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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: X3N0-Life-Form on August 06, 2015, 10:14:53 am

Title: [Request] A couple of SSM feature requests
Post by: X3N0-Life-Form on August 06, 2015, 10:14:53 am
Hello folks, I was wondering if someone could look into how to implement a couple of features for subspace strikes:

Randomized SSM count and radius:

I'd like to be able specify a range rather than a single fixed value, to simulate for instance an unrefined system where not every missile make it to their target, or make warp in at a varrying distance to their target.


Warp time shorter than 4 seconds:

Right now, a strike's warp-in time cannot be less than 4.0 seconds, which is annoying to work around for a number of reasons, such as dealing with fast targets, or simply wanting your strikes to just "pop-in" and get to work, especially in mods outside of the FS-verse.
Title: Re: [Request] A couple of SSM feature requests
Post by: AdmiralRalwood on August 06, 2015, 02:02:38 pm
Hello folks, I was wondering if someone could look into how to implement a couple of features for subspace strikes:

Randomized SSM count and radius:

I'd like to be able specify a range rather than a single fixed value, to simulate for instance an unrefined system where not every missile make it to their target, or make warp in at a varrying distance to their target.
Yes, I can do both of those (I was thinking of variable radii just the other day, actually). Can't give you a timeframe of when I'd find time to work on it, but as soon as I do, actually implementing it should be fairly simple.

Warp time shorter than 4 seconds:

Right now, a strike's warp-in time cannot be less than 4.0 seconds, which is annoying to work around for a number of reasons, such as dealing with fast targets, or simply wanting your strikes to just "pop-in" and get to work, especially in mods outside of the FS-verse.
This is a limitation in the fireball code (i.e. the code that handles the subspace portal effect)... SSM strikes are also not meant for fast targets, but it should be noted that a 4-second warp effect will fire its projectile after only 2 seconds (because it fires halfway through the duration). If you want an even shorter delay between the SSM strike starting and projectiles firing, you'd need to either change the fireball code to allow for shorter durations (which may be as simple as removing the < 4.0f check), or make the projectile fire while the subspace portal is still opening.
Title: Re: [Request] A couple of SSM feature requests
Post by: X3N0-Life-Form on August 07, 2015, 03:11:57 am
This is a limitation in the fireball code (i.e. the code that handles the subspace portal effect)... SSM strikes are also not meant for fast targets, but it should be noted that a 4-second warp effect will fire its projectile after only 2 seconds (because it fires halfway through the duration). If you want an even shorter delay between the SSM strike starting and projectiles firing, you'd need to either change the fireball code to allow for shorter durations (which may be as simple as removing the < 4.0f check), or make the projectile fire while the subspace portal is still opening.
That what I was afraid of. I remember glancing at the code several years ago and decided that it was way over my head back then. IIRC, the ships warp-in code is handled differently, correct? Ships can have all sorts of warp-in types and associated options.
Title: Re: [Request] A couple of SSM feature requests
Post by: AdmiralRalwood on August 19, 2015, 03:56:53 am
There is now a pull request (https://github.com/scp-fs2open/fs2open.github.com/pull/289) for variable subspace strikes. I went ahead and made offset randomizable in addition to count and radius.
Title: Re: [Request] A couple of SSM feature requests
Post by: Bryan See on November 15, 2015, 12:35:05 pm
What about my request:

Warp type:

Usually, strikes come from subspace entry flashes. It would be better to have none of these for mods outside of the FS-verse, such as "Shattered Stars".
Title: Re: [Request] A couple of SSM feature requests
Post by: AdmiralRalwood on November 15, 2015, 02:32:52 pm
What about my request:

Warp type:

Usually, strikes come from subspace entry flashes. It would be better to have none of these for mods outside of the FS-verse, such as "Shattered Stars".
So, wait. Do you want no warp effect, or a different warp effect? Because the former would be a lot easier to do with just using weapon-create or similar to spawn the weapons.

I'm not even sure if the SSM code would work with non-subspace warp effects, since it's not actually using the same code as ships warping in...
Title: Re: [Request] A couple of SSM feature requests
Post by: Bryan See on November 15, 2015, 09:49:56 pm
I want both: no warp effect and a different warp effect, much like ships.