Author Topic: SVN Commit of the Day/capship command discussion  (Read 64912 times)

0 Members and 1 Guest are viewing this topic.

Offline BritishShivans

  • Jolly good supernova
  • 29
Re: SVN Commit of the Day/capship command discussion
You should totally release that code, and let people see if it can be made into a non-OP weapon for silly mods.  :drevil:

 

Offline An4ximandros

  • 210
  • Transabyssal metastatic event
Re: SVN Commit of the Day/capship command discussion
February 8 2014

Trial run on enhanced high-end Federation torpedoes with countermeasures to defeat warship close defenses, including decoy dispensers and armor. Good effect in tests. Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed.  :shaking:

Byrne: Phase one Shambhala, *****es! Who's the coward sitting back and shooting from afar now Caldouche!?

Also, I can has that code please? I'v been looking to make something along those lines for my seecret Shevan shiop. :nervous:

 

Offline Jellyfish

  • 29
  • No relent
Re: SVN Commit of the Day/capship command discussion
Trial run on enhanced high-end Federation torpedoes with countermeasures to defeat warship close defenses, including decoy dispensers and armor. Good effect in tests. Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed.  :shaking:
Recursive round? I like this idea.
"A weapon is only as powerful as its wielder. With this weapon, you'll be but an annoyance, which would greatly dishonor it. With this weapon, I can change history. With me, this weapon can shape the universe."

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: SVN Commit of the Day/capship command discussion
Oh, and BP's now trunk-compatible again: the experimental lighting stuff will be moved to its own special package and left to people who want to actively seek it out and use it.

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Re: SVN Commit of the Day/capship command discussion
February 8 2014

Trial run on enhanced high-end Federation torpedoes with countermeasures to defeat warship close defenses, including decoy dispensers and armor. Good effect in tests. Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed.  :shaking:

I hear you panic, but all I see is STARGATE MOD.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: SVN Commit of the Day/capship command discussion
Oh, and BP's now trunk-compatible again: the experimental lighting stuff will be moved to its own special package and left to people who want to actively seek it out and use it.

Excellent!

 

Offline qwadtep

  • 28
Re: SVN Commit of the Day/capship command discussion
Took a trip over to Atomic Rockets.

The post was years ago, I'm not sure where. Essentially Harbingers and Furies are hilariously overpowered, according to the Tech room only.
A Fury (3kt) is roughly equivalent to one-fifth a Hiroshima and a Harbinger (5000Mt) is equivalent to a magnitude 9.7 earthquake. Pretty reasonable figures... in a realistic setting where you're shooting these things across light-minutes and exploding a warhead within a kilometer of the target is a close hit. Not so much at Freespace's scale with direct-hit detonations that would vaporize ships even with half the payload. But you don't really want to play a game about making a sandwich while waiting to see if your lasers lase true, you want to play a game where you get up and shoot ugly aliens in the face, and to that end you handwave everything as a virtual abstraction and go back to shooting ugly aliens in the face.

Uh, where do they say that?  I was under the impression that yields in FS were embraced, rather than shunned (especially considering how anti-matter warheads of any capacity are going to be orders of magnitude more devastating, and the UEF uses **** tons of them.).
Indeed. A matter/antimatter weapon of mass equal to the Harbinger's theoretical minimum would be over twenty times as powerful, in the ballpark of 105 gigatons. A Solaris firing such warheads would kill off the dinosaurs in five minutes. Needless to say the Tevs are lucky the UEF never had the need for such a weapon.

Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed.  :shaking:
Backing the requests for code. Seems like it could be used to make fun weapons that bounce between targets, Mutalisk-style.

 

Offline Leeko

  • Computer ketchup
  • 27
  • Lurking since 2009
Re: SVN Commit of the Day/capship command discussion
Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed.  :shaking:

You should leave this is as an easter egg, accessible via the weapon switching cheats.

...please? :D

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: SVN Commit of the Day/capship command discussion
Try this on for size:

Code: [Select]
$Name: Jackhammer IIEC
+Title: XSTR( "Jackhammer Enhanced Capability", -1 )
+Description: XSTR("
Bomb
Velocity 100, Range 2000, ROF 20.0
DPS 200 Armor, 20 Shield, 170 Subsystem
BAS 20.0
", -1 )
$end_multi_text
+Tech Title: XSTR( "Jackhammer Enhanced Capability", -1 )
+Tech Anim: none
+Tech Description: XSTR( "Jackhammer Enhanced Capability", -1 )
$end_multi_text
$Tech Model: JackhammerMK2EXT.pof
$Model File: JackhammerMK2.pof
$POF target LOD: 0
$External Model File: JackhammerMK2EXT.pof
$Mass: 35.0
$Velocity: 100.0
$Fire Wait: 20.0
$Damage:  8000
$Damage Type: HugeWeapon
$Arm radius: 250
$Detonation Range: 250
$Shockwave Damage Type: Shockwave
$Blast Force: 0.0
$Inner Radius: 0.0
$Outer Radius: 0.0
$Shockwave Speed: 0
$Shockwave name:                shockwave01
$Dinky shockwave:
+Blast Force: 0
+Inner Radius: 7
+Outer Radius: 24
+Shockwave Speed: 0.0
$Armor Factor: 1.0
$Shield Factor: 0.1
$Subsystem Factor: 0.85
$Lifetime: 20.0
$Energy Consumed: 0.0
$Cargo Size: 20.0
$Homing: YES
+Type: ASPECT
+Turn Time: 0.5
+Min Lock Time: 7.0
+Lock Pixels/Sec: 25
+Catch-up Pixels/Sec: 0
+Catch-up Penalty: 15
$LaunchSnd: 96
$ImpactSnd: 101
$FlyBySnd: -1
$Rearm Rate: 0.02
+Weapon Range: 2000
$Flags: ( "bomb" "Huge" "No Dumbfire" "player allowed" "particle spew" "Spawn Jackhammer IIEC, 1" "Spawn MIRVDecoy, 3" "no lifeleft penalty")
$Trail:
+Start Width: 0.4
+End Width: 0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 4.0
+Bitmap: missiletrail02
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 22.52
$Dinky impact explosion: ExpMissileHit1
$Dinky impact explosion radius: 22.52
$Piercing Impact Explosion: exp04
$Piercing Impact Radius: 11.26
$Piercing Impact Velocity: 25
$Piercing Impact Splash Velocity: -25
$Piercing Impact Variance: 20000
$Piercing Impact Particles: 10
$Spawn angle: 0
$Spawn angle: 30
$Pspew:
+Count: 1
+Time: 1
+Vel: 0.0
+Radius: 0.2
+Life: 0.1
+Scale: 0.0
+Bitmap: missilespew02
$Thruster Flame Effect: missilethruster02
$Thruster Glow Effect: missileglow02

You'll have to add a MIRVDecoy entry or remove that spawn entry.

 

Offline Rhymes

  • Galactic Mediator
  • 29
  • Fatum Iustum Stultorum
Re: SVN Commit of the Day/capship command discussion
Code: [Select]
"Spawn Jackhammer IIEC, 1" "Spawn MIRVDecoy, 3"
:eek2:

Um.

Holy ****. 
« Last Edit: February 12, 2014, 12:45:16 am by Rhymes_With_PSYCHO »
If you don't have Knossos, you need it.

“There was a button," Holden said. "I pushed it."
"Jesus Christ. That really is how you go through life, isn't it?”

 
Re: SVN Commit of the Day/capship command discussion
And I though recursive SSMs were bad ...

 

Offline redsniper

  • 211
  • Aim for the Top!
Re: SVN Commit of the Day/capship command discussion
Code: [Select]
$Name: Jackhammer IIEC
...
$Flags: .... "Spawn Jackhammer IIEC, 1" ....

.............................................................. ..................heh.
"Think about nice things not unhappy things.
The future makes happy, if you make it yourself.
No war; think about happy things."   -WouterSmitssm

Hard Light Productions:
"...this conversation is pointlessly confrontational."

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: SVN Commit of the Day/capship command discussion
February 27 2014

Ships in the Dreamscape will now render into existence with a cool effect. Added the first Dreamscape tutorial: mission prep for the viral strike and anti-AWACS tactics used in 'Nothing is True'.

HIGHLY METAL REMIX OF FREEDOM.OGG

 

Offline Hobbie

  • 28
  • It's Hot Drop O'Clock!
    • Minecraft
    • Steam
Re: SVN Commit of the Day/capship command discussion
Metal remix. Wantssss. Precioussss...
In the arena of logic, I fight unarmed.

 

Offline Luis Dias

  • 211
Re: SVN Commit of the Day/capship command discussion
Ships in the Dreamscape will now render into existence with a cool effect.

Something Valathil designed?

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: SVN Commit of the Day/capship command discussion
I dunno!

February 28 2014

Scrambling to add as much content as possible before I move. Added dreamscape training for the ESM tactics used in 'Everything is Permitted'. Still need to add training for escape and evade.

 

Offline Axem

  • 211
Re: SVN Commit of the Day/capship command discussion
Ships in the Dreamscape will now render into existence with a cool effect.

Something Valathil designed?

There's a sexp (ship-effect) that lets us use a variety of animated shaders on ships (the cloaking effect for example). One that's neat to use in a "digital construct" context is the FS1 Ship Select effect. And Valathil did design it so, yes!

 

Offline Luis Dias

  • 211
Re: SVN Commit of the Day/capship command discussion
omg digital construct ship-effect sexps... O_o so cooooooool

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: SVN Commit of the Day/capship command discussion
the FS1 Ship Select effect

Kinda though it was that, w00t!

(fs1 ship select effect > fs2 ship select effect)
(because fs1 > fs2)

All the dreamscape training stuff sounds really amazing. It'll be interesting to see how previous exposure to certain gameplay elements increases performance in the high-pressure scenario, and whether it works better for certain things than others. Oh god I'm thinking like a researcher now, I've been writing too much for class

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: SVN Commit of the Day/capship command discussion
June 3 2014

All non-character UEF wingmen now use UEF Fleet-specific pilot personas.