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Hybrid weapons & stats in general

Posted on Monday, May 25, 2015

Has anyone gotten a hybrid weapon to work? I'd love to have for example an energy weapons tech tree where various weapons are primarily energy damage, but some have kinetic and others missile damage as well. Think Photon Torpedos doing both energy and missle damage.

When I modify a weapon as an example, I was able to get the weapon stats to appear on the item and ship that uses it, but in combat it looks like the game only takes the first damage stat on an item, is that correct? Anyway to change that?

Also for things like range, cooldown etc where is that stored for weapons? I don't see it in ShipComponentDefs.xml

 

Code: xml
  1. <ShipComponent>
  2. <InternalName>TESTPrototypeEleriumWeapon</InternalName>
  3. <DisplayName>TEST Beam 1</DisplayName>
  4. <Description>PrototypeEleriumWeapon_Dec</Description>
  5. <ArtDefine>WeaponModel_30</ArtDefine>
  6. <Category>Weapons</Category>
  7. <Type>BeamWeaponEnhanced</Type>
  8. <PlacementType>Weapon</PlacementType>
  9. <WeaponFX>
  10. <EmissionFX>BeamPhasor_Emission</EmissionFX>
  11. <ProjectionFX>BeamPhasor</ProjectionFX>
  12. <HitFX>BeamPhasor_Hit</HitFX>
  13. <DeflectionFX>BeamPhasor_Deflection</DeflectionFX>
  14. </WeaponFX>
  15. <Stats>
  16. <EffectType>Threat</EffectType>
  17. <Target>
  18. <TargetType>Ship</TargetType>
  19. </Target>
  20. <BonusType>Flat</BonusType>
  21. <Value>1</Value>
  22. </Stats>
  23. <Stats>
  24. <EffectType>BeamManufacturingCost</EffectType>
  25. <Scope>Queue</Scope>
  26. <Target>
  27. <TargetType>Ship</TargetType>
  28. </Target>
  29. <BonusType>Flat</BonusType>
  30. <Value>1</Value>
  31. </Stats>
  32. <Stats>
  33. <EffectType>BeamMass</EffectType>
  34. <Target>
  35. <TargetType>Ship</TargetType>
  36. </Target>
  37. <BonusType>Flat</BonusType>
  38. <Value>1</Value>
  39. </Stats>
  40. <Stats>
  41. <EffectType>BeamWeapon</EffectType>
  42. <Target>
  43. <TargetType>Ship</TargetType>
  44. </Target>
  45. <BonusType>Flat</BonusType>
  46. <Value>1</Value>
  47. </Stats>
  48. <Stats>
  49. <EffectType>BeamAttack</EffectType>
  50. <Target>
  51. <TargetType>Ship</TargetType>
  52. </Target>
  53. <BonusType>Flat</BonusType>
  54. <Value>16</Value>
  55. </Stats>
  56. <Stats>
  57. <EffectType>KineticManufacturingCost</EffectType>
  58. <Scope>Queue</Scope>
  59. <Target>
  60. <TargetType>Ship</TargetType>
  61. </Target>
  62. <BonusType>Flat</BonusType>
  63. <Value>23</Value>
  64. </Stats>
  65. <Stats>
  66. <EffectType>KineticMass</EffectType>
  67. <Target>
  68. <TargetType>Ship</TargetType>
  69. </Target>
  70. <BonusType>Flat</BonusType>
  71. <Value>24</Value>
  72. </Stats>
  73. <Stats>
  74. <EffectType>KineticWeapon</EffectType>
  75. <Target>
  76. <TargetType>Ship</TargetType>
  77. </Target>
  78. <BonusType>Flat</BonusType>
  79. <Value>1</Value>
  80. </Stats>
  81. <Stats>
  82. <EffectType>KineticAttack</EffectType>
  83. <Target>
  84. <TargetType>Ship</TargetType>
  85. </Target>
  86. <BonusType>Flat</BonusType>
  87. <Value>8</Value>
  88. </Stats>
  89. <Stats>
  90. <EffectType>Maintenance</EffectType>
  91. <Target>
  92. <TargetType>Ship</TargetType>
  93. </Target>
  94. <BonusType>Flat</BonusType>
  95. <Value>0.25</Value>
  96. </Stats>
  97. </ShipComponent>