Dynaverse.net
Taldrenites => Dynaverse II Experiences => Topic started by: Hexx on December 04, 2004, 05:48:32 pm
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Anyone know how the DAC chooses which weapon to hit or is it random?
I know there's a difference between heavy weapons/ phasers.
And I believe the direction the damaging shot comes from makes a difference.
(Can't hit a front arc weapon from the rear?)
But say you have a ship with a FA Dis4 (or 3,2,1) and a FA Photon
Is it random how they're hit? Or does it depend on the weapon hardpoint set in shipedit?
Same thing with phasers, say you have 2 sets of Ph1's, Both with FH arc.
Or if you have two sets of phasers, one with a FA and one with FH
Is the the phaser knoked out determined by Arc/ By Harpoint/ Random or something that I'm missing?
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Phaser hits are determined by arc. Heavy weapons are not.
Phasers have a damage order. Phaser-3 gets hit first, followed by Ph-2, Ph-G, and Ph-1.
Heavy weapons are random, except that some (such as hellbore and PPD) are hit on "drone" hits as opposed to "torp" hits.
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Thanks! 762,
although honestly it's not the answer I wanted to hear
<sigh> ah well
back to the drawing board.
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Actually, every third phaser hit in a single volley must strike the best type of phaser on board. So, if you had 4 Ph-IIIs, and 4 Ph-Is, the first two hits would be scored against Ph-IIIs, the third against a Ph-I, the fourth and fifth against Ph-IIIs, and so on.
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Actually this brings up another question (well two actually)
1) Is a weapon hardpoint that is hit, damaged/destroyed and repaired given "priority" for being hit again or is it still random?
2) is it possible (using the shiplist) to have a weapon so that it's damaged at the start of every mission and needs to be repaired?
(I think this has happened with bugged shiplists, just wondering if it's possible to do deliberately)
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If you put a phaser in a heavy weapon slot... it wont have a capacitor.
If you put a heavy weapon in a phaser slot... this probably does something too.
Placing weapons in slots that dont exist or don't have hardpoints for that UI also causes bugs as well (the weapons are there but you cant see them or you can see them but they appear damaged).
A ship's damage can also be adjusted manually using mission script code.
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<bangs head against desk>
IamNOTgoingtotryandscriptIamNOTgoingtotryandscript
Thanks (uhmm again) Tracey.
I'll figure all this out eventually.
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Thanks! 762
That's "t00l" to you shorty.
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If you put a phaser in a heavy weapon slot... it wont have a capacitor.
True, but it will work normally other than that.
If you put a heavy weapon in a phaser slot... this probably does something too.
No conflicts here. It works fine.
Placing weapons in slots that dont exist or don't have hardpoints for that UI also causes bugs as well (the weapons are there but you cant see them or you can see them but they appear damaged).
True. You need to do testing after you set up a ship to see if all the weapons/systems are doing their thing correctly.