Mag-pulse missiles

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Mag-pulse missiles

Blazingfirestorm
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Post by Blazingfirestorm » Fri Feb 26, 2021 11:01 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

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JeremyaFr
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Post by JeremyaFr » Sat Feb 27, 2021 9:53 am

Hello,
You can try that:

Code: Select all

; MSG_LASER_DRAINAGE
At offset 00DE21, replace 7465 with EB65.

Blazingfirestorm
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Post by Blazingfirestorm » Sat Feb 27, 2021 12:37 pm

thanks where do I put that ? sorry

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JeremyaFr
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Post by JeremyaFr » Sat Feb 27, 2021 1:10 pm

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>

Blazingfirestorm
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Posts: 213
Joined: Sat Dec 09, 2017 9:39 pm

Post by Blazingfirestorm » Sat Feb 27, 2021 1:16 pm

ok I give a try thanks

Blazingfirestorm
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Posts: 213
Joined: Sat Dec 09, 2017 9:39 pm

Post by Blazingfirestorm » Sat Feb 27, 2021 1:42 pm

yep it work's awesome thanks @JeremyaFr

Bman
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Post by Bman » Mon Apr 25, 2022 5:21 am

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: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.

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