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Trouble with Beam Weapons

#1 User is offline   Fearra 

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Posted 20 May 2002 - 06:46 PM

I'm currently making a plug for Ares, and everything was going smoothly until I started trying to make some ships have beam weapons. My problem is, the ships equipped with the beam weapons simply don't fire them. Does anyone know how to fix this problem, or has seen this problem before? It's getting really annoying. I've tried everything I can think of. Even when the ships have no other weapons and I'm mercilessly pounding them, they still don't fire. Help!

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#2 User is offline   Joveia 

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Posted 21 May 2002 - 03:36 AM

Did you use default ships/weapons or have you created weapons/ships from scratch?

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#3 User is offline   Sundered Angel 

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Posted 21 May 2002 - 06:08 AM

In the "Special" panel of the object window (for your weapon), click on the tick. This should bring up a little display listing "Used for Attacking" "Used for Defending" and "Used in Transit" (or three things to that effect). Click the "Used for Attacking" box.

If you've already done that, I'm not too sure what else is wrong.

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#4 User is offline   Pallas Athene 

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Posted 21 May 2002 - 06:22 AM

I've also found that beams with an age less than 5 will simply not appear.

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#5 User is offline   Fearra 

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Posted 21 May 2002 - 09:05 AM

Yes, I've ticked all the boxes involving 'use for attack' and 'use for defence' etc.
I am using the factory data, but these beams are made by me for ships made by me. The normal factory beams work just fine though.
I'm sure that my beams actually appear, but the ships just don't use them. I saw my ship using it once or twice, but hardly at all, which is strange since it has no other weapons.
Any more help would be nice. This is a really annoying problem! Thanks.

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#6 User is offline   Shrout1 

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Posted 21 May 2002 - 05:11 PM

A real simple fix would be to just duplicate a factory beam weapon and then rig it up so that it looks and acts just like yours. That would probably solve it.

Now try fighting with enemy ships that convert your ships every time they bump...

Impossible. (I thought I'd just stick that in there Posted Image)

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#7 User is offline   Fearra 

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Posted 21 May 2002 - 06:56 PM

OK, thanks, I'll give it a try!

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#8 User is offline   Shrout1 

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Posted 21 May 2002 - 08:26 PM

Of course, be sure that you give the weapon different numbers and identifying charcteristics - otherwise it may end up on an enemy ship.

Actually changing the beam itself was interesting, and it has been soooo long since I've used Hera that I don't know if I can help with that. Hopefully you won't encounter that problem.

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#9 User is offline   Fearra 

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Posted 22 May 2002 - 09:34 AM

I've found the problem! For some reason when you tell the comp to calculate the beam's range, it gives a number around 600. I compared that to the 'trazer' beam, and the trazor had a range of over 50 000. The reason the comp wasn't using the weapon is because it didn't think it was in range. All I needed to do was increase the range to that huge amount, and it worked. Thanks for all the help guys!

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#10 User is offline   Joveia 

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Posted 22 May 2002 - 09:46 AM

That's fine, I'm always happy to help a fellow nixon.

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#11 User is offline   Shrout1 

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Posted 22 May 2002 - 02:12 PM

Glad you figured it out - bugs are really annoying. My favorite was the one where I'd click back onto the transport after it had started it's landing sequence and then land with it. If it wasn't the last planet I had to capture then I'd end up travelling around being the various inaminate objects within the game. Shots fired from guns, missiles. Then I'd get tranferred to an enemy ship that wasn't suppose to be an enemy, in fact it was supposed to be a holographic porjection, but it never disappeared. Then I would be stuck as it, but I'd have no control.

Whew - should've started a new thread! Anyway - good luck with the rest of your plug.

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#12 User is offline   Pallas Athene 

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Posted 23 May 2002 - 06:27 PM

At one point in a Rock game (I forget who it was with), I became an EVAT. Not supposed to happen, but if both players can do it, I think it would be quite fun.

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#13 User is offline   Fearra 

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Posted 24 May 2002 - 09:27 AM

Heh, we could probably start a whole new topic about 'various bugs to avoid, and to find.' Posted Image

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'So do all who live to see such times, but that is not for them to decide. All we can decide is what we chose to do with the time given to us."
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#14 User is offline   Fleet Admiral Darkk 

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Posted 24 May 2002 - 08:45 PM

Quote

Originally posted by Fearra:
Heh, we could probably start a whole new topic about 'various bugs to avoid, and to find.' Posted Image




No good. It would hit the maximum thread limit too fast (I think it's about 33 pages).

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#15 User is offline   Blood Eagle 

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Posted 29 May 2002 - 09:51 AM

Post a "Various Bugs to Avoid, and to Find", but do like five separate ones. I'm also having some difficulty lately. Go to the "need help" topic in the Engineering Dept.

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