Modified Cap weapon bug / problem

I took the kols 3rd weapon, the lasers, and changed it to a Autocannon class to benifit from research and altered the particle effects, muzzle, travel, sounds etc. to that of the Gauss defense platform. It all works fine until, for example, i send the kol to clear a planet of local militia so i can colonize. While engaging the targets, it only shoots at a givin target until its at extremely low health, 2-4%. It thinks its dead. A couple times i sent it in, went on to manage something else on another planet and i come back a few minutes later, the kol is at 1/5th of its full health and all but 2-3 ships are dead, and the kol + any other ship in that grav well are not auto targeting. Its getting annoying, any help and or suggestions will be greatly appreciated. Here is what im working with:

1.

Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "OVERTIME"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 150.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 5000.000000
    PreBuffCooldownTime 10.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 0.250000
    TravelSpeed 0.000000
    Duration 4.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Beam"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 1
            sound ""
        hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound ""
        hitShieldsEffectSounds
            soundCount 1
            sound ""
        beamEffectSounds
            soundCount 1
            sound "WEAPON_TECHCAPITALBEAMHEAVY_TRAVEL"
        beamGlowTextureName "TechCapitalBeam_Glow"
        beamCoreTextureName "TechCapitalBeam_Core"
        beamWidth 35.000000
        beamGlowColor ffffffff
        beamCoreColor ffffffff
        beamTilingRate 3.000000

3.

Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "AUTOCANNON"
    DamagePerBank:FRONT 150.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 5000.000000
    PreBuffCooldownTime 7.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 1.000000
    TravelSpeed 2000.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Projectile"
        burstCount 3
        burstDelay 0.333333
        muzzleEffectName "Weapon_Tech_OrbitalDefense_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 3
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE1"
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT11"
            sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT21"
        hitEffectName "Weapon_Tech_OrbitalDefense_Hit"
        hitHullEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
        hitShieldsEffectSounds
            soundCount 1
            sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
        projectileTravelEffectName "Weapon_Tech_OrbitalDefense_Bullet"

Note: the sound **** muzzle1, muzzle alt11 etc are custom weapon sounds.

3,596 views 3 replies
Reply #1 Top

If you change the values for SyncronizedTargeting TRUE to SyncronizedTargeting FALSE

will it produce a situation where each ship then tracks a single target, instead of having all ships target a single enemy?

Sometimes i have seen capitals not target a nearby ship due to that ship being targeted by other friendlies, and rarely as you mentioned where the ships don't seem to target any ship at all.

You may want to look at increasing the range of the weapons as well, perhaps to 10,000 and frigates to perhaps 7,000 or 8,000. I believe, although i could be wrong, that the range is what also determines the aggressive tracking when the ships hit the grav well.

I can alter my own ships this evening in a test and let you know what i find.

-Teal

 

 

Reply #2 Top

I just tried changing SyncronizedTargeting FALSE for the modified autocannon w/ gauss defense platform. I have since then deduced that the possible problem is: the sync targeting TRUE weapon has to be the highest single bank DPS of the ship. Heres what i was using:

front beam

Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "OVERTIME"
        DamageType "ENERGY"
        WeaponClassType "LASERTECH"
    DamagePerBank:FRONT 150.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 5000.000000
    PreBuffCooldownTime 10.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 0.250000
    TravelSpeed 0.000000
    Duration 4.000000
    fireConstraintType "CanAlwaysFire"

Main autocannons

Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "AUTOCANNON"
    DamagePerBank:FRONT 30.000000
    DamagePerBank:BACK 30.000000
    DamagePerBank:LEFT 50.000000
    DamagePerBank:RIGHT 50.000000
    Range 5000.000000
    PreBuffCooldownTime 4.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 1.000000
    TravelSpeed 4000.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Projectile"
        burstCount 15
        burstDelay 0.060000

Modified lasers to autocannon

Weapon
    WeaponType "Projectile"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "PHYSICAL"
        WeaponClassType "AUTOCANNON"
    DamagePerBank:FRONT 150.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 5000.000000
    PreBuffCooldownTime 7.500000
    CanFireAtFighter FALSE
    SynchronizedTargeting TRUE
    PointStaggerDelay 1.000000
    TravelSpeed 3000.000000
    Duration 0.000000
    fireConstraintType "CanAlwaysFire"
    WeaponEffects
        weaponType "Projectile"
        burstCount 3
        burstDelay 0.3400000
        muzzleEffectName "Weapon_Tech_OrbitalDefense_Muzzle"
        muzzleSoundMinRespawnTime 0.340000

 

Edit: Even after changing it numerous times, its still just targeting a ship until it gets down to 10% or less HP and then it moves on to another, as if the ship was destroyed. My ultimate goal is for the modded weapon to be similar to TCA BETA KOL in 7DS. Thank you btw.

Reply #3 Top

Well, i fixed it. I was way to simple for me to think of it, it actually happened by mistake. It wasnt the modified autocannon, it was the front beam. I had originally changed to to WeaponType "Projectile". that for some reason didnt compute. The fix is keep it as a WeaponType "Beam" and just change the class to LASERTECH. Easy enough. Cant believe it was something so simple, no wonder i overlooked it.