Quote:
Originally Posted by V13dweller
(Post 2012579)
I managed to give my U-boat starshells as ammunition, by changing the AA shell to the starshell effect, but then all AA round fired from all ships became starshells, and I think you might be able to tell, that caused massive lags.
When you give you 8.8cm deck gun starshells it doesn't show up as a selectable ammo type, so I had to change the AA round.
And is it possible to change the ammo type, that each gun fires?
At the moment, I do not know how to do that.
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I don't understand why you are so fond of arming your guns with starshells: I doubt that they were ever used as ordnance aboard Uboats. :03: :)
Anyway... if I understood your question, the answer is yes, you can assign any type of shell to any gun:
- open the GR2 of the gun you want to edit, be one of the U-boat guns (data/Objects/Guns/*.GR2) or ship guns: (data/Library/ShipParts/guns_radars_01.GR2);
- merge its sim file;
- merge Shells.dat (data/Library);
- merge Shells.sim;
- at this point you can double click on the wpn_Cannon controller of the gun you want to edit;
- expand the ammo_storage group;
- expand any of its sub-groups (AP, HE, AA, SS) for changing type and amount of shell used.
The one starshell set in stock game is the 88mm_S_shell. You can assign any type of shell, unrespective of gun's caliber or designation (AP, HE, etc.) to any gun/ammo_storage subgroup. For instance, you could set 20mm_AA_shell as AP ammunition fired by the 88mm gun, but obvously the AI crew would keep using AA rounds as if they were AP shells. And the damage would be the one done by an AA shell, ideed. ;)
You can also create new shell definitions, and assign them to the existing guns, but I think this goes beyond your question, and it would take a lot longer that one would expect from a quick tweak.
Notice also that for human playable guns things are a bit more complex than for AI guns, because when manning a gun manually you need to select the desired type of ammunition, and not all the types are available for each gun. I think that you could add the missing types by messing with UPCDataGE/UPCUnitsData/Ammunition.upc, but for the moment I suggest you to assign the starshells to one of the ordnance types (ammo_storage subgroups) yet available.
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