hightrajectory=1; is forced on, 2 is toggleable. Might be the other way around, but I think that's it.
For once, I know more than Zwzsg here. What he's said is accurate, but didn't give a complete picture.
First number is left and right (1 is left, -1 is right). Second number is up and down (1 being up, -1 being down), last number is forward and back (1 forward, -1 back)
Examples:
This is the Arm Epoch from AA. Upon examining its aiming pattern, I've realized I'm an idiot and rewrote it so it actually worked right... I hope no one was using it as an example, cos holy crap was it screwed.
Weapon 1 and 3 are the main guns, designed to fire over most of the ship's arc. Weapon 1 has no arc whatsoever, since it is raised up and at the back of the ship. Weapon 3 can fire only in the front (240 degree arc facing forward).
Weapon 2 is one of the secondary weapons, battleshipx guns. This one is on the front of the ship and can fire in a 320-degree arc, again facing forward.
Finally, weapons 4 and 5 are a little more interesting. Notice the maindir is "4 0 1" or "-4 0 1". If the first number (indicating left and right) is positive, it means to the left. If it's negative, it means to the right. Why is there a 4? This is so that the 1 is relatively low. This indicates that I want it to fire MOSTLY to the right, but also a little forwards. (11.25 degrees to be precise, but I'll come to that later)
Weapons 6 and 7 are much simpler, just flak guns aiming to the left and right exclusively in 200 degree arcs. You do NOT want to be a gunship attacking this thing head-on.
Code: Select all
Weapon1=SEADRAGPRIME;
OnlyTargetCategory1=NOTAIR;
Weapon2=ARM_BATSAFTx;
OnlyTargetCategory2=NOTAIR;
WeaponMainDir2=0 0 1;
maxangledif2=320;
Weapon3=SEADRAGPRIME;
OnlyTargetCategory3=NOTAIR;
WeaponMainDir3=0 0 1;
maxangledif3=240;
Weapon4=ARM_BATSAFTx;
OnlyTargetCategory4=NOTAIR;
WeaponMainDir4=-4 0 1;
maxangledif4=180;
Weapon5=ARM_BATSAFTx;
OnlyTargetCategory5=NOTAIR;
WeaponMainDir5=4 0 1;
maxangledif5=180;
Weapon6=SEADRAGONFLAK;
WeaponMainDir6=1 0 0;
maxangledif6=200;
Weapon7=SEADRAGONFLAK;
WeaponMainDir7=-1 0 0;
maxangledif7=200;
Think of it this way, whatever number is highest is the direction the gun shoots mainly. The smaller numbers "pull" the arc in their direction by varying amounts, depending on how high they are compared with the highest (main) direction. So, weapon 4 shoots directly to the left while 5 shoots directly to the right, but are both "pulled" forward by about 20%.
Examples: arc "1 0 1" is 45 degrees to the left, from the front of the unit. arc "2 0 1" is 22.5 degrees to the left. "3 0 1" is 15 degrees to the left. "3 0 2" is 30 degrees to the left. "3 0 3" is 45 degrees to the left again, because both numbers are equal.
Core Black Hydra flaghip: (also fixed its borked aiming restrictions)
This ship has a main gun, COR_BATS, with no firing arc defined. Also got 3 heavy lasers of teh doom, "HYDRA_GUN", which can fire in every direction except backwards.
Code: Select all
Weapon1=COR_BATS;
onlytargetcategory1=notair;
Weapon2=HYDRA_GUN;
onlytargetcategory2=notair;
WeaponMainDir2=0 0 1;
maxangledif2=300;
Weapon3=HYDRAMISS;
Weapon4=HYDRA_GUN;
onlytargetcategory4=notair;
WeaponMainDir4=0 0 1;
maxangledif4=300;
Weapon5=HYDRA_GUN;
onlytargetcategory5=notair;
WeaponMainDir4=0 0 1;
maxangledif4=300;
Weapon6=HYDRAMISS;
Ready for some complexity? Galactic Empire "Cahudhri" Heavy Cruiser:
Code: Select all
weapon1=MESON_GUN; //port tri-gun
OnlyTargetCategory1=SHIP;
badTargetCategory1=SMALLSHIP;
WeaponMainDir1=-1 0 8;
Maxangledif1=45;
weapon2=MESON_GUN; //starboard tri-gun
OnlyTargetCategory2=SHIP;
badTargetCategory2=SMALLSHIP;
WeaponMainDir2=1 0 8;
Maxangledif2=45;
weapon3=MISSILE1; //rocket bay
OnlyTargetCategory3=SPACE;
badTargetCategory3=NOTSHIP;
WeaponMainDir3=0 0 1;
Maxangledif3=60;
weapon4=MISSILE1; //rocket bay
OnlyTargetCategory4=SPACE;
badTargetCategory4=NOTSHIP;
WeaponMainDir4=0 0 1;
Maxangledif4=60;
weapon5=ANTIFIGHTER_UVLASER2; //turret1 - port bottom nose turret
OnlyTargetCategory5=SPACE;
badTargetCategory5=SHIP;
WeaponMainDir5=0 -1 0;
Maxangledif5=175;
weapon6=ANTIFIGHTER_UVLASER2; //turret2 - starboard bottom nose
turret
OnlyTargetCategory6=SPACE;
badTargetCategory6=SHIP;
WeaponMainDir6=0 -1 0;
Maxangledif6=175;
weapon7=ANTIFIGHTER_UVPULSELASER2; // turret3 - center top nose
turret
OnlyTargetCategory7=SPACE;
badTargetCategory7=SHIP;
WeaponMainDir7=0 9 1;
Maxangledif7=200;
weapon8=ANTIFIGHTER_PULSELASER3; //turret4 - starboard top neck
turret
OnlyTargetCategory8=SPACE;
badTargetCategory8=SHIP;
WeaponMainDir8=-1 1 0;
Maxangledif8=135;
weapon9=ANTIFIGHTER_PULSELASER3; //turret7 - port top neck turret
OnlyTargetCategory9=SPACE;
badTargetCategory9=SHIP;
WeaponMainDir9=1 1 0;
Maxangledif9=135;
weapon10=ANTIFIGHTER_UVPULSELASER2; //turret8 - center bottom neck
turret
OnlyTargetCategory10=SPACE;
badTargetCategory10=SHIP;
WeaponMainDir10=0 -1 0;
Maxangledif10=170;
weapon11=ANTIFIGHTER_UVLASER1; //turret9 - port bottom main turret
OnlyTargetCategory11=SPACE;
badTargetCategory11=SHIP;
WeaponMainDir11=1 -2 0;
Maxangledif11=135;
weapon12=ANTIFIGHTER_UVLASER2; //turret10 - port wing gun
OnlyTargetCategory12=SPACE;
badTargetCategory12=SHIP;
WeaponMainDir12=1 1 0;
Maxangledif12=150;
weapon13=ANTIFIGHTER_UVLASER1; //turret11 - port top main turret
OnlyTargetCategory13=SPACE;
badTargetCategory13=SHIP;
WeaponMainDir13=1 2 0;
Maxangledif13=135;
weapon14=ANTIFIGHTER_UVLASER1; //turret12 - starboard top main
turret
OnlyTargetCategory14=SPACE;
badTargetCategory14=SHIP;
WeaponMainDir14=-1 2 0;
Maxangledif14=135;
weapon15=ANTIFIGHTER_UVLASER1; //turret13 - starboard bottom main
turret
OnlyTargetCategory15=SPACE;
badTargetCategory15=SHIP;
WeaponMainDir15=-1 -2 0;
Maxangledif15=135;
weapon16=ANTIFIGHTER_UVLASER2; //turret14 - starboard wing turret
OnlyTargetCategory16=SPACE;
badTargetCategory16=SHIP;
WeaponMainDir16=-1 1 0;
Maxangledif16=150;
Yes, it kicks ass onscreen.