This thread is for discussion related to New features documentation - suggestions on what to add, what to change, etc.
Do not post 'how to' questions in this thread. Post them in Shipmaking Q&A thread instead.
New Features Documentation - discussion thread
Moderators: th15, Moderators
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- Commander
- Posts: 116
- Joined: Sat Mar 01, 2008 3:49 am
Should be:Frames elapsed (self) - Will trigger when a set number of frames has elapsed after its been triggered off (if its set for trigger on) or triggered on (if its set to trigger off).
Frames elapsed (self) - Will trigger when a set number of frames has elapsed after its been triggered off (if its set for trigger on) or triggered on (if its set for trigger off).
Just want to say thanks for putting forth all this extra effort. I've read through most of the more complicated features, and it seems pretty thorough. The only suggestion I have to offer (and this is more of a long term thing) would be examples/screenshots. Being able to see how the drivers/sections/turrets/etc. should be arranged would be quite helpful. It'd also be nice to see how to set up some of the more complex effects to get a certain result. I'm looking at some of this stuff and thinking "what could this possibly be used for?"
The child weapon uses it's own deviation/range/burst/damage but it uses the parent's reload/mag/refire.RedWing wrote:In the Weapon Linking section it is not clear exactly what values are taken from the Link Parent (reload time, Deviation, Range, Duration, burst) or if those values must be set individually.
Basically what happens is that each time the parent says "FIRE" the children do so. Instantly. Regardless of their reload/mag/refire settings (you should set these all to 1 to avoid bugs on that note) too. It's like force fire in a way.
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
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- Commander
- Posts: 116
- Joined: Sat Mar 01, 2008 3:49 am
Apparently the child turret must have a reload time equal or greater than link delay for the proper delay timing to work from my testingArcalane wrote:The child weapon uses it's own deviation/range/burst/damage but it uses the parent's reload/mag/refire.RedWing wrote:In the Weapon Linking section it is not clear exactly what values are taken from the Link Parent (reload time, Deviation, Range, Duration, burst) or if those values must be set individually.
Basically what happens is that each time the parent says "FIRE" the children do so. Instantly. Regardless of their reload/mag/refire settings (you should set these all to 1 to avoid bugs on that note) too. It's like force fire in a way.