| Now that we know how to control the weapon we need to see how to control
it's actual firing from the ship. The ship's .gam file is where we
choose which gunpoint it fires from, how fast it the firing repeats, maximum
payload, etc..
Ship's weapon setups are similar to robot weapon setups. One BIG difference, though, is ships only use one battery so everything is specified at the Weapon entry. |
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Since a good part of the discussion involves reference to the gunpoints I threw in these diagrams of the Pyro. | ![]() |
| Each weapon used by the ship is listed under Weapons. Weapons 0-4 are the first five primaries, 5-9 are their second selection (2= Vauss, 6= Mass Driver). 10-14, 15-19 are the secondaries, 20 isn't used. CounterMeasures are scripted. |
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As you can see not all weapons use
"Fire Sound". Most use Gunpoint Sound
causing the sound to come from a gunpoint upon firing (usually only one,
even if firing from multiple points). Fire
and Release Sound is used for effects such
as the charge and release of Fusion or the Lock and Release sound of
a Mass Driver.
Firing Flags: Open set for "Fusion Style"
effect "Zoom" effect (Mass Drive). Also to set ammo usage to 10ths.
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This is the where you set up the release for
1 mask or volley. For every mask, you must set up a 'Firing Info'.
To the left are the 2 Firing Info's used when firing the Vauss. Fire From: Open to assign which gunpoint
to fire from during That Particular Volley.
Animations- info for animating the ship. the animation time starts upon the firing of that volley. I haven't confirmed that it works. I HAVE CONFIRMED. That Animation fire frame (at which point of the animation the weapon is fired) does NOT work in ships (does work for robots). No matter what you do (unless you can do a MOD) it will ALWAYS fire from Frame#1, even if frame 1 is not among the animation frames. By looking at the Vauss's Fire Info's we see that it will fire from GP #2, wait .10 secs, fire from GP #1, wait .10 secs, then repeat. This is how the Black Pyro has it's Plasma fired in 'bursts'. It uses 8 masks with a shorter wait time the standard Pyro. The last mask has it's wait time set considerably longer. This causes it to shoot 8 fast volleys, pause, shoot 8 fast volleys again. |
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I haven't test this area of the battery but by looking into the Napalm thrower and Omega you can get an idea of what is going on. Most non-animated weapons don't use these flags except, of course, the Guided Missiles. |
I hope this section has given you a good foundation for you to start
building you own custom weapons. There's more
you can do with heavy duty scripting but that's something I doubt I'll
evr have time to explore.
Good Luck.