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Forced weapon linking

Posted: Thu Nov 21, 2013 4:28 am
by XxHAMADEHxX
Is there any way I could force a weapon link inside an odf?
I want to make a ship go guns blazing XD
Thanks

Re: Forced weapon linking

Posted: Thu Nov 21, 2013 7:05 am
by mase
Yes, by setting the weapon mask. Not sure if it works for a human player.

Re: Forced weapon linking

Posted: Thu Nov 21, 2013 7:34 am
by Red Devil
from Changelog_PB4.txt:


[GameObjectClass]
weaponGroup<#> = <group> // group number, -1 for automatic

Hardpoints with automatic grouping join the group of the most recently
assigned similar hardpoint, regardless of how that hardpoint got there.

Mixed-type groups act like permanent multi-selection, though the weapon
status indicator only lists the last weapon in the group. [Ken]


you shouldn't link weapon hardpoints like mortar and cannon, since it will try to aim up with the mortar, making the cannon shots shoot up into the air.

example:

weaponGroup1 = 1
weaponHard1 = "HP_CANNON_1"
weaponName1 = "gatstab_c"
recoilName1 = "recoil"
weaponAssault1 = 0
weaponGroup2 = 1
weaponHard2 = "HP_GUN_1"
weaponName2 = "gminigun_c"
weaponAssault2 = 0
weaponGroup3 = 1
weaponHard3 = "HP_GUN_2"
weaponName3 = "gminigun_c"
weaponAssault3 = 0

Re: Forced weapon linking

Posted: Thu Nov 21, 2013 9:08 pm
by XxHAMADEHxX
Awesome
thanks guys.