Nomad Mothership Weapon
Is there a way to delay the initial firing of a gun for about 14.5 seconds?
(When you press the fire trigger "mounse fire" )
The reason for the delay is to allow the gun to "charge" which has the sound effect of a charging weapon. At 14.75 seconds, the gun fires at the apex of the sound effect.
This is what I've worked on but haven't tested it yet:
[Sound
fire_no_mother_gun.wav
[Ammo
energy_damage = -1
energy_damage_delay = 0
hull_damage = -1
hull_damage_delay = 15.000000
seeker = LOCK
seeker_fov = 10.000000
range = 300000
impulse = 1000.000000
(new)
[Effect
nickname = explosion_sfx_csx_super01
effect_type = EFT_EXPLOSION_LARGE
snd_effect = csx_super01
(new)
[Weapon
archetype = no_mother_gun
initial_fire_delay = 14.500000
refire_delay = 60.000000
muzzle_velocity = 400.000000
(new)
[Munition
nickname = nomad_mothership_weapon_rtc_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 100
energy_damage = -1
energy_damage_delay = 0.000000
hull_damage = -1
hull_damage_delay = 15.000000
one_shot_sound = fire_no_mother_gun
munition_hit_effect = rtc_nomadtorpedo_impact (might change this)
const_effect = rtc_nomadtorpedo_proj (might change this)
seeker = LOCK
time_to_lock = 0
seeker_range = 6000
seeker_fov_deg = 10
max_angular_velocity = 1.500000
lifetime = 120
detonation_distance = 1000
force_gun_ori = TRUE
mass = 500
volume = 1000.000000
(new)
[Gun
nickname = nomad_mothership_weapon_rtc
ids_name = 263669
ids_info = 264669
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
HP_child = HPConnect
hit_pts = 1000000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 1000.000000
mass = 500
damage_per_fire = 0
power_usage = 1000
refire_delay = 60.000000
muzzle_velocity = 400
toughness = 1.600000
flash_particle_name = rtc_nomadtorpedo_flash
flash_radius = 150
light_anim = l_gun01_flash
projectile_archetype = nomad_torpedo01_rtc_ammo (might change this)
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 20
Explosion FX:
radius = 350000
strength = 100000
lifetime = 2.500000, 2.500000
(When you press the fire trigger "mounse fire" )
The reason for the delay is to allow the gun to "charge" which has the sound effect of a charging weapon. At 14.75 seconds, the gun fires at the apex of the sound effect.
This is what I've worked on but haven't tested it yet:
[Sound
fire_no_mother_gun.wav
[Ammo
energy_damage = -1
energy_damage_delay = 0
hull_damage = -1
hull_damage_delay = 15.000000
seeker = LOCK
seeker_fov = 10.000000
range = 300000
impulse = 1000.000000
(new)
[Effect
nickname = explosion_sfx_csx_super01
effect_type = EFT_EXPLOSION_LARGE
snd_effect = csx_super01
(new)
[Weapon
archetype = no_mother_gun
initial_fire_delay = 14.500000
refire_delay = 60.000000
muzzle_velocity = 400.000000
(new)
[Munition
nickname = nomad_mothership_weapon_rtc_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 100
energy_damage = -1
energy_damage_delay = 0.000000
hull_damage = -1
hull_damage_delay = 15.000000
one_shot_sound = fire_no_mother_gun
munition_hit_effect = rtc_nomadtorpedo_impact (might change this)
const_effect = rtc_nomadtorpedo_proj (might change this)
seeker = LOCK
time_to_lock = 0
seeker_range = 6000
seeker_fov_deg = 10
max_angular_velocity = 1.500000
lifetime = 120
detonation_distance = 1000
force_gun_ori = TRUE
mass = 500
volume = 1000.000000
(new)
[Gun
nickname = nomad_mothership_weapon_rtc
ids_name = 263669
ids_info = 264669
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
HP_child = HPConnect
hit_pts = 1000000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 1000.000000
mass = 500
damage_per_fire = 0
power_usage = 1000
refire_delay = 60.000000
muzzle_velocity = 400
toughness = 1.600000
flash_particle_name = rtc_nomadtorpedo_flash
flash_radius = 150
light_anim = l_gun01_flash
projectile_archetype = nomad_torpedo01_rtc_ammo (might change this)
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = false
LODranges = 0, 20
Explosion FX:
radius = 350000
strength = 100000
lifetime = 2.500000, 2.500000