Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Grey Wolf on September 26, 2001, 05:24:00 pm
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How do you get them to work? The two beam turrets won't fire at all when the player uses the ship. And I did beam-free the ship. How do you get it to work? And note, the turrets DO work when I fire them through a SEXP.
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The beams should be 'player allowed' in their tags, AND the ship should probably have the beam in it's weapons allowed.
I outrigged an ursa to use aaaf, but when I went into a fight, THE BEAM KILLED ME!
The glow or the arc was trying to shoot someone below me, hitting me too.
I got nailed to 30% and lost the turret.
For a quick'n'dirty trick, try changing the bomber flag into a 'freighter' or 'cruiser'.
The downside to this is getting shot by anti-cap beams that will now activly target you.
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~Space Kitsuné
Creator of the Anthro FS2 Campaign.
Help!
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you must have a bomber tag to use turrets on a player ship
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Originally posted by Kitsune:
I outrigged an ursa to use aaaf, but when I went into a fight, THE BEAM KILLED ME!
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif) LOL! 0wnT! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Well considering the ship is 230m long (I'm experimenting w/ something) it currently has a cruiser tag. So switch it to a bomber tag?
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Well, show us the related flags and info you're using so we can pick it apart and find out what's wrong.
And venom, you 100% on that? I thought it could be done...
I'm going to try to recreate what I did to see what it was.
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Originally posted by Kitsune:
And venom, you 100% on that.
To be honnest: no (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
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I've had trouble figuring this out from ingame views: If your ship has a turret, is it run by the AI? Does it fire automatically at whatever flies close snough, or what?
And is there a limit to how many turrets you can have per bomber?
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Originally posted by Stryke 9:
And is there a limit to how many turrets you can have per bomber?
No. But as soon as you give a ship the bomber flag the AI starts flying it like a bomber. Read: spends a lot of time running on cap ships and becomes inept at dogfighting fighters.
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Here's th whole TBL file for the USS Raptor (It's a ST ship):
$Name: USS Raptor
$Short name: FEscortCruise
$Species: Terran
+Tech Description:
XSTR("", 3047)
$end_multi_text
$POF file: raptor.pof
$Detail distance: (0, 600, 1500, 5000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 1.0
$Max Velocity: 0.0, 0.0, 70.0
$Rotation time: 4.0, 5.0, 2.0
$Rear Velocity: 0.0
$Forward accel: 18.0
$Forward decel: 17.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 125.0
$Expl outer rad: 675.0
$Expl damage: 250.0
$Expl blast: 3500.0
$Expl Propagates: YES
$Shockwave Speed: 600.0
$Shockwave Count: 2
$Allowed PBanks: ( "Terran Huge Turret" "Prometheus S" )
$Default PBanks: ( "Terran Huge Turret" "Prometheus S" )
$Allowed SBanks: ( "Trebuchet" "Vasudan Flux Cannon")
$Allowed Dogfight SBanks: ( "Trebuchet" "Vasudan Flux Cannon")
$Default SBanks: ( "Vasudan Flux Cannon" "Vasudan Flux Cannon")
$SBank Capacity: ( 200, 200 )
$Shields: 30000
$Shield Color: 100 100 255
$Power Output: 90.0
$Max Oclk Speed: 80.0
$Max Weapon Eng: 300.0
$Hitpoints: 35000
$Flags: ( "player_ship" "cruiser" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 126
$Closeup_pos: 0.0, 0.0, -315
$Closeup_zoom: 0.5
$Ship_anim: ssfighter01
$Score: 300
$Subsystem: Turret01, 3, 5.0
$Default PBanks: ( "LTerSlash" )
$Subsystem: Turret02, 3, 5.0
$Default PBanks: ( "LTerSlash" )
$Subsystem: sensors, 4, 0
$Subsystem: communication, 4, 0.0
$Subsystem: navigation, 4, 0.0
$Subsystem: weapons, 14, 0.0
$Subsystem: engine, 20, 0.0
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to notice that bomber turrets won't make any sound from the inside view. Disturbing with the Jotun nose turret...
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Do me a favor, send me the game files associated with the ship.
It'll go alot faster if I can work on it myself rather than throwing random ideas out there.
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~Space Kitsuné
Creator of the Anthro FS2 Campaign.
Help!
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Originally posted by Kitsune:
Do me a favor, send me the game files associated with the ship.
It'll go alot faster if I can work on it myself rather than throwing random ideas out there.
It's coming...
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Christ!
I start the game, and I get an error that it cannot read belial.pof and then says the file is c:\projects\...
But it only does this when your files are installed.
[This message has been edited by Kitsune (edited 09-27-2001).]
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That's wierd... really wierd...
Maybe it's the slash beams. Have you tried it with a direct beam type?
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Alright, it quit crashing when I load it.
Quick question, what's the firing angles for those turrets?!
They fire when the comp is using them but they're real small apparently.
I'm experimenting with it now.
Scratch that, did it again. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
Error: Can't open file <sbelial.pof>
File:C\projects\freespace2\code\modelread.cpp
line 1198
*growl* See, I'm an idiot.
You changed the cyclops #short to 'cyclops s'. And changed it's pof to 'sbelial.pof'.
[This message has been edited by Kitsune (edited 09-28-2001).]
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Originally posted by Kitsune:
rather than throwing random ideas out there.
Did someone say... RANDOM??? (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)
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Whelp, fixed it and your problem.
The secret here is the flag 'bomber'
The computer doesn't use the weapons that you've given the raptor properly at all.
I changed it to 'bomber' instead of cruiser'
Proof here.
(BTW: The beam weapon here was SGreen modified with a fire wait of 15 instead of 45)
www.furnation.com/corwyn/mecha/screen1.jpg ("http://www.furnation.com/corwyn/mecha/screen1.jpg")
www.furnation.com/corwyn/mecha/screen2.jpg ("http://www.furnation.com/corwyn/mecha/screen2.jpg")
www.furnation.com/corwyn/mecha/screen3.jpg ("http://www.furnation.com/corwyn/mecha/screen3.jpg")
www.furnation.com/corwyn/mecha/screen4.jpg ("http://www.furnation.com/corwyn/mecha/screen4.jpg")
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~Space Kitsuné
Creator of the Anthro FS2 Campaign.
Help!
[This message has been edited by Kitsune (edited 09-28-2001).]
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Sorry about that Cyclops S thing. It's from when i was playing w/ all those stealth variants, and I forgot it was in there. I figured it was kind of dumb for a stealth bomber to fire targetable bombs. And the Cyclops#short is still in there. Too bad about that tag thing. It was kind of fun fighting an Aeolus w/ the cruiser tag. Bombarded by flak and beams, I still whipped it.
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yeah, I can imagine. But, if you wanted anti weaponry for those 'bombers'...
Create a really wide and heavy damaging anti-fighter beam.
ST weapons fire long bursts anyway sometimes.