Fixed Guns?
I did a little checkin after reading the "Creating new Dynamic weapons" tutorial...
[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.800000
force_gun_ori = false <--------------------------------
mass = 1
volume = 0.000100
[Gun
nickname = li_gun01_mark01
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 5.090000
refire_delay = 0.120000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90 <------------------------------
lootable = true
LODranges = 0, 20, 40, 80, 100
Now, I set the "force_gun_ori =" to true and it's not for keeping the gun fixed, but rather it stops a gun from fireing when it can't follow a target anymore. In other words, when you're attacking a ship to your right with a Starflier, the left gun (which can't turn to face the target) will still fire....
I tried toying with turn_rate... so I've set it to 0 and the gun didn't rotate! BUT, the shots that came from it's barrels could still hit targets as normal....
Putting 999999 insted had no effect whatsoever....
So..is there a way to make fixed guns without editing the hardpoints?
[Munition
nickname = li_gun01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 16.299999
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_laser1
munition_hit_effect = li_laser_01_impact
const_effect = li_laser_01_proj
lifetime = 0.800000
force_gun_ori = false <--------------------------------
mass = 1
volume = 0.000100
[Gun
nickname = li_gun01_mark01
ids_name = 263357
ids_info = 264357
DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 5.090000
refire_delay = 0.120000
muzzle_velocity = 750
use_animation = Sc_fire
toughness = 1.300000
flash_particle_name = li_laser_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = li_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90 <------------------------------
lootable = true
LODranges = 0, 20, 40, 80, 100
Now, I set the "force_gun_ori =" to true and it's not for keeping the gun fixed, but rather it stops a gun from fireing when it can't follow a target anymore. In other words, when you're attacking a ship to your right with a Starflier, the left gun (which can't turn to face the target) will still fire....
I tried toying with turn_rate... so I've set it to 0 and the gun didn't rotate! BUT, the shots that came from it's barrels could still hit targets as normal....
Putting 999999 insted had no effect whatsoever....
So..is there a way to make fixed guns without editing the hardpoints?