Abh Mod innovation and influence history
- Edited
i think the first thing i created before any other mods was
■ a working roof turret with projectiles actually going threw the ship (kroom found the way to show the projectile above the ship first).
■ projectiles that changes their behavior during flight. (and one with multiple stages).
■ a hook gun to stuck your ship into anoth one.
■ PD mines and regular mines (no, abh mines behave like missiles).(tho i don't know if your flares trully behave like the pd mines i made :/)
■ teleporting projectile (warp missiles).
■ under the ship fighter missile launcher.
■ armor with multiple layers
■ one shot suicide weapon.
■ a cannon draining missiles and ammo (yeah easy to do but i don't recall seeing anyone do it).
■ saw blade launcher
■ space shotgun
■ a weapon that shoot a projectile that divide itself each time it hit a shield.
■ EMP suicide bomb. (regular suicide bomb?). close range bomb to smash on the ennemy. detonate itself or on command.
■ impulse block. (currently the detach bombs. tho the 'detaching' feature to use for fighters was already made for other mods, i was the first including it for the AI to use in bounty hunter mode.)
■ drill missile (penetrate and detonate. tho i am not sure about this one. maybe there was already one in abh or starwars).
■ stargate related mod
■ a missile launcher put in a big cannon frame. :3
and i am not sure about this one (maybe there was one in abh) but a big weapon with different animation stage depending if the gun was ready to fire or not. (no, not just a simple ammo loaded in the barrel or a red light poping up).
burst weapon, unloading all their amo really quick in a short span of time. maybe?
Not as many as you but i am still proud of having made unique stuff before anyone else :3
btw i wonder how your acid pray gun works. is it a constant beam or does it really fire a projectile that deal constant damage other time to the part it touched? (or does it just hit multiple times the same area in space where it hitted the ship for the firt time ? :/)
- Edited
akinata Nice going.
Truth to be told you were lucky to join and create when those features (already requested by the rest of us) came to be supported. I'm pretty sure I have all of those covered at least on the planned side if not already as part.
- my fleet ballistic missile had multistages (see bitmap-animation code) it just didn't work at the time. (since 0.4.8)
- I'm not sure what you mean by PD mine but the flex anti-missiles are actually mines from a technical point of view of destructive force (targeting uses something else) (since 0.4.7)
- NERA armor is also technically multi layer armor via falling off/shading off & selfreplacing (since 0.4.7) Dunno the difference to yours
- Abh has multiple draining weapons among which "energy mine cannon" and "gravity mine" are closes to your criteria (since 0.4.6)
- impulse block = repulsor ? (since 0.4.6)
I think Meramera had the missile turret cannon first. She also had burst first unless you count multibarrel.
You mean the "deadly_ash_dispenser" it's a slow damaging homing bullet. Homing is require so that it sticks. It doesn't do that well because of the game physics. No area effect is involved. Ship and bullet move so it gives the impression of area effect. Technically the same as your saw cutting. (since 0.4.9)
Area effect is done by those shield-wave/wave weapons (isokinetic/kinectic) slowly progressing through the ship. Again game physics doesn't support it. (since 0.4.6)
Keep it up and coming akinata!
- Edited
Lafiel
thank you
■ by PD mines i mean lots of little ball of light that slow down after being shot until completly stopping any movement and just lay there like a mine field for some time. at first i wanted to create the galactica light cannons that were doing an anti missile/fighter barrage in the battlestar galactica series but it is not possible to damage multiple missile in an aoe. so i had to make something as close as it, thus creating the mine PD (i called it SEMPD).
■ yes merranera did an ion missile on a modified medium cannon frame. but mine was on the big cannon frame. it was just the vanilla big cannon with its barrel replaced by one vanilla missile tube and it was required to be aimed at the target :3
■ yes the layered armor replace itself for a fixed number of time before getting finally destroyed. didn't knew you made one.
■ i don't recall meranera having created any burst weapons when i first created the burster. i remember doing it because i coulnd't see any similar weapon at that time. her spitfire were not made yet.
■ the impulse block (detach bomb) are just self destructing blocks with an impulse. so you can either use them to attach fighters to a carrier or as a temporary thrust for small ships (tho that last part was a bit unpractical)
i wonder if there is a big fixed super weapon that is not an ion beam in abh ? (sort of giant artillery cannon shooting forward)
btw what is the alt code for the big round version of ■ ? all i have found is the code for the little one •
akinata Nice.
I see a mine layer. I thought about this but forgo the idea because ships tend to move a lot and often away. So a field would work best against swarms rather than 1 on 1.
@Meranera did made a part with burst fire (don't remember which). And either Meranera or Skynet had a part spamming missile. Nice to see but is a power hog.
The bioenergetic weapon; it's a dual use beam/shot internal-weapon. Originally 360 degrees but I narrowed it down because I figured people will have trouble placing it correctly (see wiki) (Techlevel3 since 0.4.4) The game still isn't fully supporting (beam issues) it so it's still not working as it should. It needs advanced UI. I think I need to check on this again.
ALT+219 I can't do it on my laptop
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Lafiel
█ █ .. alt + 219 give me this XD . i ll stick with the squares then.
i did not made it op since you can storage only one complete missile + the one in the tube. (no stacking missile part onto one another.).
tho it led to one problem that i hope, or walt or someone else to definitively fix : (vanilla suffer from this problem too)
when a weapon using storage have its barrel charged but don't have any ammo in the storage the crew just stop firing and go seek for more ammo when they could fire one more time before doing so. With the new toggle there is 2 mode: All and Any. if you add the loadedammo in the part toggle and you put Mode = All then it would require both 3 (crew, ammostorage AND loadedammo to be ready for the part to work). If you put Mode = Any you could activate the part just by putting some ammo in the ammostorage which would be wierd. also the crew may never leave the part ever again since it woul be permanently On without ammo.
the Best would be a Mode that needs only a number of the needed component to be ready instead of All or Any.
But then would the gun reload itself without the crew? i ll leave the interrogation here. i ll look more into it when i ll upload a compatible version for 0.14.0 of my mod.
Lafiel but wouldn't the Mode works for the affiliated toggle only? like if you put any in a toggle with only one component it will act as All ?.
if it is possible to do something a simple as multi toggles like that then better put crew with storage in one toggle with All then but it with the loaded ammo with Any. i ll check that anyway.
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Lafiel
i havn't tested it yet but i think i found a solution.
IsOperational
{
Type = MultiToggle
Toggles
[
Toggletest
Toggletest2
]
Mode = Any
}
Toggletest
{
Type = MultiToggle
Toggles
[
PowerToggle
PartCrew
AmmoStorage
]
Mode = All
}
Toggletest2
{
Type = MultiToggle
Toggles
[
PowerToggle
PartCrew
LoadedAmmo
]
Mode = All
}
and then you get rid of AmmoDesireToggle = PowerToggle in the AmmoStorage.
so then everything will work with either the AmmoStorage or the LoadedAmmo.
@Walt
(this might be a solution to force the crew to fire that last loaded round before seeking to replenish the ammo storage instead of just look for more ammo when they could fire one more time.)
EDIT: it is not working like intending. i am testing now
IsOperational
{
Type = MultiToggle
Toggles
[
Toggletest
PowerToggle
PartCrew
]
Mode = All
}
Toggletest
{
Type = MultiToggle
Toggles
[
LoadedAmmo
AmmoStorage
]
Mode = Any
akinata when a weapon using storage have its barrel charged but don't have any ammo in the storage the crew just stop firing and go seek for more ammo when they could fire one more time before doing so.
I never even realized this was a problem. Y'all should tell me when you notice issues like this.
Anyway, the solution for fixing the vanilla cannons is simple:
CrewAmmoPrereq
{
Type = MultiToggle
Toggles = [AmmoStorage, LoadedAmmo]
Mode = Any
}
PartCrew
{
Type = PartCrew
Crew = 1
Priorities = &/PRIORITIES/Weapon_Crew
PrerequisitesBeforeCrewing = [CrewAmmoPrereq, PowerToggle]
}
Note that the vanilla cannons don't have either AmmoStorage or LoadedAmmo listed in their IsOperational components, so that doesn't need fixing.