Avorion

Avorion

[Mod] Wave Motion Gun and Spinal Mounted Shock Cannon.
40 Comments
deep  [author] 14 Jul @ 11:04pm 
The version limit has been changed to "2.*".
This is still a test version 2.5.8.
deep  [author] 11 Jul @ 7:25am 
The sound file is a short ".WAV" file.
If you can find a free sound effect file, you can use that.
deep  [author] 11 Jul @ 7:19am 
WMG 1 to 5 have the same structure as the vanilla sound files.

There's no problem renaming the same sound file to make 5 files.
deep  [author] 11 Jul @ 7:15am 
"C:\Program Files (x86)\Steam\steamapps\workshop\content\*********"

The mod ID is in the page URL
The mod ID is "https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2514027747&tscn=1752168958"

The game ID is "445220"
The mod ID is "175268958"
deep  [author] 11 Jul @ 7:06am 
Yes, I don't have any sound files that I can register in the workshop due to copyright issues

So I renamed the vanilla sound files and am using them

This is so that people who have personal sound files can use them.
wesley 10 Jul @ 10:35am 
i have no idea what im dooing
wesley 10 Jul @ 10:11am 
doo you have the wave motion sounds that are corect
wesley 10 Jul @ 10:00am 
so all the sound files sound like the regular game stuff
wesley 10 Jul @ 9:57am 
so doo i change wmg1 to 5 and 5 to 1
wesley 10 Jul @ 9:36am 
why is all the files named in numbers
wesley 10 Jul @ 9:27am 
where is that lua file located
deep  [author] 9 Jul @ 11:04am 
It is an old file, so there may be problems.
Currently, I am building ships and checking the latest AVORION LUA and mods.
deep  [author] 9 Jul @ 10:58am 
Weapon sounds are managed by the "weapongenerator.lua" file in the mod.
The Lua script "weapon.sound = 'wmg'" defines the sound files.
These files are also defined in the LUA in the "weaponsounds" folder.

The sound files are stored in the "weapon" folder, which is in the "sfx" folder of the mod.
The sound files for this mod are renamed from the vanilla railgun sound files.

You can change the sound by renaming a different sound file from "WMG1" to "WMG5."
wesley 8 Jul @ 12:51pm 
and how to fix the sounds
deep  [author] 7 Jul @ 11:56am 
The simple and easy way is to use the Turret Builder V mod in the game.

You can increase "Coolant capacity" using Turret Builder V.
deep  [author] 7 Jul @ 11:39am 
The beam time is controlled by "Coolant capacity".
Increasing "Coolant capacity" will increase the beam time.
wesley 7 Jul @ 11:37am 
how to fix the stand
wesley 7 Jul @ 11:21am 
can you make it fire longer
Ori 1 Apr, 2023 @ 2:05pm 
This also includes the Karakrums (the ships that Gatlantis spammed during the Battle of Saturn) as they are seen being much bigger than Yamato, nearing 1.5 KM long instead of the 300 meters that they were in the original series.
Ori 1 Apr, 2023 @ 2:02pm 
If you go to make the Neu Desura, remember it isn't actually 700 meters in length, it is in actuality nearly 1.2 KM long, as the Yamato is the only accurate scale in the series. Yamato in 2199, 2202, and 2205 is 333 meters long.
Ori 28 Mar, 2023 @ 5:36am 
A ship hull full of framework would work well for Deusuler II also, that way people can customize it to their heart's content (Please not holograms again, I couldn't see them as they all blurred together lol)
Ori 16 Mar, 2023 @ 12:51pm 
Max speed means nothing if it can tank the entirety of reality :)
deep  [author] 16 Mar, 2023 @ 10:50am 
I think it is possible.
However, it would be a ship with a large penalty on maximum speed.
It may not be possible to fit a large engine block in the hull.
When I try I will probably build the core ship first.
Ori 16 Mar, 2023 @ 8:51am 
If the Neu Desura is that difficult to do, perhaps the Deusuler II from 2199?
deep  [author] 15 Mar, 2023 @ 8:36pm 
I have plans for a simple form of Gatlantis ship after the mod and the Gamilas ship update.
Some Gatlantis ships are either too complex or have too many small ornaments. That is an obstacle to build.
Neu Desura will be a difficult challenge. It will take a considerable amount of time.
Ori 14 Mar, 2023 @ 7:14pm 
@deep Do you have any plans for the Neu Desura from 2202? Or any of the Gatlantis ships?
deep  [author] 11 Mar, 2023 @ 2:35pm 
I am planning to update this mod but it will take some time yet.
So I will make a screenshot of the new WMG recipe for custom turret builders.
That new WMG will visualize like an AOE weapon.
Ori 25 Mar, 2022 @ 12:14pm 
Yes, you just need to make a new game once you force enable the mod.
⎛⎝⹛‸⹜⎠⎞ GG Zubarus 25 Mar, 2022 @ 11:42am 
@Axol so it is still work to get the gun by you?
⎛⎝⹛‸⹜⎠⎞ GG Zubarus 25 Mar, 2022 @ 9:10am 
ok i cant get it to work. i can see them in factorys but i cant builde them. i have all i need but cant builde them .
and still not work wen i force the mod.
i dont make the mod i dont know who are the problem
Ori 19 Feb, 2022 @ 11:35am 
So I got it working on the latest version without having the mod updated, all you have to do is double click the check box for the mod, and then look under the description above the enable button and there will be a force button to force the mod on. Then the mod works.
Ori 5 Feb, 2022 @ 8:41pm 
It really does need an update because this mod is just *chef kiss*
kirb 23 Jan, 2022 @ 6:57pm 
Please, please update this.
Ori 15 Jan, 2022 @ 6:12pm 
It doesn't work on the latest version
Ori 15 Jan, 2022 @ 6:10pm 
What version of Avorion is this for?
deep  [author] 16 Jun, 2021 @ 5:23pm 
After setting up the coaxial gun, please move the ship a bit.
It will reduce firing errors.
I'll also check the beam to see if there are any more miss-fires.
deep  [author] 16 Jun, 2021 @ 4:50pm 
The coaxial wave motion gun has a very long cool time.
If you want to test it, please put it back on in build mode.
Overheat type turrets have their cool time reset when you place them.


The size of the turret base for coaxial custom turrets will be affected.
A smaller turret base will have less space. The beam will stop more easily.
A larger turret base will have a larger space.


Added wave motion gun ship to the list of items
I'll try to prepare other ships and coaxial guns for testing.
MasterJ 16 Jun, 2021 @ 2:00pm 
Thank you for the reply...I'm sorry. I've tried following your instructions. spent 3 hours trying different orientations and designs to build the custom turret to get it to work. No matter what I do, the best i can do is get it to fire for a second, then it instantly overheats and can't be used again. I'm just making the turret base far off the front of my ship not even close to any hull at all just to see if I can get it to fire. Is there any chance you can save and upload a blueprint of the custom turret design that works with Coaxial Wave Motion gun I can try? Then I can use it as a template to build off of or around. Thanks in advance! I'm so pumped to try these weapons.
deep  [author] 16 Jun, 2021 @ 5:32am 
If the beam is too large, it may hit the floor of the turret base block.
Also, if there is a hull near the beam, the beam may stop.
The beam requires the same amount of space as the torpedo launch block.
The muzzle point of the custom turret should be located at the furthest point of the barrel area.
It is desirable to have a large space between the hulls.

Let's see if we can add a screenshot of a custom turret sample
MasterJ 15 Jun, 2021 @ 9:34pm 
Looks great! Wanted to try this out. What custom turret do you need to fire the weapon?