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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: 'Captain' Nick Brown on August 15, 2001, 12:29:00 am

Title: Regenerative Subsystems
Post by: 'Captain' Nick Brown on August 15, 2001, 12:29:00 am
Is there a way to stop your subsystems from regenerating?
Title: Regenerative Subsystems
Post by: Shrike on August 15, 2001, 12:34:00 am
Have them at 0%?
Title: Regenerative Subsystems
Post by: Kitsune on August 20, 2001, 07:46:00 pm
Sabotage subsys sexps with a repeat counter...
But would need a terminating sexp if you call for rearm.

------------------
~Space Kitsuné
Creator of the Anthro FS2 Campaign.
Help!
Title: Regenerative Subsystems
Post by: jonskowitz on August 21, 2001, 12:19:00 pm
Well, depending on what overall effect you're trying to achieve, you can also set the ship's power output at 0.0.  Of course if you do that then NOTHING will regenerate (weapon capaciter, shields, or afterburner).
Title: Regenerative Subsystems
Post by: Red5 on August 21, 2001, 01:52:00 pm
 Id like to see a mini escape pod, that has shields and afterburners, maybe a subach cannon, but has no generator.  It just has a battery, once the battery runs dry, ur screwed  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif).  I like that idea better than the Hermes Econoline van or whatever current escape pods for the "command crew"
Title: Regenerative Subsystems
Post by: jonskowitz on August 24, 2001, 02:39:00 am
 
Quote
Originally posted by Red5:
*snip*
It just has a battery, once the battery runs dry, ur screwed   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif).  I like that idea better than the Hermes Econoline van or whatever current escape pods for the "command crew"

That more or less describes the entire MOD I'm working on.  All of the weapons are modeled as secondary weapons (which means you have very limited amounts of ammunition).  Well, mostly modelled on secondary weapons.  I had to have "bot" versions of all the guns as primary varients because I haven't been able to figure out how to trick the AI into using the secondary ones.  If anyone knows some way to have a ship's 'laser battery' get recharged whenever it docks with a supply ship I'd be eternally grateful (it would simplify a lot of what I'm trying to do with this thing.)

(the demo's at http://groups.yahoo.com/group/JSKGames-public/files/ ("http://groups.yahoo.com/group/JSKGames-public/files/")  )...   (c:
Title: Regenerative Subsystems
Post by: Setekh on August 24, 2001, 04:42:00 am
First there was the Velocity Mod, then Better Turrets... now this  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Regenerative Subsystems
Post by: Nico on August 24, 2001, 06:29:00 am
 
Quote
Originally posted by jonskowitz:
That more or less describes the entire MOD I'm working on.  All of the weapons are modeled as secondary weapons (which means you have very limited amounts of ammunition).  Well, mostly modelled on secondary weapons.  I had to have "bot" versions of all the guns as primary varients because I haven't been able to figure out how to trick the AI into using the secondary ones.  If anyone knows some way to have a ship's 'laser battery' get recharged whenever it docks with a supply ship I'd be eternally grateful (it would simplify a lot of what I'm trying to do with this thing.)

(the demo's at http://groups.yahoo.com/group/JSKGames-public/files/ ("http://groups.yahoo.com/group/JSKGames-public/files/")  )...   (c:

To have the AI fire secondaries as primaries ( quick burst). make a swarmer version of the gun, unguided. Even with a limited swarm, the ai won't stop firing. Strange, but that workes with me so it's wirth trying it, no?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: Regenerative Subsystems
Post by: jonskowitz on August 25, 2001, 02:33:00 am
 
Quote
Originally posted by Setekh:
First there was the Velocity Mod, then Better Turrets... now this   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

[lol]  Actually, I guess calling it a MOD is a little inaccurate.  It's probably more of a conversion as it is not set within the Freespace universe (I'm just 'borrowing' Volition's game engine to do my own thing with).  The basic setting depicts a China/United States cold war that's beginning to turn hostile.  All of the action takes place within the Sol system (no warping around).  If I do this right it should 'play' very differently than Freespace does.

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  Thanks Venom for the tip on the cannons.  Thhat should help solve most of my resupply woes.  Of course FRED and Multiplayer mode will still kick out errors left and right.  I'll probably make some kind of "blank-gun" to fool the error checker with.