Questions on beam weapons and other Khaak ships....

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Galish
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Questions on beam weapons and other Khaak ships....

Post by Galish » Thu, 5. Feb 04, 01:02

This may be dumb questions but...

1. Has anyone tried modding the M1/M2 Khaak beam weapons for use on playable races M1/M2 weapon slots? Or modding the playable M1/M2/M6 ships to use them?

1A. Or the smaller version Khaak beam weapons to use on player usuable M3-M6 class ships?

2. I see now you can use the Khaak M5, M4, M3, M2 and M1 class ships...but theres still 3 others we still cant use. (board via spacesuit or transporter, Yea I've tried using ship creator) I'd guess they are M6, TS, TP or TL ships.

3. Anyone modded the UFO to be able to use it? Or is it completely without the code for a cockpit etc?

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Storm_Front
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Post by Storm_Front » Thu, 5. Feb 04, 02:40

You can change the #'s for the guns in the Tships file to allow Khaak weapons then script them in. Or, you can place Khaak weapons in place of other weapons in the Tlasers file. I don't believe any of the NPC's use G-PSG's or mining lasers (hint hint). We should be able to add weapons to the Tlasers file but I'm not there yet.

Galish
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hmmm

Post by Galish » Thu, 5. Feb 04, 02:54

Is it possible to change a Nova as is to use ALL weapons available...i.e. as in the script post I read for the 18 gun carrier. line 8 of Tcockpits.txt??

Then can I load a M3 Khaak beam weapon on it?

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Storm_Front
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Re: hmmm

Post by Storm_Front » Thu, 5. Feb 04, 03:00

Galish wrote:Is it possible to change a Nova as is to use ALL weapons available...i.e. as in the script post I read for the 18 gun carrier. line 8 of Tcockpits.txt??

Then can I load a M3 Khaak beam weapon on it?
Replace 196825 in the Tships.txt file with 4194303. This is for the M3A. There are two Argon M3's in the Tships file, use the M3A. This will allow any lasers to be equiped on purchased and scripted Nova's. You do have the game unpacked right. :D

Galish
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unpacked

Post by Galish » Thu, 5. Feb 04, 03:27

yep...ok gonna test it thanks

Galish
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Post by Galish » Thu, 5. Feb 04, 03:38

No such luck.....it didnt work.

For one thing the unknown beam weapons don't even show up in the install weapons listing. I should test and see if I can mount gamma HEPTS on the nova though. I guess the beam weapons use some special weapons code that nobodies discovered yet.

I still say a destroyer mounting Khaak beam weapons would be sweet...especially if it's modded to have 18 of them like the new mod for the super weapons carrier heh.

Galish
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Post by Galish » Thu, 5. Feb 04, 03:49

Well adding that number to the M3A Tship file does nothing...the nova still only uses the weapons it's loaded out for, you can't install anything else.

Anyone figure this out yet?

How do I set the Nova to mount ANY weapon on it? Even the Khaak unknown beam weapons

Thanks

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Storm_Front
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Post by Storm_Front » Thu, 5. Feb 04, 04:10

I just verified it with my Nova and it most certainly does work!

If you don't know how to do something, say so!


940;0;0.20000;0.20000;0.20000;5;4131;14500;2664;103;1;5;89;150;168;225;4170;4512;4194303;3;2;3;4;9;15;40;400;450;107;2;0;0;0;0;0;0;0;0;0;0;0;4;1;10000;35;36;1;2;1;0;915;15;2;1;91;16;2;1;2;1;2;1;1;106;6;111;1;2;1;106;7;111;1;3;1;2;1;3;1;91;16;89;0;130;12500;25;1;0;SS_SH_A_M3A;
Last edited by Storm_Front on Thu, 5. Feb 04, 07:34, edited 2 times in total.

Galish
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Post by Galish » Thu, 5. Feb 04, 04:41

the game is unpacked and I edited that same file Tships.txt

I moved the packed tships to a safe dir out of the game dir tree and then entered the game, created a nova, moved gamma hepts to it from a osprey and the nova would NOT let me mount them.

So what AM I leaving out? I followed the instructions...I'm not stupid.

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Storm_Front
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Post by Storm_Front » Thu, 5. Feb 04, 05:10

The 4194303 allows you to mount any weapon, however G-HEPT's are to big for the Nova so in a minute I will edit my previous post so the Nova WILL accept any weapon. Nobody said you were stupid.

There. That should do it. The 400;450 are the min and max cargo sizes. the 4 allows XL cargo. You can increase the 400;450 if you like. How about 1000;1000?

Galish
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*sighs*

Post by Galish » Thu, 5. Feb 04, 05:45

*slaps forehead* umm ok I'm stupid...should I move the 1-3.cat files out of the main dir once I've unpacked them?

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Storm_Front
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Re: *sighs*

Post by Storm_Front » Thu, 5. Feb 04, 06:14

Galish wrote:*slaps forehead* umm ok I'm stupid...should I move the 1-3.cat files out of the main dir once I've unpacked them?
Yes, The 01-03 cat and the 01-03 dat files need to be placed in another folder. ie "backup". The original types/Tships.pck will also need to be moved to the backup folder, put the unpacked Tships.txt file in its place.

Galish
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okay

Post by Galish » Thu, 5. Feb 04, 06:40

I got it to work, but energy drain is terrible using gamma hept or large photon/shockwave weapons...

PS dont use shockwave weapons within 10k of a station, it travels a LOOOOONG ways past the ship your shooting at.


Now for the hard part....I cant get the rear turret to use all weapons and I went into Tcockpits.txt and edited the right one using this faq, which helped alot after I found it.

http://www.xscripting.com/modules.php?n ... opic&t=465

But my rear turret still doesnt let me use but the default weapons loadout.

P.S. I changed the max speed of the nova to 503, but the autopilot still uses 163 any thoughts?

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Storm_Front
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Re: okay

Post by Storm_Front » Thu, 5. Feb 04, 07:33

Galish wrote:I got it to work, but energy drain is terrible using gamma hept or large photon/shockwave weapons...

PS dont use shockwave weapons within 10k of a station, it travels a LOOOOONG ways past the ship your shooting at.


Now for the hard part....I cant get the rear turret to use all weapons and I went into Tcockpits.txt and edited the right one using this faq, which helped alot after I found it.

http://www.xscripting.com/modules.php?n ... opic&t=465

But my rear turret still doesnt let me use but the default weapons loadout.

P.S. I changed the max speed of the nova to 503, but the autopilot still uses 163 any thoughts?
See the Green edit in my earlier post to allow the rear turret to use any weapon 107

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Storm_Front
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Post by Storm_Front » Thu, 5. Feb 04, 07:39

I haven't found a way to increase energy for the lasers, but it is possible to decrease the amount of energy the lasers use. I forget if its in the Tlasers or Tbullets file. I have to check on this.

Eman
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Post by Eman » Fri, 6. Feb 04, 16:53

Yea i too wanned beam weps since shoting Khaak cluster with slow a$$ weapons we have, is a nightmare. Since i am good at moding beyond changing few stats here and there, i changed Alpha HEPT to Orbital laser (those that guard stations), reduced energy drain. increased damage a bit and stuck them on my Centaur. :) Corvet with Beam turrets looks so good. If only i could change models, freespace2 destoryers would be a great additon to the game :)
Over all beams worked great. i took out half Xenon sector before i ran into several M3s since they use Alpha HEPT.. they each had 2 beams. so i got trashed pretty fast :) even with Centaur

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Storm_Front
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Post by Storm_Front » Fri, 6. Feb 04, 17:24

Eman wrote:Yea i too wanned beam weps since shoting Khaak cluster with slow a$$ weapons we have, is a nightmare. Since i am good at moding beyond changing few stats here and there, i changed Alpha HEPT to Orbital laser (those that guard stations), reduced energy drain. increased damage a bit and stuck them on my Centaur. :) Corvet with Beam turrets looks so good. If only i could change models, freespace2 destoryers would be a great additon to the game :)
Over all beams worked great. i took out half Xenon sector before i ran into several M3s since they use Alpha HEPT.. they each had 2 beams. so i got trashed pretty fast :) even with Centaur
:lol: :lol: :lol: Yea that really s^cks when you mod your ship and inadvertently mod the enimies ships as well. Since none of the NPC's use G-PSG's, you could put the orbital laser weapon there, then mod your centaur to carry G-PSG's (orbital laser weapon) like this:
940;0;0.03499;0.03499;0.06999;11;4111;20000;2664;101;1;43;373;900;112;247;4175;4518;4194303
;4;3;2;4;9;13;10;750;1250;107;6;108;5;0;0;0;0;0;0;0;0;1;4;1;30000;40;41;14;
3;1;0;928;6;2;1;939;11;3;2;939;10;3;1;2;1;2;1;1;106;4;111;1;2;1;106;5;111;1;3;1;2;1;3;1;944;13;1;1;4;1;3;1;4;1;944;12;
-1;-1;1;95747;25;1;0;SS_SH_A_M6;
Then you'll be the only one with an orbital laser weapon on a ship, except me of course. :D (and anyone else reading this)

Eman
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Post by Eman » Sat, 7. Feb 04, 00:38

Usualy having enemy with same uber weapon sucks if u make weapon too powerfull. but i had it at decent damage and when i was going up against Xenon, i knew M3s would be dangerouse to me so it kinda kept me on the edge.
But i was thinking of replacing Massdriver or Ion. this way i could have it on many Argon ships and i havent seen any NPCs use Massdriver, and only 1-2 pirates used Ion.

The main reasont i wanned beams couse i wanned to even my chances agains Khaak. I cant hit worth a $hit with our slow weps and those bastards have beams that hit almost 100% of the time. didnt seem fair to me. Now we'll see who is THE THREAT here.

By the way Storm i still dont know what most numbers mean in Tbullets and Tlasers, i just cut and paste whole string with orbital weps. do i need to change both files or just one.

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Storm_Front
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Post by Storm_Front » Sat, 7. Feb 04, 01:20

Eman wrote:Usualy having enemy with same uber weapon sucks if u make weapon too powerfull. but i had it at decent damage and when i was going up against Xenon, i knew M3s would be dangerouse to me so it kinda kept me on the edge.
But i was thinking of replacing Massdriver or Ion. this way i could have it on many Argon ships and i havent seen any NPCs use Massdriver, and only 1-2 pirates used Ion.

The main reasont i wanned beams couse i wanned to even my chances agains Khaak. I cant hit worth a $hit with our slow weps and those bastards have beams that hit almost 100% of the time. didnt seem fair to me. Now we'll see who is THE THREAT here.

By the way Storm i still dont know what most numbers mean in Tbullets and Tlasers, i just cut and paste whole string with orbital weps. do i need to change both files or just one.
Only Argon and Split ships are capable of using mass drivers. I think I saw a caiman with one in his rear turret once, not sure. As far as not being able to hit anything with the lasers, especially those speedy little fighters, you can increase bullet speed in the Tbullets file. I rec.:
2x speed/range---psg's, khaak weapons
4x speed/range---PPC's
3x speed/range---all others
Take a look at Sandapocalyse's Ship/Gun chart at xscripting.com (it's in the mod section) This will help explain what some of the data in the Tships, Tlasers, and Tbullets files is.
To put one weapon in the place of another, just copy and paste in the Tlasers file. Remember, if you put Orb. Laser in place of Mass Driver then O.L. will be available at M.D. forges and equip. docks. :)

Dave0583
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x2 is out on Steam--need to renew this thread

Post by Dave0583 » Mon, 2. Jun 14, 02:49

I'm having trouble with the Khaak weapons, trouble that isn't mentioned in this forum. I have no trouble setting my ships to use the Khaak weapons, or even fiddling around with the weapons' stats. My trouble comes when (as with every weapon in the game) I change the (absurdly short) ranges. On normal weapons this works just fine, but when I try to do it with Khaak weapons, I get a dead zone in front of my ship; with the range at about 6k, I can't hit anything less than 1k in front of my ship! This is getting stupid. Does anyone have a way to fix this?

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