(outdated) Advanced Weapon Customizing Techniques

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Bad Boy
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Post by Bad Boy »

ArcaneDude wrote:Unfortunately, it's al jumbled up. The order in the code isn't the same one as in the shipmaker, so no-one really knows. The largest numbers correspond with the color values, but that's all I know.
Or simply mess around with weapon stats, then load the code and see which numbers aren't at -1. It takes a while, but you can figure out which numbers affect which weapons, for example, the last two are always re-sizing, the fourth number (counting the arc range) is damage, the sixth is range, the seventh is deviation, and the eight is turning. Some of them differ depending on the weapon, but most stay the same.
jwa8402
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Post by jwa8402 »

Yes, and thats great because you can alter things on weapons you aren't supposed to be able to alter, like the arc range on point defense.
th15
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Post by th15 »

The easy way to figure it out is to assign consecutive numbers to the values, that way each number in the weapon string will represent one field.
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zero-saber
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Post by zero-saber »

Is there any way we can get the base stats for the weapons? I've looked in the other weapon thread and didn't find them. Or do we just guess?
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Sniper Wolf
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Post by Sniper Wolf »

Thank you all very much for your help, its appreciated. Big thumbs up and a cookie for everyone.
ODST
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Post by ODST »

Shouldn't this thread be stickied or something?

Also, is there any thread that tells you exactly what each number changes in a string of section or module code?
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Arcalane
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Post by Arcalane »

It was unstickied as we've had rather too many stickies in the last few weeks, but it is linked to in the index.

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ianfreddie07
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Post by ianfreddie07 »

I'm trying to make a some sort of railgun overload, which consists of a 1-shot many burst railguns with long reload times firing in a circular direction. Kinda like the pacman-like beamer. How do you do it with railguns?
jwa8402
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Post by jwa8402 »

If I had to, I would set deviation for 180 and burst 180 or something like that. Could be a better way... Works for beamers and pulsars anyway. Railguns with burst are more lag inducing than beams though.
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Post by IBurn36360 »

Don't do it...by the time you get it right, your computer will freeze. I tried the same thing for a stationary mine and all I got was a lagfest, my values ended up being:
Burst: 400
Deviation: 360
Reload: 200
Range 500


Needless to say, it didn't work, it either froze the game, or it wouldn't fire...good luck on other projects though.
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Danny420Dale
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Post by Danny420Dale »

IBurn36360 wrote:Don't do it...by the time you get it right, your computer will freeze. I tried the same thing for a stationary mine and all I got was a lagfest, my values ended up being:
Burst: 400
Deviation: 360
Reload: 200
Range 500


Needless to say, it didn't work, it either froze the game, or it wouldn't fire...good luck on other projects though.
Fail.

weapon|Railgun|2.50|-1|-1|240|250|-1|3000|180|-1||8388863|200|600|-1|60|-1|-1|1|1

Makes a neato 'BZZZZZZZZZZZAKK!' noise :lol:
Swamp Fox
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Post by Swamp Fox »

Mmmmm, yeah. I'd say that if you want to do a railgun starburst, go for it. You might want a bit different burst and reload than IBurn's though.

By the way, IBurn, it doesn't crash or freeze. I got a nice 30 FPS while running multiple other programs.
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Post by IBurn36360 »

The computer I use to build ships has a 1 Ghz porcesor in it, However, It freezes on my mothers computer, the one I use to test ships, as well...It has a dual core 1.5Ghz procesor with 2 Gigs of RAM...I have come across other problems as well, so it may be a problem on my end.
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Danny420Dale
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Post by Danny420Dale »

IBurn36360 wrote:my mothers computer
IBurn36360 wrote:It has a dual core 1.5Ghz procesor with 2 Gigs of RAM
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