Rebellion Weapon Banks

Has anyone tried to put five banks on a non-Titan?  If you did, what were the results?

30,447 views 33 replies
Reply #1 Top

I'll try this later.

Reply #2 Top

Thanks.

Reply #3 Top

It works strangly on capital ships, throws me the following error:

Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds)

Mesh = C:\Users\Sean Howard\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v0.76\SOGE\Mesh\SUPERCAPITAL_NRVISCOUNT.mesh
MeshPointString = 'Weapon-4'
Parsed Weapon Index = 4
Max Weapon Index = 3

It's odd as the entity file has four weapons in it, and that it still, somehow seems to be working anyways. See the image below:

The regular three weapons are lasers; the fourth weapon is the beam. Edit: And just to be sure, I made the lasers do 0 damage, and have 0 projectiles. The result was the following:

Reply #4 Top

It can't find the mesh point on the model for the weapon so it throws the error and fires the weapon from the center. Wonder if you can share mesh points......

Reply #5 Top

Urg, seems I made the point 'Weapon-4' and not 'Weapon-3' as I should have. Lets try that again.

 

Reply #6 Top

Confirming four weapons on capital ships, moving on to a fifth. Edit: Confirming five.

Edit 2: Seems 5 is the limit, put in 6 and it throws me this:

NumWeapons exceeds the maximum allowed. 6 requested but only 5 allowed. If a larger number is needed bug a programmer!

 

Reply #7 Top

This is very interesting!  5 weapon banks on capital ships, awesome.

Reply #8 Top

Make that 5 for frigates as well.

Reply #9 Top

Excellent.  More weapon banks has been a requested feature ever since Original Sins came out, and they didn't add just one, they added two for a full 66% increase in the number of usable banks.  This makes it even more imperative that mods with lots of weapons on ships move to Rebellion.

Reply #10 Top

As far as I'm concerned, regardless of how Titans turn out, Rebellion is already excellent to me due to these weapon additions and new shadows. Well, assuming the final version's AI isn't totally inept.

Reply #11 Top

Nice. With 5 weapons I could have given virtually all of Black Sun's ships point defense weaponry and main cannons (which they virtually all lacked or had to use abilities for, e.g. never got implemented).

Too late for me now, though. :3

Reply #12 Top

This will make for some interesting possibility's. Good find.

Reply #13 Top

Hmm...now I want to mod rebellion more than ever.  :drool: But I can wait till the game is complete.}:)

Reply #14 Top

I'm having a derp moment, can't someone explain the revelation to me like I'm 5? Can SOASE ships now have more than 3 different weapon types, or just the number of weapons firing from each side?

Reply #15 Top

More than three different weapon types.

Reply #16 Top

for some reason adding 5 weapons to a Starbase or capital ship works fine

But when I add a 5th weapon to a Stock Titan that only has 4 weapons I get

Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds)

Mesh = C:\Users\Jon\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.02 Dev\TitansReb\Mesh\Titan_PsiRebel.mesh
MeshPointString = 'Weapon-4'
Parsed Weapon Index = 4
Max Weapon Index = 3

the ship works fine and all the hardpoints work perfectly..

 

I just get this annoying spammy Error message every time I load up anyone know how to get rid of this?

 

in the .mesh file I have Weapon-0, Weapon-1, Weapon-2, Weapon-3, Weapon-4

in the entity I have NumWeapons 5 followed by 5 weapons

 

Like I said it all works perfectly? I only get this error on stock titans PSIREBEL And PHASELOYALIST

 

any clues?

Reply #17 Top

Check your hardpoints again. Lavo went through that himself a few post above you.

Reply #18 Top

Still no luck :(

 

btw does anyone know if Mesh Size effect weapon range at all?

Eg. the ship mesh is 6000 long with 6x front facing weapon-0's every 1000 with 10000 range does this mean the ship will always close to 4000 so the rearmost weapon can fire?

 

Reply #19 Top

Weapon ranges are from the center of the mesh, so where the weapon's mesh null point is located on the mesh doesn't matter.

Reply #20 Top

thanks

1 more :)

Are we still limited to 20 Points per bank in rebellion?

enum {MaxWeaponPointCount = 20};

20x "weapon-0" facing one direction?

Reply #21 Top

Quoting silencedhawk, reply 19
Still no luck

Are they all oriented correctly for Weapon-4 (front, back, left, right)?

Reply #22 Top

Quoting silencedhawk, reply 21
1 more

Are we still limited to 20 Points per bank in rebellion?

enum {MaxWeaponPointCount = 20};

20x "weapon-0" facing one direction?

AFAIK this hasn't changed.

Reply #23 Top

I just stuck 24 beams on the front of a ship.. no issues so far

but doing 5x 24x missiles all burstCount 10.... muchahaha MISSILES ROAAAR    tho missiles just start Despawning, even without Impact FX :( 

wtb 64 bit sins!

 

PSIREBEL.mesh

http://codeviewer.org/view/code:2763

 

PSIREBEL.entity

http://codeviewer.org/view/code:2764

 

if you can see where I am going wrong

 

 

 

Something just clicked.....  I didn't change Cosmic_titan thingy?? and since its only happening on stock titans with cosmic thingys

Reply #24 Top

Quoting silencedhawk, reply 24
I just stuck 24 beams on the front of a ship.. no issues so far

Did you run it in the developer exe? Extra stuff sometimes just gets ignored but will show warnings if you use the dev exe.

 

Reply #25 Top

Quoting ZombiesRus5, reply 25
Did you run it in the developer exe? Extra stuff sometimes just gets ignored but will show warnings if you use the dev exe.

I'm 90% sure this happens even with the regular exe with ShowErrors put on. It just happens whenever a new ship using mesh X is spawned/built, if my hunch is correct.