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  #11  
Old February 20th, 2004, 01:16 PM

PaladinX PaladinX is offline
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Default Re: Modding questions...

I'll try that when I get around to the actual campaign construction, thanks Phoenix.

Good news on the PDC front, point defense beams and missiles work (Although you really want to increase the PD missiles ranges to the 300 range due to slow missile speed) and restricting point defense guns to specific arcs works also!

Which actually makes me curious whether or not I could make normal weapons 360 degree guns by simply not tying them to a firing point at all... I'll have to try.

One question about missiles/torpedoes... I saw in another thread that torpedo speed can be tweaked... Is it possible to have different speeds for different classes of torpedoes? I'd like to have fast anti-fighter missiles and slower anti-ship torpedoes if possible. If not then not. I can always make do by giving the anti-fighter missiles really long ranges, just more elegant the other way.
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  #12  
Old February 20th, 2004, 03:38 PM

PaladinX PaladinX is offline
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Default Re: Modding questions...

Nevermind... Found it. Torpedo speed is part of the effect type you reference, so if I create a few different effect types with different speeds, it should work. I think

Also, if you don't link a weapon to a firing point defined in the X files file, it has 360 degree coverage

[ February 20, 2004, 14:00: Message edited by: PaladinX ]
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  #13  
Old February 20th, 2004, 05:08 PM

Phoenix-D Phoenix-D is offline
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Default Re: Modding questions...

Be careful with the torpedo speeds. If you set the, too high the torps will start exploding randomly.
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  #14  
Old February 20th, 2004, 05:54 PM

PaladinX PaladinX is offline
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Default Re: Modding questions...

Actually, that could be fun... Only the fighter to fighter missiles will be really fast, so it would add some cool visuals lol.
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