Author Topic: Heat Seekers  (Read 4462 times)

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Offline diamondgeezer

OK, don't really know my way around the weapons tbl, but why won't these missiles I edited home?


$Name:                                  @TempestS
+Title:                                 XSTR("GTM MX-X2 Seeker Tempest", 3317)
+Description:
XSTR(
"Rapid-Fire Heat Seeker", 3318)
$end_multi_text
+Tech Title:               XSTR("GTM MX-X2 Seeker Tempest", 3319)
+Tech Anim:                  Tech_GTM_MX-6_Tempest
+Tech Description:
XSTR(
"Basically a Tempest with a heat seeking nose cone. Small but manouverable.", 3320)
$end_multi_text
$Model File:                     Tempest.pof
$Mass:                           0.1
$Velocity:                        250.0
$Fire Wait:                        0.30
$Damage:                        45                                        ;; damage applied when within inner radius
$Blast Force:                     0.2
$Inner Radius:                     10.0                                       ;; radius at which damage is full (0 for impact only)
$Outer Radius:                     20.0                                       ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:                  0                                         ;; velocity of shockwave.  0 for none.
$Armor Factor:                     0.9
$Shield Factor:                     0.5
$Subsystem Factor:                  0.6
$Lifetime:                        3
$Energy Consumed:                  0.0                                       ;; Energy used when fired
$Cargo Size:                     0.25                                       ;; Amount of space taken up in weapon cargo
$Homing:                        YES
   ;; the following indented fields are only required when $Homing is YES
   +Type:                        HEAT                                       ;; Legal: HEAT, ASPECT
   +Turn Time:                     0.50
   +View Cone:                     100.0                                       ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd:                        90                                        ;; The sound it makes when fired
$ImpactSnd:                        88                                        ;; The sound it makes when it hits something
$FlyBySnd:                        -1
$Rearm Rate:                     12.0                                       ;; number of missiles/sec that are rearmed
$Flags:                           ("in tech database" "player allowed")                  
$Trail:                                       ;; Trail cannot be set if Exhaust is set
   +Start Width:                  0.1                                       ;; Width of trail nearest missile
   +End Width:                     0.2                                       ;; Width of trail before it "evaporates"
   +Start Alpha:                  1.0
   +End Alpha:                     0.0
   +Max Life:                     0.3                                       ;; how many seconds before trail disappears
   +Bitmap:                     newmiss2                              ;; Bitmap used to draw trail
$Icon:                           iconTempest
$Anim:                           Tempest
$Impact Explosion:                  ExpMissileHit1
$Impact Explosion Radius:            3.0

 
I think you need to add this:

$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.50
+View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
+Min Lock Time:                  2.0                                       ;; Minimum lock time (in seconds)
   +Lock Pixels/Sec:               70                                        ;; Pixels moved per sec while locking
   +Catch-up Pixels/Sec:            100                                       ;; Pixels moved per sec while catching up
   +Catch-up Penalty:               30


You can edit the numbers and all that to make it do what you want, but I'm guessing that not having those entrys is the problem. Not 100% though.
« Last Edit: November 07, 2002, 05:25:58 pm by 768 »
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Offline Solatar

  • 211
Quote
Originally posted by quadinhonic_II
I think you need to add this:

$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.50
+View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
+Min Lock Time:                  2.0                                       ;; Minimum lock time (in seconds)
   +Lock Pixels/Sec:               70                                        ;; Pixels moved per sec while locking
   +Catch-up Pixels/Sec:            100                                       ;; Pixels moved per sec while catching up
   +Catch-up Penalty:               30


No, that will make it have the properties of an aspect, and heat seeking missile, which will probably crash.

Are you making SURE the player is useing the tempestS, not the Tempest? Dumb error, but made quite easily if you aren't paying much attention.

Try copying and pasting the heat seeking information from the Rockeye. See if that works.

 
Quote
Originally posted by diamondgeezer


$Homing:                        YES
   ;; the following indented fields are only required when $Homing is YES
   +Type:                        HEAT                           ;;               Legal: HEAT, ASPECT
   +Turn Time:                     0.50
   +View Cone:                     100.0                                       ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd:                        90                                        ;; The             3.0


Isnt it already an Aspect and Heat? Or is what I'm looking at something entirely different?
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Offline vadar_1

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Keep in mind you only have a 50 degree homing cone, which isn't a whole lot,try increasing it. oh, and dont listen to quadhi...whatever, he apperently dosn't know what hes talking about.
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Offline Solatar

  • 211
Quote
Originally posted by vadar_1
oh, and dont listen to quadhi...whatever, he apperently dosn't know what hes talking about.


Every time someone posts something, you help them out, then bash either them, or people that are helping them. Why do you act like such a *****? Quadinhonic_II was trying to help to the best of his ability. I say let him, he will probably learn something. We all learn from our mistakes. Except you, you don't make any:rolleyes: :rolleyes:

 

Offline vadar_1

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Offline Solatar

  • 211
He said he only THOUGHT it was correct. Which means not to take it as gospel.

I pretty much agree with you on your post in this thread, almost. I just think you should have thought it, not typed it out.

That post justv pushed me over. Along with you flaming Deus Ex Machina, and yelling at me, and some other people for stupid reasons.

 

Offline Solatar

  • 211
Quote
Originally posted by quadinhonic_II


Isnt it already an Aspect and Heat? Or is what I'm looking at something entirely different?


The flag that says HEAT right next to $TYPE: Is the one we're looking at. Anything, in any of the tables behind a ; is a comment, and won't affect gameplay.

See, you learned something:D

 
Quote
Originally posted by vadar_1
If you don't know what your doing, then dont try to spread the negative advise on others who will just absorbe the knoledge, then do it wrong too.


I thought I did know what I was doing. Apparently i was wrong, it happens, get over it.

"Anything, in any of the tables behind a ; is a comment, and won't affect gameplay."

Then why does it say: ";; Legal: HEAT, ASPECT"

Even though it doesnt effect the gameplay it shouldnt be in there. That I think is what threw me off. I already knew about the ;'s and what they do, I just forgot.
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Offline Solatar

  • 211
It just means that you can either have a HEAT or ASPECT seeking missile. You still have to use different stuff for the homing for each though. That's an understandable mistake, I've made it a few times.

 

Offline LtNarol

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that tells you which options are valid, or 'legal', which would be either HEAT or ASPECT

 

Offline Solatar

  • 211
That's what I said:wtf:

Anyway, sometimes V's comments can be confusing, but they are almost essential.

 

Offline EdrickV

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Quote
Originally posted by quadinhonic_II

Then why does it say: ";; Legal: HEAT, ASPECT"


So the table editor guys at Volition didn't have to go ask the coder guys what they can put in that entry every time they wanted to make a missile weapon. (And in Wordpad there's enough spaces between the comment and the table entry on a 800x600 monitor to make the comment look like it's on the next line. ) :)

With the amount of comments in the weapons table entries, I bet the coders made 1 generic entry for each kind of weapon (a template) and the table editors made new weapons by copy|pasting and editing the data.
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Offline diamondgeezer

Well, in between the *****ing, I see one commment which might possibly be useful. Good effort, guys :rolleyes:

The 50 degree thingy... well, it works for the Rockeye, doesn't it? Thing is, I don't want to make some uber heat seeker here, I want it to be vaguely fair (even though the Rockeye is far crapper than it should be). I'll fiddle with it a bit more.

If it comes down to it, I'll clone the Rockeye entry and adjust that, rather than the Tempest entry.

And yes, I did assign the player the TempestS. I only look stupid :cool:

Right, let the *****ing recommence!

 

Offline Stunaep

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Quote
Originally posted by diamondgeezer
OK, don't really know my way around the weapons tbl, but why won't these missiles I edited home?


[table code]


I'll check this out right away. My first guess (just a rough guess by looking at the code) would be the short lifespan of the missile. Have you tried prolonging it?
« Last Edit: November 08, 2002, 08:47:19 am by 390 »
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Offline Stunaep

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Just made a sample mission, involving a Myrmidon loaded with TempestS  and a play-dead Basilisk. Worked fine for me. So here come the questions:

Are there any mods installed? Weapons.tbl mods to be specific.

Are you using a Source Code Release?

Have you shot the missile while moving? While the target is moving?

Aren't you shooting the missile from too far out. It has a relatively short lifetime, so try shooting it closer.
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Offline diamondgeezer

Excellent work, Stu. I shall perform some experiments and report back, post haste!

[EDIT] Hmm... yea verily, it seems that heat seekers won't track targets with 'hidden from sensors' ticked. Which is annoying, since that's the entire point of the TempestS... Otherwise, they work fine.

So... why won't heat seekers track hidden enemies? I tried it with the Rockeye, and the same thing happened... very odd.

[EDIT] More experimenting... this time attacking a hidden-from-sensors cruiser. Again, the heat seekers won't home in on the part of the cruiser I point them at, as I had expected. Therefore, I need a way to have heat seekers simply lock on to and track which ever target is nearest, without that target having been locked by the player. Presumably, this is a source code job...
« Last Edit: November 08, 2002, 09:13:56 am by 170 »

 

Offline CP5670

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I think they do attack any nearby hostiles without actually having to target it, but as you said it does not work for sensor-hidden ships.

I was also thinking of toning down the missile speed (at its normal rate, the tempest is way too fast to lock on to anything), but if it works for certain ships and not others, it doesn't have anything to do with that...
« Last Edit: November 08, 2002, 10:28:47 am by 296 »

 

Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
  • 210
Quote
Originally posted by diamondgeezer

[EDIT] More experimenting... this time attacking a hidden-from-sensors cruiser. Again, the heat seekers won't home in on the part of the cruiser I point them at, as I had expected. Therefore, I need a way to have heat seekers simply lock on to and track which ever target is nearest, without that target having been locked by the player. Presumably, this is a source code job...


Meh... You should be right.
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