I took the kols 3rd weapon, the lasers, and changed it to a Autocannon class to benifit from research and altered the particle effects, muzzle, travel, sounds etc. to that of the Gauss defense platform. It all works fine until, for example, i send the kol to clear a planet of local militia so i can colonize. While engaging the targets, it only shoots at a givin target until its at extremely low health, 2-4%. It thinks its dead. A couple times i sent it in, went on to manage something else on another planet and i come back a few minutes later, the kol is at 1/5th of its full health and all but 2-3 ships are dead, and the kol + any other ship in that grav well are not auto targeting. Its getting annoying, any help and or suggestions will be greatly appreciated. Here is what im working with:
1.
Weapon
WeaponType "Projectile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "LASERTECH"
DamagePerBank:FRONT 150.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 5000.000000
PreBuffCooldownTime 10.000000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.250000
TravelSpeed 0.000000
Duration 4.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_TechCapitalBeamHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_TechCapitalBeamHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_TECHCAPITALBEAMHEAVY_TRAVEL"
beamGlowTextureName "TechCapitalBeam_Glow"
beamCoreTextureName "TechCapitalBeam_Core"
beamWidth 35.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
3.
Weapon
WeaponType "Projectile"
damageEnums
AttackType "CAPITALSHIP"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "BACKLOADED"
DamageType "PHYSICAL"
WeaponClassType "AUTOCANNON"
DamagePerBank:FRONT 150.000000
DamagePerBank:BACK 0.000000
DamagePerBank:LEFT 0.000000
DamagePerBank:RIGHT 0.000000
Range 5000.000000
PreBuffCooldownTime 7.500000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 1.000000
TravelSpeed 2000.000000
Duration 0.000000
fireConstraintType "CanAlwaysFire"
WeaponEffects
weaponType "Projectile"
burstCount 3
burstDelay 0.333333
muzzleEffectName "Weapon_Tech_OrbitalDefense_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 3
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE1"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT11"
sound "WEAPON_TECHCAPITALAUTOCANNONHEAVY_MUZZLE_ALT21"
hitEffectName "Weapon_Tech_OrbitalDefense_Hit"
hitHullEffectSounds
soundCount 1
sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
hitShieldsEffectSounds
soundCount 1
sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
projectileTravelEffectName "Weapon_Tech_OrbitalDefense_Bullet"
Note: the sound **** muzzle1, muzzle alt11 etc are custom weapon sounds.