aliens

Author Topic: Weapon use for particular rank? Craft utility slot?  (Read 3371 times)

Offline Amiga

  • Colonel
  • ****
  • Posts: 128
  • Amiga4ever....
    • View Profile
    • White Wolf Untold Story PL (my rpg game based on Witcher saga)
Weapon use for particular rank? Craft utility slot?
« on: March 19, 2018, 01:45:38 am »
1. Just wondering how difficult would be creating condition where for example Heavy Plasma could be used only by Captain rank ect.

2. Another thing - craft utility slot for additional shield,  acceleration ect.  would it be also possible?
« Last Edit: March 19, 2018, 01:49:21 am by Amiga »

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1931
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: Weapon use for particular rank? Craft utility slot?
« Reply #1 on: March 19, 2018, 04:40:29 am »
1. Just wondering how difficult would be creating condition where for example Heavy Plasma could be used only by Captain rank ect.

2. Another thing - craft utility slot for additional shield,  acceleration ect.  would it be also possible?

The first - no, not currently possible. Yankes suggested a script may make that possible in the future. Right now you can make weapon power scale based on rank in OXCE+ though.

The second - yes, many of the mods that use OXCE+ have exactly that. Piratez has a number of examples such as shield generators, extra engines/thrusters, increased radar range, etc.

Offline Amiga

  • Colonel
  • ****
  • Posts: 128
  • Amiga4ever....
    • View Profile
    • White Wolf Untold Story PL (my rpg game based on Witcher saga)
Re: Weapon use for particular rank? Craft utility slot?
« Reply #2 on: March 19, 2018, 09:59:23 am »
That's great regarding utility.. I definitely need to check it

UPDATE
Utility slot works perfectly!


stats    Adds the following values to the craft's stats:

    fuelMax: 0 #additive bonus to craft stats.
    damageMax: 0 #additive bonus to craft stats.
    speedMax: 0 #additive bonus to craft stats.
    accel: 0 #additive bonus to craft stats.
    radarRange: 0 #additive bonus to craft stats.
    radarChance: 0 #additive bonus to craft stats.
    sightRange: 0 #additive bonus to craft stats.
    hitBonus: 0 #bonus percentage to all weapons hit chance. Range [0, 100].
    avoidBonus: 0 #bonus percentage to craft dodge chance. Range [0, 100].
    powerBonus: 0 #bonus percentage to all weapons damage. Range [0, 100].
    armor: 0 #amount of blocked damage per hit.
« Last Edit: March 26, 2018, 01:59:13 am by Amiga »

Offline richardhead

  • Sergeant
  • **
  • Posts: 16
    • View Profile
Re: Weapon use for particular rank? Craft utility slot?
« Reply #3 on: February 07, 2019, 10:48:21 pm »
I wanted one that restricts the type of armor based on rank. I was thinking only the captain, commanders and lieutenants should be able to wear the MAG ION ARMOR. So if you wanted to have all 26 aquanauts wearing the best armor for the final battle, and you only get 1 commander for every 23 aquanauts, you would have to have like 230 total soldiers. Or, take along some ensigns wearing the plain ION ARMOR.  Seamen can wear no armor but able seamen can wear the basic plastic stuff.