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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: phreak on January 01, 2003, 09:55:23 pm

Title: charging primaries
Post by: phreak on January 01, 2003, 09:55:23 pm
Not much to explain here.  I'm starting work on an idea that will incorporate "charging primaries" into the game.  Basically these weapons will charge up as the player holds down the primary fire button/key.  the longer the player holds down the trigger, the damage increases.  Some examples include the MAG Cannon from battlezone, the charging mass driver from WCP, and the Impact Hammer from Unreal Tournament
Title: charging primaries
Post by: Alikchi on January 01, 2003, 10:31:31 pm
How will the player tell how high the charge is? Are you thinking of adding a "charge bar" or something?
Title: charging primaries
Post by: mikhael on January 01, 2003, 11:05:12 pm
Quote
Originally posted by Alikchi
How will the player tell how high the charge is? Are you thinking of adding a "charge bar" or something?


No need. Freespace provides you with a chargebar already.

Steal from Starlancer: the longer you hold the trigger, the more your primary energy drains. When you finally release the trigger, you fire the weapon and have to wait for the primary weapon power to come back up.

For fun fruitiness, code the weapon so that a table entry could cause the charge to be pulled from Shield energy, afterburner energy or primary energy. (completely silly, but could be interesting for MP stuff)
Title: charging primaries
Post by: phreak on January 01, 2003, 11:15:44 pm
i was going to add a charge bar next to the primary energy bar.

i'm going to set it up where there is are minimum and maximum damage values, along with a charge time.  if the player holds the trigger down too long, the charge will lose some power but it will be replaced by the incoming power from the primary energy banks.  It all comes down to a timing issue
Title: charging primaries
Post by: Shrike on January 02, 2003, 12:51:47 am
Quote
Originally posted by PhReAk
if the player holds the trigger down too long, the charge will lose some power but it will be replaced by the incoming power from the primary energy banks.  It all comes down to a timing issue
No, don't do this.  Sometimes you can't get a shot just as you've reached full charge, and having it decrease while you try to reaquire is....... lame.
Title: charging primaries
Post by: diamondgeezer on January 02, 2003, 12:58:12 am
Hmm... you could have a system where holding a full charge to long would damage or even destroy the weapon or player's ship (or maybe this could be a special case, like for experimental weapons or something). And you could have really powerful weapons that cause an afterburner-style shake when they're fully charged.

But can the AI be taught to charge a primary?
Title: charging primaries
Post by: Shrike on January 02, 2003, 01:01:34 am
Having a full charge damage your ship should happen after like a minute or something.... it should not be immediate.  Too bad there isn't a heat system in FS like IW2, cause then you could have your ship begin to overheat.
Title: charging primaries
Post by: diamondgeezer on January 02, 2003, 01:05:10 am
Yeah, that's what I mean. Perhaps when you reach a full charge, a cooling bar would appear, and then when that fills up you begin to take weapon system damage or summat...
Title: charging primaries
Post by: ChronoReverse on January 02, 2003, 02:20:23 am
and then using a leech gun can disrupt the process making the leech gun a useful weapon!

And maybe we can have StarFox style charge lasers.. *whaps self*

Sorry, I come back when I learn the code.
Title: charging primaries
Post by: Shrike on January 02, 2003, 06:32:03 am
Another Vancouverite.... we're taking over the bloody internet.
Title: charging primaries
Post by: Sesquipedalian on January 02, 2003, 03:22:03 pm
Mwahaha!
Title: charging primaries
Post by: Fury on January 02, 2003, 03:50:08 pm
Quote
Originally posted by Shrike
Another Vancouverite.... we're taking over the bloody internet.


While we finns will control everything from the shadows... ;)
Title: charging primaries
Post by: Stunaep on January 02, 2003, 04:44:27 pm
Quote
Originally posted by Mr. Fury


While we finns will control everything from the shadows... ;)

and we estonians, though outnumbered just show off.
Title: A request...
Post by: Star Dragon on January 04, 2003, 11:44:36 am
If you get this to work for version 3.2 and 3.4 let me know. I need something like this for the Star Energizer (My main weapon) also I need to make the fighter glow at the barel like the SDF-1 (but not as big)... I think I figured out how to make the PCX. I found a picture of the discharge and gonna try editing it in photoshop and test in game to see if I need to rotate it or whatever cause it is the shape of the robot but made of energy as it is fired... If you've seen Getter Robo G  or Shin Getter DVD (Star Vengers) you know the weapon I'm talking about!
Title: OTAKU
Post by: terrenblade on January 31, 2003, 01:19:33 pm
you Vancouverites are welcome to try taking over the Internet, but I warn you not to discount the Mecha of the OTAKU!   Why?  ,becues puny as they look, no mecha has ever lost when it was the underdog.

'sir we have them out numbered.'  

'WHAT! pullback imeditly, we must allow a signifacat numarical advantage to the foe or we are doomed.'


'[the enomy is pulling back all forces except that dumb looking green mecha,  commese the attack.]'

the poor forces, they never new what hit them.
Title: charging primaries
Post by: ChronoReverse on January 31, 2003, 05:18:01 pm
Too bad Canada already possesses more super giant robot mecha than even the Japanese. XD :lol:
Title: charging primaries
Post by: Galemp on January 31, 2003, 05:25:49 pm
Back on topic... :wtf:

Charging primaries are an excellent idea. Everyone remembers the Fusion Cannon, right?
(http://www.planetdescent.com/d3help/images/tankfirefusion.jpg) zzzZZZ PYEOOOWWWWWW!
Why not have a maximum damage for the weapon--after about five seconds, the damage reaches a plateau, but it still drains weapon energy to maintain the charge. This way if someone keeps the weapon charged at all times, he won't have any power to fire after he lets loose one blast.
Title: charging primaries
Post by: SKYNET-011 on January 31, 2003, 05:47:28 pm
Quote
Originally posted by ChronoReverse
Too bad Canada already possesses more super giant robot mecha than even the Japanese. XD :lol:


:nervous:
Title: charging primaries
Post by: terrenblade on January 31, 2003, 08:42:04 pm
Ah yes, but sadly I'm not from there, I'm just a lame mecha building amarican citasian.

dont tell anyone where I hid the mecha pleese.  I need it to save the world In 2014

besides, OTAKU is an anime freek, not a natanality.  anyone with a love for mechanised destruction is welcom to join us.  although if you provide the mecha I'd gladly fight for you.:thepimp:

now where was that beam cannon smilie I had?
Title: charging primaries
Post by: phreak on January 31, 2003, 08:46:23 pm
i looked at the code after i threw around the idea.. its gonna take a big rewrite to do something like this.
Title: charging primaries
Post by: Solatar on January 31, 2003, 09:48:47 pm
Couldn't you copy/paste some of the stuff from the beam code? And while you're at it, add chargin capabilities to fighterbeams:D
Title: charging primaries
Post by: diamondgeezer on February 01, 2003, 01:39:34 am
Quote
Originally posted by GalacticEmperor
Everyone remembers the Fusion Cannon, right?



I assume you don't mean Turok's fusion cannon. The one that was basically a small, shoulder-mounted nuclear bomb launcher (with cool photon-torpedo style glowy bits)...
Title: charging primaries
Post by: EdrickV on February 01, 2003, 06:22:53 pm
Quote
Originally posted by diamondgeezer



I assume you don't mean Turok's fusion cannon. The one that was basically a small, shoulder-mounted nuclear bomb launcher (with cool photon-torpedo style glowy bits)...


He's talking about one of my least favorite weapons. The fusion cannon in Descent 3. They can be deadly for those who can use them well, but I could almost never hit with the thing. Especially since at about full charge or so your ship starts shaking like crazy and if you keep charging it damages your shields. Ought to get back into playing D3 one of these days.
Title: charging primaries
Post by: diamondgeezer on February 02, 2003, 06:28:48 am
Well if D3 can do it, surely FS can do it, right?
Title: charging primaries
Post by: Scoob on February 02, 2003, 10:34:35 am
anyone played Descent 1/2/3?  copy the way they have their fusion cannon, you charge up to a certain point when you start to take damage.

-never mind  saw someone already suggested that
Title: charging primaries
Post by: Krom on February 02, 2003, 10:57:31 am
I love the Fusion cannon in D3, I use it ALL the time.  Once you get the hang of it you can easly pull in 200-250 kills per hour with that gun in small levels.  I think my record is 300 something kills per hour.

If you think the way Fusion shakes your ship is a pain in D3, dont even try it in D1, the ship turns and twists and becomes almost completely uncontrollable even to someone experianced.  The D3 Fusion shake is so easy to control a newbie could do it.

-Krom
Title: charging primaries
Post by: Scoob on February 02, 2003, 11:15:53 am
i'm an old school D1 player.  D1 is still THE BEST in the entire descent series.  I used to play using keyboard only.  The fusion isnt all that hard to control even with keyboard only and you don't need to charge it up all the way to kill someone.  It's got a large projectile radius too :lol:
Title: charging primaries
Post by: terrenblade on February 02, 2003, 10:39:41 pm
Got D1 got D2, got all the freespace I can find!!!
never liked the fusion cannon, it seamed to deal litle dmg compaired to the energy it uses.  Far far less them my fave the gaus cannon, my best is probly about 5 kills with one shot using that bad boy.  or just high level lasers, faster cheaper stronger, whats not to like?