swilson0907
Crewman 1at Class
- Joined
- 13 Jan 2011
- Messages
- 156
No matter what I do with the railguns, they seem to always multi-fire but at nothing. I also got some phasers doing this that are multi-targetting for my Federation ships but the railguns right now are more or a nusance, they seem to fire all over the place well the ships missels target the dsignated target, well this is going on, I have sometimes have had planets being attacked by my railguns, and most of the time, they are my planets and I lose the colony thanks to these nusance railguns.
How can I sto the railguns from multi-targetiing at nothing when they have one designated target? What can I do to make the railguns only target on enemy vessel, not my planets or friendly ships?
Railgun1
railpulse1o
Railgun3
railpulse2o
Besides this, I want to make the Railguns a close range weapon system and the ships missels to be the long range. I do want the railguns to be multi-targetting when needed, but I don't want them to all be firing at once if there isn't a target in their firing range.
What coding do I need to add or what do I need to do to accomplish this?
How can I sto the railguns from multi-targetiing at nothing when they have one designated target? What can I do to make the railguns only target on enemy vessel, not my planets or friendly ships?
Railgun1
Code:
#include "pulse.odf"
//Name of the ODF file for the ordinance for this weapon
ordName = "railpulse1o"
//Display name for this weapon
wpnName = "Pulse"
//Time Delay between shots
shotDelay = 0.1
//Sound which is played when the weapon fires
fireSound = "rgun1.wav"
//Firing Range
range = 1000.0f
// Use this fire arc restriction
fireArc = 1.61
hitChance = 0.6
classLabel = "areacannon"
needTarget = 0
hitCondition = 2
maxTargets = 2
railpulse1o
Code:
#include "pulseo.odf"
//The base amount of damage which the ordinance does with each hit
damageBase = 1500
//The sprite which is used for this ordinance
Sprite = "pphaser"
//Phaser specific: this modifies the color of the phaser
shotColor = 227
// Time to play through the animation for the sprite in seconds
spriteDuration = 8.0
// Length of the beam.
Length = 19.0
//How fast the shot moves
shotSpeed = 900
//Phaser specific: this is the thickness of the beam
Radius = .2
//Amount of time the ordinance will exists without hitting something
lifeSpan = 5.0
//lightColor = 1.0 1.0 0.0
//lightFalloffStart = 50.0
//lightFalloffRange = 5.0
Railgun3
Code:
#include "pulse.odf"
//Name of the ODF file for the ordinance for this weapon
ordName = "railpulse2o"
//Display name for this weapon
wpnName = "Pulse"
//Time Delay between shots
shotDelay = 0.1
//Sound which is played when the weapon fires
fireSound = "rgun1.wav"
// Firing Range
range = 900.0f
railpulse2o
Code:
#include "pulseo.odf"
//The base amount of damage which the ordinance does with each hit
damageBase = 2550
//The sprite which is used for this ordinance
Sprite = "pphaser"
//Phaser specific: this modifies the color of the phaser
shotColor = 227
// Time to play through the animation for the sprite in seconds
spriteDuration = 8.0
// Length of the beam.
Length = 20.0
//How fast the shot moves
shotSpeed = 1000
//Phaser specific: this is the thickness of the beam
Radius = .2
//Amount of time the ordinance will exists without hitting something
lifeSpan = 5.0
//lightColor = 1.0 1.0 0.0
//lightFalloffStart = 50.0
//lightFalloffRange = 5.0
Besides this, I want to make the Railguns a close range weapon system and the ships missels to be the long range. I do want the railguns to be multi-targetting when needed, but I don't want them to all be firing at once if there isn't a target in their firing range.
What coding do I need to add or what do I need to do to accomplish this?