Gauss Cannon Mod... Beta 2 Update!

Cannon's now fire 3 rounds per volley!

UPDATE: This is still the same for BETA 2, no code changes, so it works fine

They don't do any more damage, rather they fire 3 rounds per volley. And still require their normal cool down period. It looks a lot better IMHO...

Super easy to do....

Go into the PLANETMODULE_TECHORBITALGAUSSDEFENSE.entity file and change 2 of the variables.

BurstCount 3
BurstDelay 0.250000

Its that simple!

Here is a picture of the new Gauss Cannon

27,474 views 35 replies
Reply #1 Top
Nice - cool tip. I also extended the range to 8k.
Reply #2 Top
Added shields, and changed the BurstCount to 3.

Looking at the code, it looks like shields were an option for the cannons at one point, must have been taken out. For the shield model I used the TEC Siege Frigate Shield Mesh.

MaxShieldPoints 500.000000
ShieldPointRestoreRate 2.000000

ShieldMeshName "Shield_FrigateTechSiege"


Reply #3 Top
ROFL!! I had entertained the thought of adding the shields as well. But refrained from doing so (for now). I want to fully test how the AI handles the extended range and other modifications I made first.

So have you added the banks yet?
Reply #4 Top
I did add shields, but they were a little too strong, so I took them off.

I have checked and this mod still works with BETA2 , so its good to go, to those who wish to try it!

Reply #5 Top
Be careful with extended range. The AIs tendency to mass gauss cannons at jump in points will result in maulage of assaults.
Reply #6 Top

Be careful with extended range. The AIs tendency to mass gauss cannons at jump in points will result in maulage of assaults.



Heh, I think that's fun though, the most interesting battles I have is when the AI completely block its phase lane with guns.

Reply #7 Top
doing three shots seems to be a lot better, not sure about shields, I will add them myself and see if a balanced figure could be found

MaxShieldPoints 250.000000
ShieldPointRestoreRate 1.500000

ShieldMeshName "Shield_FrigateTechSiege"

maybe?, if lordkosc original figure was too powerful, these need to do a fair amount of damage and still stand their ground, and you may not always have fighters near by, I will see mind,
Reply #8 Top
I dropped the shields, it was overkill. I have kept them at 3 shots though, as it looks nicer, lol..

I also have the range at 8500, it seems just perfect to me
Reply #9 Top
I think you are probably right about the shields being overkill, and when being attacked byt a lot of ships they don't seem to last long anyway, I will try your range increase out, and see what it is like, buit I do agree a increase would be needed, but if you can have the ability to add missiles to the turrets then the missiles should go to that range, then switch to gauss guns when the target/s move closer, that would be awesome, and may solve a few issues
Reply #10 Top
Hello guys, first off great mod ! Next, how would i be able to get some kind of point defence or anti fighter cannons on the gun ?

Thanks in advance, Massive_attack.
Reply #11 Top
Not sure at the moment, I think the gauss model needs pre-set hard points in which to fire from ,right now it has 2, one for each gun barrel. Not sure how to add more... YET... I'd love to pop an auto cannon turret on the top and bottom of the Gauss , that could fire at fighters / bombers
Reply #12 Top
I scrapped plans to consider adding missile turrets to it, as it would be overkill/unbalancing.

But I feel there is nothing wrong with an auto cannon turret.....
Reply #13 Top
What if we just made autocannon shots come out of the barrels ? its fine with me, i mean even though it would look weird we would still get autocannons and thats what counts.
Reply #14 Top
an autocannon if you manage to get one on sounds good to me
Reply #15 Top
yeah, im thinking 2 weak autocannons (they have theyre stats decreased a bit) for either cannon, each having the range of a cobalt to respond to basic threats.

In addition im going to be going through some stats personaly to see where some things could be changed to improve it as a whole.
Reply #16 Top
Update: i think i got it working, the code all makes sense i need to test it first of course but still, its looking good.
Reply #17 Top
hey, how do you take out the main menu interface so you can see the whole screen without the interface.

btw! this game might be good for a transformer mod? say we have decepticons vrs autobots in space with a mother ship for both of them. wouldn't it be cool if you have units that can transform to atleast 3different types of shapes something like robotech would do. then you got the other transformers like headmasters, unicron mega formers, the transformerbeasts and other's like insecticon flying ships.

is it possible to make a character mod that'll be able to transform to few different shape?
Reply #18 Top
You can disable some functions of the interface by going to options then User Interface and checking/unchecking what options you want to leave or not want to leave. Once you have your picture, you can always crop the UI out if neccicary. Hope that helped.
Reply #19 Top
Bug: when applying the second weapon to the defence gun everything seemed fine, i made the code operate properly, all things considered.. then i ran into this when i constructed the turret with the autocannons:

PLANETMODULE_TECHORBITALGAUSSDEFENSE has weapon:1 damage in FRONT bank but no weapon points

Obviously i must apply "weapon points" to the first weapon code, i do not know how to do this though. Please help !
Reply #20 Top
You can only have as many weapons as there are on the model. The Gauss Cannon only has weapon points for the first weapon, weapon:0. (Arrays in Sins are zero-based, so the first one is 0, the second one 1, etc.)

For similar reasons you can't add side or rear guns to a model that doesn't have them already. This is why my mod has to wait for the modeling tools to be made available before I can give any of the frigates multiple weapon systems.
Reply #21 Top
but why cant we just stack weapons on top of each other ?
Reply #22 Top

but why cant we just stack weapons on top of each other ?


they are tied to pre-assigned weapons spots, and we can't add more weapons spots without the proper modding tools from ironclad.
Reply #23 Top
Okay then, that really sucks guys, totaly killed most mod ideas i had right there.
Reply #24 Top
It will be ok, the modding tools will eventually be out, anyway modding should really be focused on after the game is out, right now its just something fun to do between beta patches.
Reply #25 Top
When is the next beta comming out anyway ? im sure the people down at IronClad have already found enough bugs to have the beta working now, right ?