I'm just wondering what ship attacked me earlier, it had two front lasers. I didn't get a good look at it as I was running for my life. Anyone know what ship it might be, I'm using the below OXPs that add some ships.
Wolfwoods variants
Neolite compainion and wolfies
PAG old ships
I'm just wondering what ship attacked me earlier, it had two front lasers. I didn't get a good look at it as I was running for my life. Anyone know what ship it might be, I'm using the below OXPs that add some ships.
Wolfwoods variants
Neolite compainion and wolfies
PAG old ships
Sounds like a Wolf. BTW, you don't need Wolfwoods variants because Neolite Wolfies replaces it.
I'm just wondering what ship attacked me earlier, it had two front lasers. I didn't get a good look at it as I was running for my life. Anyone know what ship it might be, I'm using the below OXPs that add some ships.
Wolfwoods variants
Neolite compainion and wolfies
PAG old ships
Sounds like a Wolf. BTW, you don't need Wolfwoods variants because Neolite Wolfies replaces it.
Thanks Tricky, I probably added neolite and forgot to remove the old one. Going to have to get me one of those Wolfs.
Thanks Tricky, I probably added neolite and forgot to remove the old one. Going to have to get me one of those Wolfs.
There's always the Iguana, too ... but note that a player never gets two lasers on the same facing. If you get a Wolf II, or an Iguana, or a Cat, you'll just have the one laser. A Wolf II is still a mean ship, though: and just that little bit meaner still is the rare Wolf II SE.
So the player can't have the double laser mounts. Is it in the coding somewhere, that prevents the player having them?
I imagine (although it should be stressed that, as regards code, "imagine" is all I can do - there could be tiny electronic mice doing the work here) that there isn't any code preventing the player having two laser mounts. It's more likely that no code exists to allow the player to have two laser mounts.
It isnt so much that 2 lasers are explicitly prevented, but that the code assumes (and in some places enforces) that there are only 4 possible slots: front rear left and right.
Each mount point can only take one weapon, and the weapon must be one of the supported ones ie there is no "double laser" you could add.
Someone had a nice idea of fitting the rear laser so that it appears to be firing from the front. In principle I guess it wouldnt be too hard to have the 4 mountings more flexible in location but Im not convinced that is a good idea (and I am certainly not about to start making those types of changes).
...Each mount point can only take one weapon, and the weapon must be one of the supported ones...
Digressing from the multiple lasers theme for a moment: if you just want additional combinations of laser performance parameters how many places in the code do you need to add them? Last year Cdr. Jettison posted this snippet from PlayerEntity.m where there are definitions like:-
But they include no mention of range, so there must be at least one other place where the various weapons are defined? So, are there two places to edit... or dozens?
Obviously if a developer felt it would be a good idea to add more weapon types, that would be a good time to put the various weapon parameters in the equipment definition instead of hard-coding them.
this.shipWillExitWitchspace = function()
{
this.shipWillExitWitchspace = function()
{
if (Math.random() > 0.98) // Below statement will be executed only if a random number (range 0.0-1.0) higher than 0.98 is returned, i.e. 2% of the time
{
system.addShips(this.role1, this.count1, player.ship.position, 10000);
}
}
};