Mag-pulse missiles
Moderator: JeremyaFr
Mag-pulse missiles
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- Posts: 197
- Joined: Sat Dec 09, 2017 9:39 pm
I've been playing the Original Tie fighter game and mag-pulse missiles don't disable the players laser cannons for 20 secs but they do drain the laser energy is there a way we could replicate that behaviour in XWA? @JeremyaFr
- JeremyaFr
- Posts: 3603
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
Hello,
You can try that:
You can try that:
Code: Select all
; MSG_LASER_DRAINAGE
At offset 00DE21, replace 7465 with EB65.
- JeremyaFr
- Posts: 3603
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
You can use XwaExePatcher and add that to "patcher.xml":
Code: Select all
<Patch Name="MSG_LASER_DRAINAGE">
<Item Offset="00DE21" From="7465" To="EB65" />
</Patch>
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- Posts: 197
- Joined: Sat Dec 09, 2017 9:39 pm
yep it work's awesome thanks @JeremyaFr
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- Posts: 1129
- Joined: Mon Apr 05, 2004 11:01 pm
Hi @JeremyaFr, do you know how we can activate warheads on starships and stations using dedicated launcher type meshes (with warhead HPs) when assigned by Allied editor, without the game engine usurping the first primary weapon system HP ? Thanks
W-I-P: ISD-II, (Imp) Escort Carrier, NL-1 Platform, Misc, & TFTC.