WYRDYSM GAMES

Home of Battleships Forever
It is currently Sat Sep 11, 2010 4:33 am

All times are UTC + 8 hours




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 16 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: What the hell am I doing wrong?
PostPosted: Sun Dec 23, 2007 3:44 am 
Offline
Commander
Commander
User avatar

Joined: Wed Nov 21, 2007 5:43 am
Posts: 171
Ok, I've tried for a few days to figure out how to mod weapons correctly.

I can't.

I've read both threads on weapon modding, and their about as clear as mud to me (sorry, visual/tactile learner here).

What I'm trying to accomplish is to make a simple 'autocannon' style weapon out of a Blaster.

I set the fire rate to 30, the clip size to 10, the reload to 10, the range to 1800 and the arc to 45.

I made a simple ship with 4 deflectors, 2 particle guns, 2 Flak Cannons and enough space to set six weapons on it.

My problem is that after I unload the first clip, the weapons go into their cooldown period, they all start to fire at different intervals. Two cannons will fire normally, but the other four just fire at different times/intervals. It doesn't make any sense to me.

The other thing is that it has a exorbident re-load time with a reload set to 10. I want the cannon to fire one shot every second for 10 seconds, then go into a 5 second cooldown period, how do I accomplish that?

I'll make it easy for you to understand: First clip expends itself with one shot every second for ten seconds, which is what I want.

The second clip loads and every blaster starts firing at different intervals.

Shouldn't setting the reload and fire rate keep them all firing in the same interval?

Before I post this, I will say that I clone my weapons from the original to save myself time.

And please note that I will come back to this thread with more questions as they crop up.

_________________
I knew it! Ageis DOES taste like Vanilla!

Image


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 23, 2007 3:52 am 
Offline
Captain
Captain
User avatar

Joined: Sun Oct 14, 2007 1:23 pm
Posts: 292
Location: Aah ! Stalker !
From what I understood from your post (and what I understand about modding), each gun individualy aims and looses their target. That means that some will acquire before others, and some will randomly loose it in the middle of a clip.

_________________
The preferred outcome of war, is peace. Ironic; huh ? -[citation needed]


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 23, 2007 4:07 am 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Fri Sep 28, 2007 11:35 pm
Posts: 1270
Location: Below My Postcount
First, for a five second cooldown period, you would need a reload time of 150.

Secondly, every turret is controlled separately. They will actively seek the target under the AI, and for enemy ships on each side of your ship, the blasters might seek them out instead of only going for once.

Thirdly, I think that the problem you are encountering is a Ship Maker error. I would suggest going back into the blueprint and re-checking every blaster individually.

_________________
Warcraft III (U.S. East) -~-~- [( Aequinox / DACI-Equinox / Equinox]4[Lyfe )]
XBox 360 LIVE (Mostly CoD:WaW) -~-~- [( EquinoxXenom )]

Wyrdysm Games wrote:
Stop quoting the line above in your sigs!


Top
 Profile  
 
 Post subject: Re: What the hell am I doing wrong?
PostPosted: Sun Dec 23, 2007 4:09 am 
Offline
Administrator
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4973
Location: UK
Ulric Jorgensson wrote:
The other thing is that it has a exorbident re-load time with a reload set to 10. I want the cannon to fire one shot every second for 10 seconds, then go into a 5 second cooldown period, how do I accomplish that?


Essentially;

Cooldown: 30
Clipsize: 10
Reload: 150

Easy. Remember that the editor uses frames for it's Cooldown and Reload values, and the game works at 30 frames = 1 second, so a reload of 150 = 5 seconds.

Chances are it's as Raithah says and they're losing/reacquiring targets mid magazine or mid reload, and the turning time then offsets the firing.

_________________
Spoiler: show
[18:08:01] kaelisasur: Dammit
[18:08:05] kaelisasur: Wrong person, disregard
[18:08:16] Arcalane: I disregard most of what you say anyway so w/e
[18:08:28] kaelisasur: ..
[18:08:47] Arcalane: :D
[18:09:12] kaelisasur: You're an awful, awful person.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 23, 2007 5:38 pm 
Offline
Moderator
User avatar

Joined: Sun May 13, 2007 9:20 pm
Posts: 254
Location: United Kingdom
Synchronised weapons as a Ship Maker feature, perhaps?

_________________
Ubuntu. Linux for human beings.


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 23, 2007 5:56 pm 
Offline
TEMP-BANNED
User avatar

Joined: Sat Sep 22, 2007 2:28 pm
Posts: 1529
Game_boy wrote:
Synchronised weapons as a Ship Maker feature, perhaps?

YES!


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 23, 2007 6:47 pm 
Offline
Captain
Captain
User avatar

Joined: Thu Aug 30, 2007 6:48 pm
Posts: 473
Location: Fuyuki City
Fire-linked Turret-Mounted!

WITH DANNYS TURRET SPRITES!


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 23, 2007 8:00 pm 
Offline
Captain
Captain
User avatar

Joined: Sun May 20, 2007 2:46 pm
Posts: 336
At the time being, if you want to synchronise weapons press H to hold fire and press H to stop hold fire when enemies are in range can have those weapons fire at once


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 24, 2007 2:33 am 
Offline
Lieutenant, Junior Grade
Lieutenant, Junior Grade

Joined: Sat Dec 22, 2007 11:16 am
Posts: 11
Okay, lets make it real simple, if you want the blaster cannon to fire like an autocannon, make the reload time: 1 in the weapon editor, this will make the reload time .03 seconds in game (well, assuming a healthy FPS of course), and then make the cooldown time 1 as well, make the firing rate 1 as well, making the cooldown .03 seconds as well. It's that simple. THen it'll fire as fast as possible.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 24, 2007 4:34 am 
Offline
Commander
Commander
User avatar

Joined: Wed Nov 21, 2007 5:43 am
Posts: 171
Alrighty, I've got most of the problems with the Blaster worked out, now I'm trying to make a simple Pulse Laser.

I want ti to fire for 2 frames, then cooldown for 2 frames and fire again for two frames. Continuously. You'd think it'd be so simple, set the fire rate to 2 and the reload to 2.

All that does is make a continuous beam laser. Which, in and of itself, is cool, but certainly not what I wanted.

Anyone ever figure out how to do that with, say, a mining beam? or any kind of beamer?

_________________
I knew it! Ageis DOES taste like Vanilla!

Image


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 24, 2007 5:53 am 
Offline
Captain
Captain

Joined: Tue Sep 11, 2007 3:03 pm
Posts: 333
You can only change the duration of beams in ship maker 3.0. I've found that setting a mining laser to a duration of 1% (absurdly low I know, but it works) and setting reload to a minimum of 5 (1/6th of a second) will make it pulse repeatedly. Just don't forget to change the damage if you want it to actually do anything because changing the duration to be that low also significantly lowers the beam's DPS.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 24, 2007 4:14 pm 
Offline
Administrator
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4973
Location: UK
Ulric Jorgensson wrote:
Alrighty, I've got most of the problems with the Blaster worked out, now I'm trying to make a simple Pulse Laser.

I want ti to fire for 2 frames, then cooldown for 2 frames and fire again for two frames. Continuously. You'd think it'd be so simple, set the fire rate to 2 and the reload to 2.

All that does is make a continuous beam laser. Which, in and of itself, is cool, but certainly not what I wanted.

Anyone ever figure out how to do that with, say, a mining beam? or any kind of beamer?


The beamers have a fixed duration. Your best bet until SM3.0 goes public is a modified scatterbeam which has a duration of about 3-10 frames.

_________________
Spoiler: show
[18:08:01] kaelisasur: Dammit
[18:08:05] kaelisasur: Wrong person, disregard
[18:08:16] Arcalane: I disregard most of what you say anyway so w/e
[18:08:28] kaelisasur: ..
[18:08:47] Arcalane: :D
[18:09:12] kaelisasur: You're an awful, awful person.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 24, 2007 4:16 pm 
Offline
Administrator
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4973
Location: UK
Eddy01742 wrote:
Okay, lets make it real simple, if you want the blaster cannon to fire like an autocannon, make the reload time: 1 in the weapon editor, this will make the reload time .03 seconds in game (well, assuming a healthy FPS of course), and then make the cooldown time 1 as well, make the firing rate 1 as well, making the cooldown .03 seconds as well. It's that simple. THen it'll fire as fast as possible.


Which is stupid advice because it makes the blasters obscenely powerful assuming you're not trying to touch the damage stats.

I did an autoblaster for my Privateer Cruiser ship (it had two such autoblasters - which were modified blasters; I needed the space /and/ the firepower) and it took several tweaks to get a more reasonable fire rate without the Cruiser tearing stock ships into pieces.

Honestly, a ROF/reload of 15-30 is better without being sheer wank/overkill.

_________________
Spoiler: show
[18:08:01] kaelisasur: Dammit
[18:08:05] kaelisasur: Wrong person, disregard
[18:08:16] Arcalane: I disregard most of what you say anyway so w/e
[18:08:28] kaelisasur: ..
[18:08:47] Arcalane: :D
[18:09:12] kaelisasur: You're an awful, awful person.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 24, 2007 4:45 pm 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Tue Jun 05, 2007 1:27 pm
Posts: 1211
Danny420Dale wrote:
Game_boy wrote:
Synchronised weapons as a Ship Maker feature, perhaps?

YES!

_________________
ImageImageImageImage


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 24, 2007 5:11 pm 
Offline
TEMP-BANNED
User avatar

Joined: Sat Sep 22, 2007 2:28 pm
Posts: 1529
Boba Fetuccini wrote:
Danny420Dale wrote:
Game_boy wrote:
Synchronised weapons as a Ship Maker feature, perhaps?

YES!

And TURRETZ!


Top
 Profile  
 
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 16 posts ]  Go to page 1, 2  Next

All times are UTC + 8 hours


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group