Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nuke on July 23, 2002, 08:44:43 pm

Title: External Hardpoints
Post by: Nuke on July 23, 2002, 08:44:43 pm
would it be posible to have missiles, rocket pods, and equipment that are hung from external hardpoints rather than the internal bays everyone has been used to. external hardpoints are not reloadable via suport ship and do not cary anywhere near the capacity of the internal bays. this would mainly be for pirate and other non-gtva craft.

this could be done by creating a bunch of named paths with names refering to which bank and the order in which missiles on that bank fire. the missiles would also need dockpoints. when you fire a missile, it drops (moves from point 0 to point 1) and then the engine starts (flame becomes unhidden and the glow point comes on) and the missile does its thing.

rocket pods and equipment would be a little different. rocket pods would have a model with a bunch of missile points and a dock. equipment, such as a laser designator would have a turret with a targeting laser on it (prety much automated). rocket pods and equipment have their own table entries indicating their capacities, their weapon load, and their weight.

missiles have a weight of 0, meaning you can stick em on anything, light rocket pods have the weight of 1, medium pods and light equepment have a weight of 2, really big pods and heavy equepment have the weight of 3, and really big things like criuse missiles have a weight of 4. ships with external hardpoints have a weight limit per pylon tag, you can load any weapon or piece of equipment, so long as it dont overload the limit.

also a meathod must exist that allows both banks and hardpoints, so that a standard gtva bomber can carry a big fat meson criuse missile, or your pegasus can cary a laser designator to spew subspace death on anything that dares potrude.
Title: External Hardpoints
Post by: Bobboau on July 23, 2002, 09:54:40 pm
I don't think it would be... easy... to have actual missles and such on the models, how does this sound,
a model is defined for a weapon,
this weapon model is rendered at the firing point,
for missles every time a missle is fired one of the missle models are no longer rendered (wich would look like it was flying off the surface of the ship)

makeing a (destroiable) submodel (or subsystem) that if destroied would no longer alow missles to be fired from a specified bank would likely be easy
Title: External Hardpoints
Post by: ##UnknownPlayer## on July 24, 2002, 07:35:40 am
From a 3D programming sense, what you'd do is draw the models with a certain offset from the centre of the ship and have them inherit the matrices of that ship so that they would translate and rotate with it.
Title: External Hardpoints
Post by: Mad Bomber on July 24, 2002, 09:16:48 am
Darklight Conflict did that... I wonder if some code cannibalization is in order... I think the company that made it is gone anyway so it's worth a shot (minimal lawsuit danger)
Title: External Hardpoints
Post by: Nico on July 24, 2002, 09:31:09 am
starlancer has that too.
Title: External Hardpoints
Post by: Galemp on July 24, 2002, 06:40:28 pm
The "dropping rockets" effect can be done by making the secondary firing point outside the hull of the model. That would be on a per-ship basis, though, not per-weapon.

As far as external weapons go, do you mean something along the lines of a FPS, where you can see what gun your enemy is using before they fire?
Title: External Hardpoints
Post by: Nico on July 25, 2002, 02:15:27 am
he means if you have an helios, you can see it on hte model before it's fired, much like most flight sims.
Title: External Hardpoints
Post by: Nuke on July 25, 2002, 07:59:44 pm
i was thinking that you could jack some of the docking code to help do this when you start a mission you have a number of missiles "docked" with your ship. they undock when you fire them.

i am not having much luck with the code myself, i got it to compile but the new executeable breaks my mods. the game will run without the mods, but the second i tweak something in the tables it fails to start.