fighters bombers with multiple weapons ..sort of

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siyoa
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fighters bombers with multiple weapons ..sort of

Postby siyoa » Fri May 26, 2017 4:49 am

as discussed in the other thread, here is the mod for following code from WEAPONS.lua

Code: Select all

loadout = {type = 'energy_or_bombs', n=4}


setting "n" doesn't seem to do anything in the current code and it would require significant changes to the code for fighters, bombers to have multiple weapons

my workaround is that number of launched fighters gets multiplied by "n", so if in tactical combat game says Interceptors x8 and "n=4", you get 32 interceptors launched, health of each fighter/bomber launched this way is adjusted accordingly, i.e. divided by "n"

please let me know if something doesn't work

-- files are based on Version r20298 (04/11/17)

https://www.dropbox.com/sh/p0v6z5kbxd6m ... 9kXwa?dl=0
Last edited by siyoa on Sun May 28, 2017 12:47 am, edited 2 times in total.
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User avatar
siyoa
Posts: 182
Joined: Fri Apr 21, 2017 3:19 pm

Re: fighters bombers with multiple weapons ..sort of

Postby siyoa » Fri May 26, 2017 4:58 am

So, I just found a problem with my approach. That was quite quick. :lol:

When those 32 Interceptors are returning to the ship they won't exceed Interceptors x8. But when some of them get destroyed and more than 8 survived, you get full squadron again next launch, i.e. 8x4=32 Interceptors.
It is even more interesting if less then 8 are returning, lets say 4. Now next round game launches from Interceptors x4 (4) and launches 16 Interceptors, if more than 8 survives out of this wave, your Interceptors are fully replenished to x8 on return and next round game launches 32 Interceptors.

This needs some more work. :oops: I knew it wouldn't be so easy. :P
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siyoa
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Joined: Fri Apr 21, 2017 3:19 pm

Re: fighters bombers with multiple weapons ..sort of

Postby siyoa » Fri May 26, 2017 5:56 am

I think I fixed the issue with re-docking, please re-download if you have earlier version 8-)
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