Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Rampage on January 01, 2003, 02:06:39 pm
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This was proposed by someone on the Volition forums before, I believe.
With the source code, we can make this possible! With shields added to certain bombs, say, the Helios, it would be a challenge to the player to destroy it. Also, if possible, we could assign hitpoints to certain bombs rather than have a bomb sustain one hit and blow up.
Opinions?
Rampage
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Hmm... Interesting. It would make sense for bombs to have some sort of protection, particularly if they have heavy warheads. They dont want to be going off accidentally, after all.
However, if the are given shields or hitpoints, might this stop them exploding when they hit their target?
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Originally posted by Petrarch of the VBB
However, if the are given shields or hitpoints, might this stop them exploding when they hit their target?
Negative. The bomb is considered a weapon. When the weapon impacts its designated target, it's coded to explode.
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Ahh, good. So it's a bit like kamikaze ships exploding when they hit anything, then?
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Good idea. The weapons description of the Stilletto says that it has a small shield system but one shot still knocks it out.
But wouldn't this change the gameplay somewhat? I suppose new weapons could have this enabled while all the old ones without the flag wouldn't have it by default.
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(http://members.cox.net/wmcoolmon/images/welcome.gif)
[It's technically not my job.]
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Sounds like a good idea. I've wanted to try and get more into long range stand off weapons...but either the speed has to be rediculous or the warheads have to get some kind of protection to be of any use.
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Yay, I get blasted twice by the beam XD
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Thought:
Some sort of Uber cruise missile of the sort fired by that huge gun in some SW fanfic. It has turrets all over it, and flew at fantastic speed.
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Originally posted by Petrarch of the VBB
Thought:
Some sort of Uber cruise missile of the sort fired by that huge gun in some SW fanfic. It has turrets all over it, and flew at fantastic speed.
The Galaxy Gun from Dark Empire II ?
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I think so. Hold on while I check the Essential Guide.
Yes, the Galaxy Gun.
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Originally posted by ChronoReverse
Good idea. The weapons description of the Stilletto says that it has a small shield system but one shot still knocks it out.
Two or three shots when using an ML-16 unlike the other missiles, but one shot one kill with the heavier weapons.
Edit- My point is that the only thing needed is coding an entry for shield and armor hitpoints on missiles.
What about turrets on missiles? (may or maynot be currently possible, haven't toyed with the idea)
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I like the idea :D :yes:
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..what about a live weapon spawn too, so your IGBM could launch a few poons at you as well.
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In the future war will be fought with missles that fire energy beams on there foe from many turits.
Hey any one for some bomb pumped X-lasers?
Long live david weber!!
why not give the missles the ability to mount anyweapon,
I can see whole missions based on this.
destroy the enomy missle before it reaches earth jump node... bewhere it's anti fighter beams and flak turrets. Use the new nova bomb to destroy it, the nova bomb is shielded and armed with heavy beam weapons.
Oh the carnage, Oh the devastation. bombs that destroy there targets before impact, then destroy 2 more SDD before killing all the enomy fighters in one blast.
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Originally posted by terrenblade
In the future war will be fought with missles that fire energy beams on there foe from many turits.
Hey any one for some bomb pumped X-lasers?
Long live david weber!!
why not give the missles the ability to mount anyweapon,
I can see whole missions based on this.
destroy the enomy missle before it reaches earth jump node... bewhere it's anti fighter beams and flak turrets. Use the new nova bomb to destroy it, the nova bomb is shielded and armed with heavy beam weapons.
Oh the carnage, Oh the devastation. bombs that destroy there targets before impact, then destroy 2 more SDD before killing all the enomy fighters in one blast.
If you want to go that route, just make a ship called "Cruise Missile" and give it whatever turrets you want. No reason to make it a standard armament, as the AI wouldn't know what to do with it anyway. If you wanted a ship to launch one in mission, give it a SEXP and disable the warp effect, you'd get the same result. Also, I don't see how having missiles that shoot back and that can be shot by potentially any ship adds a layer of complexity to the game that I don't think is beneficial.
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as normal people fail to get the joke, I know I could just build my own ship, the real meat of the post was the bomb pumped lasers, I'm realy hoping I can find a way to make them work, As every attempt I have taken to give a secondary weapon a beam like apperance, has failed. :mad:
anyone know of a good weapon moding tutoral?
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Why give a secondary weapon a beam like appearance when you can just make a primary beam?
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Originally posted by Hades
Why give a secondary weapon a beam like appearance when you can just make a primary beam?
Could primary beams function as a ballistic (i.e. ammo-based) weapon? That was always the goal with secondary beams if I remember correctly, to have it shoot a limited number of times, so I agree that that's probably the best way to go about it now that ballistic primary support has been added.
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I cant get primarys to home on there targets, they will point to the target, and track it alltheway throught there flight but they wont home in on it, so I need to find a way to have a homing beam, becuse it's an intragral part of a wepmod I'm planing. 5 or six weapons will be totaly wrong with out it.
[SIZE=0]and it would look realy cool. but thats not the point[/SIZE]
Also Is there a way to make a secondary weapon not use amunition? I know I could just make it a prymary, but I want the weapon to work with the campain misions, shivens with energy missles!
Edit: I'm still looking for any info on wep moding anything would be helpfull, thanks.
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Originally posted by terrenblade
Also Is there a way to make a secondary weapon not use ammunition? I know I could just make it a primary, but I want the weapon to work with the FS2 campaign missions. Shivans with energy missiles!
The Shivans use the same secondaries as the Terrans and Vasudans do, except for targettable stuff, like bombs. For those they have unknown crap.
Don't get so mad at people trying to help you, you're reminding me of saturn_114.
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I'm not geting mad at the humans, I'm geting mad at;
The lack of comprehensive weapon moding info.
The game crashing everytime I try to make a missle that looks like a beam
And the headache that has been bothering me from about 8AM local time.
the :mad: should have been a :confused: sorry.
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First of all, you can't make a secondary weapon be a beam, secondly I'm sure lots of these people would be glad to explain things to you on ICQ. I'm one of them, if you need help on table hacking (any of them except the ssm.tbl) my ICQ number is 1904083983.
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I know! You could be able to launch missiles with missile launchers on them! :lol: :D
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Originally posted by
Also Is there a way to make a secondary weapon not use amunition? I know I could just make it a prymary, but I want the weapon to work with the campain misions, shivens with energy missles!
Edit: I'm still looking for any info on wep moding anything would be helpfull, thanks.
Just give the secondary a loadout size of 0.001 or something. That should be pretty unlimited within all bounds of common sense and reason.
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Originally posted by
as normal people fail to get the joke, I know I could just build my own ship, the real meat of the post was the bomb pumped lasers, I'm realy hoping I can find a way to make them work, As every attempt I have taken to give a secondary weapon a beam like apperance, has failed. :mad:
anyone know of a good weapon moding tutoral?
Try making the warhead spawn a bunch of beams when it dies. Dunno if it would work, you might have to go with some sort of pseudo-beam.