I am wanting to mod the Vasari Kortul/Devastator in such a way that it fires light beams(similiar or virtually the same as the titan light beams that can target SC) from the same hardpoints it fires its regular beam weapons. Generally, I need to know if it is possible to add a new weapon to the mesh and "share" existing hardpoint locations and if it has any reasonable expectation of working. End result is that I would like it to use the light beams vs SC while still able to use its normal beams against regular ships.
From CapitalShip_PhaseBattleship.mesh listed in order of appearance:
1 Point DataString "Weapon-1" Position [ -0.000020 62.850101 -224.869766 ] Orientation [ -1.000000 0.000000 -0.000000 ] [ 0.000000 1.000000 0.000000 ] [ 0.000000 0.000000 -1.000000 ]
2 Point DataString "Weapon-1" Position [ 184.186050 1.259300 201.115051 ] Orientation [ 0.291239 0.000000 -0.956650 ] [ 0.000000 1.000000 0.000000 ] [ 0.956650 0.000000 0.291239 ]
3 Point DataString "Weapon-1" Position [ -0.000018 -62.652481 -206.434372 ] Orientation [ -1.000000 0.000000 -0.000000 ] [ 0.000000 1.000000 0.000000 ] [ 0.000000 0.000000 -1.000000 ]
4 Point DataString "Weapon-1" Position [ 220.299973 1.616887 1.786589 ] Orientation [ 0.866025 0.000000 -0.500000 ] [ 0.000000 1.000000 0.000000 ] [ 0.500000 0.000000 0.866025 ]
5 Point DataString "Weapon-1" Position [ 195.786850 1.629560 -235.376633 ] Orientation [ -0.246831 0.000000 -0.969059 ] [ 0.000000 1.000000 0.000000 ] [ 0.969059 0.000000 -0.246831 ]
6 Point DataString "Weapon-1" Position [ -185.785645 1.259300 201.499741 ] Orientation [ 0.291238 0.000000 0.956651 ] [ 0.000000 1.000000 0.000000 ] [ -0.956651 0.000000 0.291238 ]
7 Point DataString "Weapon-1" Position [ -219.532074 1.616887 0.245693 ] Orientation [ 0.866025 0.000000 0.500000 ] [ 0.000000 1.000000 0.000000 ] [ -0.500000 0.000000 0.866025 ]
8 Point DataString "Weapon-1" Position [ -196.272980 1.629560 -235.946167 ] Orientation [ -0.246832 0.000000 0.969058 ] [ 0.000000 1.000000 0.000000 ] [ -0.969058 0.000000 -0.246832 ]
8 hardpoints, 2 forward firing, 6 side firing (3 left and 3 right). Just from seeing the Kortul in action, I know that the forward-most side firing and forward firing beams originate very close to one another on each respective side. Now, unless I am terribly mistaken and this is more complicated than it seems even at this point, it appears to me just from looking at the position info, that points 5/8 and 2/6 are the "shared" hardpoints from a visual standpoint in the game. This makes points 1, 3, 4, 7 the mid and aft side firing hardpoints for sure and all that remains is to determine which of the 2 of those pairs are the remaining side firing hardpoints (stop me at any time if I am mistaken). Again, logically based off the position info, the remaining side firing hardpoints are either 8/6 or 5/2. From my research I believe that the models are aligned on the y axis (top down or some such) but without a graph calc handy to try the different points I can't figure that part out in my head as to which is it. Worst case scenario, I pick one set and will soon find out if I am wrong, assuming I even make it that far. Now, my idea for this to work is to add 6 more points using the same Position/Orientation info as the 6 current Side Firing hardpoints and naming them "Weapon-3" in the mesh. Once that is done I can edit the Entity file for the Kortul with the new weapon info and stats. Now, the $4.05 question is, will this work? If everything so far is feasible, is there any way to set a weapon to ONLY attack SC? Any way of making it so it cannot be used if the normal beam weapons are in use/actively engaging a target (frigate, capship etc) since they are sharing the hardpoints... Thanks in advance to any advice on this matter.
the 4x side facing weapons
[ 0.866025 0.000000 -0.500000 ] [ 0.000000 1.000000 0.000000 ] [ 0.500000 0.000000 0.866025 ]
shoot left and right
2x diagonal front weapons are shared
[ -0.246832 0.000000 0.969058 ] [ 0.000000 1.000000 0.000000 ] [ -0.969058 0.000000 -0.246832 ]
they shoot forward AND left and right (they can shoot a front target and a side target at the same time from 1 point)
the stock ship can't shoot backwards so
Position [ -0.000020 62.850101 -224.869766 ] Orientation [ -1.000000 0.000000 -0.000000 ] [ 0.000000 1.000000 0.000000 ] [ 0.000000 0.000000 -1.000000 ]
Position [ -0.000020 -62.850101 -224.869766 ] Orientation [ -1.000000 0.000000 -0.000000 ] [ 0.000000 1.000000 0.000000 ] [ 0.000000 0.000000 -1.000000 ]
these 2 points are never used. /shrug
You can simply add the line Canfireatfighter TRUE to your entity file and the current beam weapons will light up strike craft
if your playing sins rebellion then I would simply add 1 more weapon
in .mesh
add +8 to numpoints bring it to 34
Copy all 8x weapon-1
rename them as weapon-3
Save..
Open up CapitalShip_PhaseBattleship.Entity
Change numweapons to 4
add your point defense on the end
.Entity
http://codeviewer.org/view/code:276a
.mesh
http://codeviewer.org/view/code:276b
tadaaa
Sorry, i forgot to add that I knew you can change the "CanFireAtFight" to true. The problem with that is that the current beams are sooo large compared to SC that it looks "odd". Hence why I was trying to add the "light beams" for attacking SC ala the Vasari titans. But obviously, I don't wanna OP the offensive firepower of the ship which is why I want it to attack SC only. For reference sake, which are the six side firing points? Thanks for your reply!
Well in Rebellion you can have 5 weapons so just take the hardpoints silenced hawk mentioned, and change their name to "Weapon-3". Then in the entity copy and paste the beam weapon of say the fighters or the Evacuator under the Kortuls last weapon, change the damage as you like, and profit.
Very nice work!
Am I mistaken or do we not now have rear firing weapons in Rebellion? (unlike Trinity).
All point defense weapons Shoot at larger ships (all the titans point defense does) they just deal ANTILIGHT damage so they don't OP that much.
We had rear firing weapons in Trinity? otherwise starbases wouldn't work?
I am really bored waiting for some work to arrive so
2x Front Left/right points Shoot Forwards, left and right
2x Center Left/right points Shoot left and right
2x Rear Left/right points Shoot left and right
2x Top and Bottom Rear facing points on the center line Currently Unused
Weeee Colours
Mistaken. The Kol, for instance can fire backwards.
To elaborate on hardpoints
Point DataString "Center" Position [ 0.000000 0.000000 0.000000 ] Orientation [ 1.000000 0.000000 0.000000 ] [ 0.000000 1.000000 0.000000 ] [ 0.000000 0.000000 1.000000 ]
This point is at the origin. Position [ X = 0, Y = 0, Z = 0]
The models faces forward in the Z direction. So anything with a + Z value is forward of the center & anything with a -Z value is behind the center. Anything with a + Y value is above the center and anything with a -Y is below. Anything with a + X is to the right of center (looking at your model from the front view) and anything with a -X is to the left.
This point is also orientated pointing in the + Z Axis direction.
X Axis Y Axis Z Axis
Point's
X Direction [ 1.000000 0.000000 0.000000 ] = point's X direction is the same as X AxisY Direction [ 0.000000 1.000000 0.000000 ] = point's Y direction is the same as Y AxisZ Direction [ 0.000000 0.000000 1.000000 ] = point's Z direction is the same as Z Axis
Pointing forward
so [ -1.000000 0.000000 -0.000000 ] = point's X direction is opposite to X Axis } Is rotated [ 0.000000 1.000000 0.000000 ] = point's Y direction is the same as Y Axis }180 degrees [ 0.000000 0.000000 -1.000000 ] = point's Z direction is opposite to Z Axis } on the Y Axis
Pointing backward
& [ 1.000000 0.000000 0.000000 ] = point's X direction is the same as X Axis } Is rotated [ 0.000000 -0.000000 -1.000000 ] = point's Y direction is the same as -Z Axis } 90 degrees [ 0.000000 1.000000 -0.000000 ] = point's Z direction is the same as Y Axis } on the X Axis
Pointing upward
& [ 1.000000 0.000000 0.000000 ] = point's X direction is the same as X Axis } Is rotated [ 0.000000 -0.000000 1.000000 ] = point's Y direction is the same as Z Axis } 90 degrees [ 0.000000 -1.000000 -0.000000 ] = point's Z direction is the same as -Y Axis } on X axis
Pointing Downward
& [ -0.000000 0.000000 1.000000 ] = point's X direction is the same as Z Axis } Is rotated [ 0.000000 1.000000 0.000000 ] = point's Y direction is the same as Y Axis } 90 degrees [ -1.000000 0.000000 -0.000000 = point's Z direction is opposite to X Axis } on Y Axis
Pointing Left
& [ -0.000000 0.000000 -1.000000 ] = point's X direction is the opposite as Z Axis } Is rotated [ 0.000000 1.000000 0.000000 ] = point's Y direction is the same as Y Axis } 90 degrees [ 1.000000 0.000000 -0.000000 ] = points Z direction is the same as X Axis } on Y Axis
Pointing Right
A lot of the hardpoints you see on the Sins models are not rotated at 90 degrees, but if you just look at where the values are and whether they are + or - in relation to the above, you can work out what direction they are facing and where they are situated.
Thanks for all the info guys. I should have all I need now to mess around with this.
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