Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: Sandwich on September 01, 2001, 08:31:00 pm

Title: Weapon firing arcs
Post by: Sandwich on September 01, 2001, 08:31:00 pm
What is the deciding factor in a weapons firing arc? For example, what is the difference between the Mjolnir beam and the Mjolnir#home beam? Is it hard-coded or something?

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"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar (//"http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Weapon firing arcs
Post by: Jabu on September 01, 2001, 08:40:00 pm
The regular Mjolnir beam is a type 4, meaning it's hardcoded to only shoot forward. The Mjolnir#home is a regular beam (type 0) and has the firing arc that is defined in the POF for that particular turret subobject ($fov=180).
Title: Weapon firing arcs
Post by: Shrike on September 01, 2001, 08:43:00 pm
The Mjolnir cannon only has a 60' arc to begin with.
Title: Weapon firing arcs
Post by: Sandwich on September 02, 2001, 04:21:00 am
OK, so no matter what FOV a turret has, if it's a type 4 beam it will only shoot straight forward?
And if there's a type 0 beam with a FOV of 1 or something, it will have essentially the same effect?

And this brings up another question: type 0 is normal, type 1 is slash, type 3 is AAA, and type 4 is straight. What is type 2?

EDIT: Never mind - type 2 is the infamous Targeting Laser. That one is hard coded not to do any damage, right? How thoroughly have people tried to get it to cause damage?

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)

[This message has been edited by sandwich (edited 09-02-2001).]
Title: Weapon firing arcs
Post by: Jabu on September 02, 2001, 04:31:00 am
Targeting laser. Player usable beam.

No, it's not hardcoded. It has a $Damage:   0 tag in there. It makes a damn load of damage though, so don't make the figure too large.

[This message has been edited by Jabu (edited 09-02-2001).]
Title: Weapon firing arcs
Post by: ^Graff on September 02, 2001, 05:29:00 pm
I gave the targeting laser a damage of 60 once, and I killed a Sathanas in 15 minutes
Title: Weapon firing arcs
Post by: Sandwich on September 02, 2001, 07:48:00 pm
No way! I could have sworn that people tried to use the targeting laser as a normal weapon, without the SSM thing, and it didn't work.

Can the range on it be limited?

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com"), the CapShip Turret Upgrade, the Complete FS2 Ship List and the System Backgrounds List (all available from the site)
Title: Weapon firing arcs
Post by: Shrike on September 02, 2001, 07:50:00 pm
Yeah, the range is like 1 km or something like that.  You can edit that easily enough.
Title: Weapon firing arcs
Post by: Setekh on September 03, 2001, 07:32:00 am
Yeah, Styxx made a civ asteroid mining ship with a really short-range beam once, didn't he?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)