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[Help] Sensor Jammer

kjc733

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I've been working on this idea on and off for a while now, and have had precisely no success whatsoever. I'm trying to get a sensor jammer to be deployed by a torpedo, like an arty torpedo but jamming rather than damaging. Anybody have any ideas? Or even know if it can be done?
 

Dominus_Noctis

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You can always make the "weapon" linked to two ordnances - one with a visible torpedo firing at the location, dealing null damage, and the other starting the disabling effect :) . That would be two weapons firing at once.
 

kjc733

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Any chance you can provide an example of how you'd do that? That has been my approach but so far I end up with just a standard arty firing, or a dud torpedo, or a CTD (only the once though, which I take as a minor victory :) )
 

Dominus_Noctis

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The only examples I would be able to provide would be Fleet Ops based, so I'm not sure now if it works in Stock as well :sweat:.

Maybe it's possible to emulate, so I'll list the example in any case:

Polaron Field for the Qaw'Duj has two weapons, polaron_fieldA and polaron_field. They each have separate ordnances, and one has a blank sprite. What definitely won't work in Stock is that the ordnance that is empty uses evenstart and some other FO commands, but there might be some Stock abilities which simulate that :sweat:
 

Adm_Z

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the only way to have I can think to do this is to have an artillery weapon that does no damage, and a replaceweapon that fires on contact. the only problem is that it would have to automatically fire, not be activated by a button.

This should work in the PP. Similar to the way fighters are launched in thunderfoots fighter project. it just launches an invisible 'pod' that has the sensor weapon.
 

Dominus_Noctis

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Hm, I didn't think there was an autoreplaceweapon in the PP :sweat: . I should have brushed up on that :lol2:
 

Adm_Z

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it wasn't an auto replace at that point. It was fired as a weapon, so when enemy ships were in range, it would fire it like any other weapon.
 

kjc733

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You can use the replaceweapon on a torpedo? Will have to play with that at some point as I can see implications for MIRV type weapons. However this is for a specific application that doesn't use PP.
 

Adm_Z

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well, not on the torpedo, but really, when weapons all fire at the same time, you can layer them, making one the visual effects, and one the actual effect, without the player actually noticing. as far as they know it was the torpedo that did it, not the invisible 'pod.'
 
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