Set up BulletDamageLevel higher than MaxEnergy, not initial nrg...
If you do that you can set BulletDamageUpgrade to 0, as it doesn't matter nemore.
Oh, and make sure ExactDamage is 1.
It's all under the section [Bullet]
Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole....
Gravitron - Fri Mar 14, 2003 6:57 am
Post subject:
Recharge might also come onto consideration, but if and only incase you've set it onto an ultimate extreme.
Doggeti - Fri Mar 14, 2003 7:50 am
Post subject:
When does MaxEnergy come to use
Dr Brain - Fri Mar 14, 2003 8:28 am
Post subject:
When the ship is fully greened...
Gravitron - Fri Mar 14, 2003 10:42 am
Post subject:
It's called "playing on the safe side" doggeti, you simply assumed that whoever makes the setting would make it exactly like TW or with being impossible to upgrade your ship's energy (initial nrg = max nrg state).
Doggeti - Fri Mar 14, 2003 4:22 pm
Post subject:
I forgot that aspect because i never used MaxEnergy yet and so always set it to InitialEnergy
. Of course you have to consider MaxEnergy if you use it in your zone.
Anonymous - Sat Mar 15, 2003 9:22 pm
Post subject:
ok well that sort of works... other than the fact that I only want certain ships to be able to kill in one hit.
Anonymous - Sat Mar 15, 2003 10:32 pm
Post subject:
and now the ship doesn't even shoot!
SOS - Sun Mar 16, 2003 3:59 am
Post subject:
If it doesn't shoot then it doesn't have enough energy
Set the fire energy lower.
And all ship's bullets do the same damage. Your best bet is to give them different bullet levels and adjust the settings accordingly.
Gravitron - Sun Mar 16, 2003 7:30 am
Post subject:
If you've set some ships to recive initial bounty, depending on the prizeweight, they might recive multifire upon spawn sometimes so you need to watch over multifireenergy as well.