Minature Grav Thumper Question
-
- Merchant
- Posts: 47
- Joined: Sun May 25, 2014 12:25 pm
Minature Grav Thumper Question
Is there a way that I can "trick" VS into thinking of the Grav Thumper as a missile (like a FoF or torpedo) rather than a gun (like a Ktek or tractor beam)? I just want to have the Grav Thumper listed under Missiles in my HUD so I can fire it with my missile fire button, and also to have less guns to cycle through when selecting a particular one.
-
- The Shepherd
- Posts: 5841
- Joined: Fri May 13, 2005 8:37 pm
- Location: Ottawa
- Contact:
Re: Minature Grav Thumper Question
Not that I'm aware of as the gun and missile slots are handled buy there own algorithms in the Python code besides the Thumper is a gun no material whatever thrown at an other ship which is the definition of a missile(apart from the fact that missiles usually have some means of propulsion)
You could look at adding a section to those algorithms to do what you want though it will be tricky
Enjoy the Choice
You could look at adding a section to those algorithms to do what you want though it will be tricky
Enjoy the Choice
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
-
- Elite Venturer
- Posts: 753
- Joined: Sat Apr 15, 2006 2:40 am
- Location: chthonic safety
Re: Minature Grav Thumper Question
I don't know about Python part, but hardcoded part is simple - it's either by "whether it's PROJECTILE" or by required mount type:
src/cmd/weapon_xml.cpp
And yeah, configuring weapons individually on upgrade level would be nice. Then we could separate interceptors and drones from missiles (so that AI use is controlled not by firing/MissileProbability, but by separate confvar and roles are checked differently too), put GravThumper into missiles list and rocket pods into guns list, that would make sense (the way they need to be used).
src/cmd/weapon_xml.cpp
Code: Select all
bool weapon_info::isMissile() const
{
if (game_options.projectile_means_missile && this->type == weapon_info::PROJECTILE)
return true;
if (game_options.projectile_means_missile == false && this->size >= weapon_info::LIGHTMISSILE)
return true;
return false;
}
"Two Eyes Good, Eleven Eyes Better." -Michele Carter