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  #241  
Old October 19th, 2006, 10:13 PM
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Default Re: Plague extension

Aaron took them out, pending rewriting them to be up to date and more complete.
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  #242  
Old October 20th, 2006, 12:45 AM
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Default Re: Plague extension

OK, thanks, Fyron.
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  #243  
Old October 20th, 2006, 02:39 AM

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Default Re: Plague extension

Quote:
Imperator Fyron said:
Aaron took them out, pending rewriting them to be up to date and more complete.
Do you think it possible to have an incomplete version ? Would it be ok to post only the description files, although incomplete, so that we could start real modding (I still need functions for facility requirement) ?
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  #244  
Old October 20th, 2006, 02:53 AM
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Default Using a mount to change a weapon\'s firing rate?

I'm trying to create a weapon mount that increases the damage but slows down the reload rate. Is it possible to make a mount that changes the firing rate of a weapon?

Is there an ability like "Component - Weapon Reload Rate Percent" that we can use?
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  #245  
Old October 20th, 2006, 03:21 AM
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Default Re: Using a mount to change a weapon\'s firing rate?

Quote:
Kamog said:
I'm trying to create a weapon mount that increases the damage but slows down the reload rate. Is it possible to make a mount that changes the firing rate of a weapon?

Well each weapon has this...

Weapon Reload Rate MS Formula

Which means you can use some kind of formula here.

Didnt see anything having to do with component-XXXXX. As it is I would say no.
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  #246  
Old October 20th, 2006, 11:57 AM
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Default Re: Using a mount to change a weapon\'s firing rate

Does the Min and Max damage modifier formula have to be populated? For example can I enter a zero (0) there and use the Min and Max Damage at Range for my weapons with fixed damage [at all ranges] amounts?
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  #247  
Old October 20th, 2006, 01:47 PM
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Default Re: Plague extension

Do you think it possible to have an incomplete version ?

No. As I said, they are also out of date. Some information in them is not correct any more. It was a year ago, but things have changed since then.

Does the Min and Max damage modifier formula have to be populated?

Yes, they must have data. If you put a 0 for min, damage will range between 0 and max. If you put a 0 for max, who knows what will happen. To get a fixed damage amount, just put the same formula for each.
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  #248  
Old October 20th, 2006, 02:50 PM
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Default Re: Plague extension

I was looking over the components and noticed there was one for negating damage from energy weapons. So this isn�t anything new but it did give me a new thought. What would happen if you had a device that negated the damage from a tractor beam? Would this also negate the effects of the tractor (pulls target) or would it just negate the damage and still pull the target? Has anyone tried this before? Is there a way to build a component that negates the pulls target ability?
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  #249  
Old October 20th, 2006, 03:11 PM

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Default Shield Mounts?

I am trying to create a shield mount, but I cant figure out how to modify the shield output. I could do it in SEIV, is it possible in V? What abilities can be modified with mounts other than those used in the stock files?
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  #250  
Old October 20th, 2006, 07:10 PM
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Default Modding Process

A general question...

When you make a mod, what process to you follow?
How much pre planning do you do? What do you do?
Which data file do you start with first? Second?
Do you start from scratch, or do you just type over other entries?
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