Hi,
yesterday i wasted 5 hours on modding weapon hardpoints on a new Port Section. I can move the Weapons around with the locator function but when i build the sections the weapons won't show up anymore. But on existing build sections the weapons change the position.
Also it seems when i change the "name = "LARGE_GUN_01"" into something like "name = "MEDIUM_GUN_03"" the component_slot won't be recognized anymore.
In the weapon_component_template the changes i made that the entity for the large gun should be a medium model also won't be recognized.
The dmg and projectile_gfx values are also ignored. And where can i change the shooting sound effects?
When i add a weapons_components.csv into my mod the game CTD when i try to load a game with a fight in it.
It seems that i have to use the original one when i want to add my modifications at the end of the file. But i still think the game don't want to recognize my variables.
How can i make the game notice me changes, senpai?
Also generally what's the best way to add/move the weapon hardpoints on an entity?
Here are all of the mentioned things:
entity = {
name = "mammalian_01_orbital_station_fortress_section_entity"
pdxmesh = "mammalian_01_orbital_station_refinery_section_mesh"
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
locator = { name = "medium_gun_01"
position = { 21.2 3.0 -3.3 }
rotation = { 0 0 0 }
scale = 1.8
}
locator = { name = "medium_gun_02"
position = { 19.4 3.0 -6.2 }
rotation = { 0 0 0 }
scale = 1.8
}
locator = { name = "medium_gun_03"
position = { 21.2 -4 -3.3 }
rotation = { 0 180 0 }
scale = 1.8
}
locator = { name = "medium_gun_04"
position = { 19.4 -4 -6.2 }
rotation = { 0 180 0 }
scale = 1.8
}
scale = 1.0
}
__________________________
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}
component_slot = {
name = "LARGE_GUN_01"
slot_size = large
slot_type = weapon
locatorname = "medium_gun_03"
}
component_slot = {
name = "LARGE_GUN_02"
slot_size = large
slot_type = weapon
locatorname = "medium_gun_04"
}
__________________________
weapon_component_template = {
key = "MEDIUM_FORTRESS_MASS_DRIVER"
size = medium
entity = "medium_kinetic_gun_entity"
damage = { min = 15.0 max = 31.0 }
windup = { min = 2.5 max = 17.5 }
total_fire_time = 15
range = 30.0
accuracy = 1
type = instant
icon = "GFX_ship_part_mass_driver_1"
icon_frame = 1
power = 0
cost = 6
projectile_gfx = "advanced_railgun_l"
hidden = no
component_set = "FORTRESS_MASS_DRIVER"
tags = { weapon_type_kinetic }
}
weapon_component_template = {
key = "LARGE_FORTRESS_MASS_DRIVER"
size = large
entity = "medium_kinetic_gun_entity"
damage = { min = 27.0 max = 66.0 }
windup = { min = 2.0 max = 17.5 }
total_fire_time = 45
range = 40
accuracy = 1
type = instant
icon = "GFX_ship_part_mass_driver_1"
icon_frame = 1
power = 0
cost = 6
projectile_gfx = "adv_kinetic_artillery"
hidden = no
component_set = "FORTRESS_MASS_DRIVER"
tags = { weapon_type_kinetic }
}
________________________
component_set = {
key = "FORTRESS_MASS_DRIVER"
icon = "GFX_fortress_mod"
icon_frame = 1
}
yesterday i wasted 5 hours on modding weapon hardpoints on a new Port Section. I can move the Weapons around with the locator function but when i build the sections the weapons won't show up anymore. But on existing build sections the weapons change the position.
Also it seems when i change the "name = "LARGE_GUN_01"" into something like "name = "MEDIUM_GUN_03"" the component_slot won't be recognized anymore.
In the weapon_component_template the changes i made that the entity for the large gun should be a medium model also won't be recognized.
The dmg and projectile_gfx values are also ignored. And where can i change the shooting sound effects?
When i add a weapons_components.csv into my mod the game CTD when i try to load a game with a fight in it.
It seems that i have to use the original one when i want to add my modifications at the end of the file. But i still think the game don't want to recognize my variables.
How can i make the game notice me changes, senpai?
Also generally what's the best way to add/move the weapon hardpoints on an entity?
Here are all of the mentioned things:
entity = {
name = "mammalian_01_orbital_station_fortress_section_entity"
pdxmesh = "mammalian_01_orbital_station_refinery_section_mesh"
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
locator = { name = "medium_gun_01"
position = { 21.2 3.0 -3.3 }
rotation = { 0 0 0 }
scale = 1.8
}
locator = { name = "medium_gun_02"
position = { 19.4 3.0 -6.2 }
rotation = { 0 0 0 }
scale = 1.8
}
locator = { name = "medium_gun_03"
position = { 21.2 -4 -3.3 }
rotation = { 0 180 0 }
scale = 1.8
}
locator = { name = "medium_gun_04"
position = { 19.4 -4 -6.2 }
rotation = { 0 180 0 }
scale = 1.8
}
scale = 1.0
}
__________________________
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}
component_slot = {
name = "LARGE_GUN_01"
slot_size = large
slot_type = weapon
locatorname = "medium_gun_03"
}
component_slot = {
name = "LARGE_GUN_02"
slot_size = large
slot_type = weapon
locatorname = "medium_gun_04"
}
__________________________
weapon_component_template = {
key = "MEDIUM_FORTRESS_MASS_DRIVER"
size = medium
entity = "medium_kinetic_gun_entity"
damage = { min = 15.0 max = 31.0 }
windup = { min = 2.5 max = 17.5 }
total_fire_time = 15
range = 30.0
accuracy = 1
type = instant
icon = "GFX_ship_part_mass_driver_1"
icon_frame = 1
power = 0
cost = 6
projectile_gfx = "advanced_railgun_l"
hidden = no
component_set = "FORTRESS_MASS_DRIVER"
tags = { weapon_type_kinetic }
}
weapon_component_template = {
key = "LARGE_FORTRESS_MASS_DRIVER"
size = large
entity = "medium_kinetic_gun_entity"
damage = { min = 27.0 max = 66.0 }
windup = { min = 2.0 max = 17.5 }
total_fire_time = 45
range = 40
accuracy = 1
type = instant
icon = "GFX_ship_part_mass_driver_1"
icon_frame = 1
power = 0
cost = 6
projectile_gfx = "adv_kinetic_artillery"
hidden = no
component_set = "FORTRESS_MASS_DRIVER"
tags = { weapon_type_kinetic }
}
________________________
component_set = {
key = "FORTRESS_MASS_DRIVER"
icon = "GFX_fortress_mod"
icon_frame = 1
}
Last edited:
- 1