Weapon Change?

Hello,

I`m very new to modding and have tried to give the Tech heavy cruiser the weapon of the advent long range frigate. But ingame, the Kodiak still uses his Autocannons ... so I`d like to ask the "veterans" out there, how to do it.

(P.S.: If there are some grammar mistakes please excuse me, English is not my first language)
3,824 views 3 replies
Reply #1 Top
well let me find the .entity and I'll tell you...
Reply #2 Top
hmm its not letting me edit, so here:


Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"

That is the attack system of the Kodiak, and here is the Advent illuminator

WeaponType "Beam"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 58.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 30.333333
DamagePerBank:RIGHT 30.333333
Range 5520.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.500000
TravelSpeed 0.000000
Duration 2.500000
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalBeamMedium_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PsiCapitalBeamMedium_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMMEDIUM_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 20.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000

So what you would want to do would be something like this (changes in bold):

NumWeapons 2
Weapon
WeaponType "Projectile"
damageEnums
AttackType "COMPOSITE"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 72.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 2750.000000
PreBuffCooldownTime 4.000000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.050000
TravelSpeed 4000.000000
Duration 0.000000
WeaponEffects
weaponType "Projectile"
burstCount 4
burstDelay 0.150000
muzzleEffectName "Weapon_TechCapitalAutoCannonMedium_Muzzle"
muzzleSoundMinRespawnTime 10.000000
muzzleSounds
soundCount 2
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT1"
sound "WEAPON_TECHCAPITALAUTOCANNONMEDIUM_MUZZLE_ALT2"
hitEffectName "Weapon_TechCapitalAutoCannonMedium_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALMEDIUM_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICMEDIUM_HITSHIELDS"
projectileTravelEffectName "Weapon_TechCapitalAutoCannonMedium_Travel"
m_weaponIndexForRange 0
hasWeaponLevels FALSE
Weapon
WeaponType "Beam"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 58.500000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 30.333333
DamagePerBank:RIGHT 30.333333
Range 5520.000000
PreBuffCooldownTime 6.500000
CanFireAtFighter FALSE
SynchronizedTargeting FALSE
PointStaggerDelay 0.500000
TravelSpeed 0.000000
Duration 2.500000
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalBeamMedium_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PsiCapitalBeamMedium_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMMEDIUM_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 20.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
m_weaponIndexForRange 0
hasWeaponLevels FALSE


That ought to do it.. You may want to play around with it a bit, but I think that'll work...also don't forget to change number of weapons from 1 to 2. Happy Coding!!  :CONGRAT: