Burst fire in stock A2 & Biomatter trading

Talk about anything related to old versions of Armada.
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posted on April 7th, 2011, 11:03 pm
I see what you are saying.  Just have several weapons that are limited by special energy. That only really works out if you aren't using the SpE for anything else though.
posted on April 7th, 2011, 11:10 pm
Adm. Zaxxon wrote:I see what you are saying.  Just have several weapons that are limited by special energy. That only really works out if you aren't using the SpE for anything else though.


wait wut ?

No no.

Here's an example of how I did it.

Pulse weapon.

Weapon fires every three or four seconds, with a three shot burst.

The two extra 'burst' shots regenerate in between that period of time, allowing for realistic burst fire.


I forget exactly what all needed editing, if I even still have that file any more, its one I havent touched in a year or two.
posted on April 7th, 2011, 11:11 pm
Last edited by Dominus_Noctis on April 7th, 2011, 11:15 pm, edited 1 time in total.
SaveFire only works if you are out of combat for a short while, so I imagine that unless you set your weapons on a limited arc, and move 'out of combat' (aka, you can't fire, simulating out of combat) it won't work. I also have never heard of a mod that was able to do bursts of fire without them being a linked sprite, or upon the onset of combat. Imagine, Tok'ra, you'll make modding news if you release that on A2files :).

The commands added to the patch project are listed here. Cannonimp is not one of them, so I imagine it is not in 1.2.5.  :sweatdrop:

EDIT: just confirmed with Doca, the only commands that were added were there :)
EDIT2: just remembered another way to simulate bursts - as many new weapons as you want for a burst, setting the hardpoints for each slightly apart. Voila, a fake burst.
posted on April 7th, 2011, 11:15 pm
Last edited by Tok`ra on April 7th, 2011, 11:26 pm, edited 1 time in total.
All I know was it worked.

I'll see if I can find it.


edit; Ok heres a VERY rough sketch of how I did it. Not feeling like testing ingame at the moment may do that later.

In the weapon's .odf

shotDelay =3
saveFire = 1
maxShots = 3
minimumShotInterval = 0.25
restrictFireArc = 1
fireArc = 45


Past that, far as I remember, it would keep firing bursts at whichever rate of fire you set it to, long as the rate of fire was enough time for the burst fire to regenerate.

No promise on it workign right away, I remember when I did do it the first time I was getting crashes every other load for a while til I did something, forget what.
posted on April 7th, 2011, 11:40 pm
not sure how it is done here, but it seems to work.

Quantum Torpedo Spread Mod Download, Star Trek: Armada 2 Mods
posted on April 7th, 2011, 11:54 pm
It uses restrictArc and a small minimumShotInterval to simulate being out of combat for short times.
posted on April 8th, 2011, 1:08 am
Dominus_Noctis wrote:It uses restrictArc and a small minimumShotInterval to simulate being out of combat for short times.


So it is doable.
posted on April 8th, 2011, 1:21 am
Ah I believe you misunderstood; it involves doing what I said before unfortunately. Having a reduced arc means that you more easily 'get' out of combat, and having a small minimumShotInterval means that if you get out of combat, it activates SaveFire quickly. It isn't however doing that every time if you never get out of combat.  :blush:
posted on April 8th, 2011, 2:01 am
Dominus_Noctis wrote:Ah I believe you misunderstood; it involves doing what I said before unfortunately. Having a reduced arc means that you more easily 'get' out of combat, and having a small minimumShotInterval means that if you get out of combat, it activates SaveFire quickly. It isn't however doing that every time if you never get out of combat.  :blush:


I get what you're saying.

Im 99% sure it was working some other way for me tho.
posted on September 3rd, 2011, 7:43 pm
Last edited by dragonmalice on September 3rd, 2011, 7:52 pm, edited 1 time in total.
If you're just trying to get the bursts to work with your own ships, it will work reliably if you enable the cloverleaf or jousting movement formations.  Every time a ship with a limited fire arc turns away from the target, the burst starts saving up again and it fires a volley when it comes around again.  It works best with fast ships like the Defiant, which make their attack runs fairly quickly.  Having the movement formation enabled is the only way I've ever gotten it to work right.

Since the AI doesn't use movement patterns, it'll only fire in bursts in the first volley.
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