevels FALSE
ExperiencePointsForDestroying 30.000000
MaxHullPoints 600.000000
MaxShieldPoints 350.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 1.000000
BaseArmorPoints 2.000000
maxMitigation 0.600000
Prerequisites
    NumResearchPrerequisites 0
numRandomDebrisLarge 0
numRandomDebrisSmall 5
numSpecificDebris 0
armorType "Medium"
hudIcon "HUDICON_FRIGATE_TECHLIGHT"
smallHudIcon "HUDICONSMALL_FRIGATE_TECHLIGHT"
infoCardIcon "INFOCARDICON_FRIGATE_TECHLIGHT"
minZoomDistanceMult 1.500000
NumWeapons 2
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "ANTIHEAVY"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 52.250000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 3500.000000
    PreBuffCooldownTime 5.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.300000
    TravelSpeed 4000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Projectile"
        burstCount 4
        burstDelay 0.250000
        muzzleEffectName "Weapon_TechCapitalLaserLight_Muzzle"
        muzzleSoundMinRespawnTime 0.400000
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE"
            sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT1"
            sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT2"
        hitEffectName "Weapon_TechCapitalLaserLight_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
        projectileTravelEffectName "MidDBLaser"
Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "ANTIHEAVY"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 52.250000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 3500.000000
    PreBuffCooldownTime 5.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.300000
    TravelSpeed 4000.000000
    Duration 0.000000
    WeaponEffects
        weaponType "Projectile"
        burstCount 4
        burstDelay 0.250000
        muzzleEffectName "Weapon_TechCapitalLaserLight_Muzzle"
        muzzleSoundMinRespawnTime 0.400000
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE"
            sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT1"
            sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT2"
        hitEffectName "Weapon_TechCapitalLaserLight_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS"
        projectileTravelEffectName "Weapon_TechCapitalLaserLight_Travel"
m_weaponIndexForRange 0
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "Shield_FrigateTechLight"
maxAccelerationLinear 200.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.300000
maxDecelerationAngular 9.999996
maxSpeedLinear 800.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONATTACKORDERISSUED_2"
NumSoundsFor:ONCREATION 1
SoundID "FRIGATE_TECHLIGHT_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_0"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_1"
SoundID "FRIGATE_TECHLIGHT_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_0"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_1"
SoundID "FRIGATE_TECHLIGHT_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "FRIGATE_TECHLIGHT_ONSTARTPHASEJUMP_0"
MeshName "Frigate_TechLightIM"
ExhaustParticleSystemName "Exhaust_FrigateTechLight"
ExplosionName "Frigate0"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilitySabotageAntiMatter"
ability:1 ""
ability:2 ""
ability:3 ""
MaxAntiMatter 200.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000

 

I know it is not that great a mod, but i only started about fourteen hours ago with that stuff and simply wanted to have the frig fire with lascannons of two diffrent colours.

Given that i edited the mesh and verified that the new "weapon slots" are fully functional i'd guess the error has to be somewhere in the entity file, but i simply can't find it. So if somebody with a bit (or a lot) more experience might take a look at the above , i'd be very thankful.

2,141 views 6 replies
Reply #1 Top

You are sure you added a second weapon bank to the mesh?

Reply #2 Top

 projectileTravelEffectName "MidDBLaser"

think this might be the issue, set it back to normal and try it again

@GoFan - You can have two different weapons come out of the same mesh fire point, I have done it a few times messing around

Reply #3 Top

Quoting Ryat, reply 2
 projectileTravelEffectName "MidDBLaser"

think this might be the issue, set it back to normal and try it again

@GoFan - You can have two different weapons come out of the same mesh fire point, I have done it a few times messing around
End of Ryat's quote

Oh I didn't even bother to check to see if that is what he did, I just assumed he was adding an entirely new weapon to a ship, but now I realized what he meant. Yeah I knew that, thanks anyways though.

Reply #4 Top

@GoaFan77 Believe me i checked this a couple of times since reading in this forum made me realize that this a common source for errors^^ Here's what it looks like:

http://img831.imageshack.us/i/45030500.png/

And here's the "mesh code" for that:

    NumPoints 9
    Point
        DataString "Exhaust"
        Position [ 7.491034 -6.975468 -42.049145 ]
        Orientation
             [ -1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 -1.000000 ]
    Point
        DataString "Above"
        Position [ 0.000000 25.313093 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Aura"
        Position [ 0.000000 -37.414196 0.000000 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Centered"
        Position [ 0.000003 0.000000 30.651661 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Exhaust"
        Position [ -7.448734 -6.975468 -42.049145 ]
        Orientation
             [ -1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 -1.000000 ]
    Point
        DataString "Weapon-0"
        Position [ -12.024216 -0.307062 50.526989 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Weapon-1"
        Position [ 20.000000 -1.376483 1.893581 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Weapon-0"
        Position [ 12.073157 -0.307062 50.526989 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]
    Point
        DataString "Weapon-1"
        Position [ -20.000000 -1.376483 1.893581 ]
        Orientation
             [ 1.000000 0.000000 0.000000 ]
             [ 0.000000 1.000000 0.000000 ]
             [ 0.000000 0.000000 1.000000 ]

 

@Ryat, I tried what you said but it doesn't help, and i have to add that MidDBLaser actually exists, it simply changes the laser's colour to a somewhat 'darkish' blue and works fine so far, as can be seen here:

http://img820.imageshack.us/i/54412510.png/

 

Thank you so far guys, but I'm still rather clueless about what the error might be.

Reply #5 Top

Yeah, I was just trouble shooting. You would be amazed at how often it is little things like that.

Something else you could try is a complete rewrite. Sometimes a minor coding error creeps in and is extremely difficult to find. When you do a complete rewrite you end up removing the error simply because. Sometimes find this to be the fastest way to correct for an unfound error. Often it's a simple misspell but due to the way language is different from the normal language we type and read it can be hard to see.

Reply #6 Top

Hey when you did this mod, did you give the light frigate a new name and description in the string file, or have you just modified the existing light frigate and left it as is. I think from memory you need to give it a new name in the string file so the game engine knows its dealing with a different entity than the stock one that is already in the game. I know that the info cards won't update to your modified weapon stats unless you do this.