Author Topic: "Electronics" tag  (Read 10643 times)

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Offline phreak

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i should be done with this soon. say about 20 min

details to come
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Offline phreak

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it works :)

table entry (after any corkscrew stuff, but before beam info)

Code: [Select]

$Electronics:
 +Intensity: 2 ;;multiplied by constant depending on ship type so big ships are disrupted for shorter lengths of time
 +Lifetime: 10000 ;;life of effect in milliseconds
 +Engine Multiplier: 1 ;;how much longer this lasts on engines
 +Weapon Multiplier: 2 ;;how much longer this lasts on weapons/turrets


the intensity multipliers are:
escape pod = 10.0
sentry gun = 10.0
fighter/bomber = 7.5
support ship = 3.0
transport = 2
freighter = 1.75
gas miner = 1.2
cruiser = 1.0
awacs = 0.9
corvette = 0.4
capital ship = 0.2
supercap = 0.075
knossos device/comm node = 0.1

therefore, if you manage to hit a fighter with a supercap disruptor, it shouldn't move for a while ;)

disruption time = lifetime * scale * intensity
then its adjusted according to subsytem multipliers
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Offline Black Wolf

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I donl;t suppose it'd be possible to add some blue lightning to it (unless it's already there, that is)?

Even if not, still pretty cool :).
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Offline KARMA

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sounds very good
*we have ions now*
*disable them all!*
:)

 

Offline Goober5000

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Wow, thanks, Phreak!  Saved me some work.  Good job. :)

EDIT: Can you explain the Intensity multiplier a bit more?  Is it multiplied by the ship constant or does it correspond one-to-one? etc.
« Last Edit: May 03, 2003, 10:54:21 am by 561 »

 

Offline CP5670

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Excellent; this should allow for some neat weapon types. :yes:

 

Offline Galemp

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HOORAY!

Just two more nags:

Can you add the yellow-lightning ionized effect? Look at the code for the EMP and pull it from there.

Can you add another parameter, Beam Multiplier. That way the weapons multiplier would do the same as turret-lock-all and the beam multiplier would do the same as beam-lock-all.
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Offline phreak

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i'm gonna hold off on the spark effect for now, but i added two more categories for disruption multipliers

sensors/awacs
beam turret
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Offline Galemp

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Just out of interest, what would be the values the original D-missile defaults has?
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Offline phreak

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i think electronics is different in fs2.

the code i saw disrupted all subsystems within the blast radius of the missile for 6-10 seconds
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Offline phreak

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this new table entry now reflects changes

Code: [Select]

 +Intensity: 2 ;;multiplied by constant depending on ship type so big ships are disrupted for shorter lengths of time
 +Lifetime: 10000 ;;life of effect in milliseconds
 +Engine Multiplier: 1 ;;how much longer this lasts on engines
 +Weapon Multiplier: 2 ;;how much longer this lasts on weapons and non-beam turrets
 +Beam Turret Multiplier: 1.5 ;;how much longer this lasts on beam turrets
 +Sensors Multiplier: 0.75 ;;how much longer this lasts on sensors and awacs subsystems
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Offline pyro-manic

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Yay! Time to make some more new stuff for my campaign! :)

P.S.
I take it this'll be in 3.6, then, will it?
Any fool can pull a trigger...

 

Offline phreak

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Offically approved by Ebola Virus Man :wtf:
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Offline pyro-manic

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Eeeeexcellent..... ;7
Any fool can pull a trigger...

 

Offline Galemp

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YES! Now, all we need is that yellow EMP lightning, and we're all set.
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Offline Bobboau

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it might be a good idea to have a table specified multiplyer for each ship (ie a vulnerabilitary value in the ships table)
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Offline phreak

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doing it by class would be easier than going through the table and adding a value depending on the ship
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Offline LAW ENFORCER

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I would say by class unless a value was found in table, yeah
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Offline Bobboau

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easier yes,
but haveing an optional table value would be better (defalts to ship class)
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Offline phreak

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Quote
Originally posted by GalacticEmperor
YES! Now, all we need is that yellow EMP lightning, and we're all set.


done
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