Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Noise on February 19, 2003, 04:47:43 pm
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This my first attempt at a mod, sure its just another torpedo but I think the idea is more than valid. Introducing the GTB-148 Slayer, the first generation of the sprint mode weaponry. The idea was developed around pilots being frustrated that they had to close with a target to ensure their torpedoes were not intercepted. The solution was to design a torpedo that travels fast enough to prevent interception. The downfall to the high speed was a smaller payload and increased size.
Anyways, since I can't place an attachment I have to post it here.
$Name: Slayer
+Title: XSTR("GTB-148 Slayer", 4392)
+Description: XSTR("Sprint Mode Anti-Capital Ship Weapon Anti-Matter warhead", 4393)
$end_multi_text
+Tech Title: XSTR("GTB-148 Slayer", 4394)
+Tech Anim: Tech_Helios
+Tech Description: XSTR("Due to the staggering rate of both Cyclops and
Helios torpedoes being intercepted before reaching
their target, GTVA weapons labs produced a torpedo
that travels at ultra-high speeds. Although the
increased engine and fuel load means a decreased
payload, initial testing is proving promising.", 4395)
$end_multi_text
$Model File: helios.pof
$Mass: 35.0
$Velocity: 300.0
$Fire Wait: 20.0
$Damage: 4000
$Blast Force: 1000.0
$Inner Radius: 300.0
$Outer Radius: 1000.0
$Shockwave Speed: 95
$Armor Factor: 1.0
$Shield Factor: 0.04
$Subsystem Factor: 0.85
$Lifetime: 40.0
$Energy Consumed: 0.0
$Cargo Size: 30.0
$Homing: YES
+Type: ASPECT
+Turn Time: 1.5
+Min Lock Time: 3.0
+Lock Pixels/Sec: 55
+Catch-up Pixels/Sec: 0
+Catch-up Penalty: 15
$LaunchSnd: 97
$ImpactSnd: 69
$FlyBySnd: 1
$Rearm Rate: 0.02
$Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed")
$Trail:
+Start Width: 1.5
+End Width: 3.0
+Start Alpha: 2.0
+End Alpha: 1.0
+Max Life: 12.0
+Bitmap: newmiss2
$Icon: iconHelios
$Anim: Helios
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 275.0
Enjoy! I'd like to replace the pof, but I can't model worth a hill of beans, so if you have a interesting missile pof, let me know.:)
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If you absolutly must replace the model, you can just use the old Pheonix V POF in sparky.vp
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that's one fast bomb.
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There's nothing liek some old school tbl modding.
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Weapons mods are fun and easy. Nice way to get to know the tbls. I recently made a dumbfire topredo, quite intresting thought easy to use against slower ships.
Also had a bit of a mess about and made a missle with a cargo container's pof. I decided to put a high mass setting, and used it as a "Anti-Capship-kinetic-weapon"... like a big morning star. :wink:
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Originally posted by Petrarch of the VBB
There's nothing like some old school tbl modding.
You said it! :nod:
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:D I've got weapon ideas to last me until the end of time, but until I learn a little more about the tables, I'm somewhat limited. I believe that if some of the more experience modders out there were to make an easy weapons mod manual of sorts then new types of weapons would be popping up everywhere.:nod:
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Originally posted by Noise
:D I've got weapon ideas to last me until the end of time, but until I learn a little more about the tables, I'm somewhat limited. I believe that if some of the more experience modders out there were to make an easy weapons mod manual of sorts then new types of weapons would be popping up everywhere.:nod:
You mean like this (http://freespace.volitionwatch.com/fs1/mods/Guide/WeapMOD.shtml) one? :D
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Originally posted by beatspete
Also had a bit of a mess about and made a missle with a cargo container's pof. I decided to put a high mass setting, and used it as a "Anti-Capship-kinetic-weapon"... like a big morning star. :wink:
I've done that before, but used the Fenris pof. Looked very odd, a Herc flying round firing cruisers!
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Originally posted by Petrarch of the VBB
I've done that before, but used the Fenris pof. Looked very odd, a Herc flying round firing cruisers!
Mine was a Leviathon launching the large brown terran cargo container from its "missle turret". With a mass of 10000 and speed of 120m/s it would send a Cain flying off at about 80m/s. Ofcourse, the cain was slow to gain some forward velocity again, pushed it well out of beam range.
I thought about a destroyer sized version with a bigger mass... i just wonder what it would do to fighters :shaking:
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Indeed. Have Aeoluses (Aeoli?) fired from the hole in an Arcadia! Ouch.
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The debris pof could make a garbage cannon.
Or lay mines desguised as asteroids.
Hmmm, might try some of those.
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Mines... Hmmm.... Interesting idea. Give a zero velocity,,, and whoa new idea! Coming soon (a day or two) a fighter based anti-fighter mine!:yes:
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noise...it doesn't work...trust me...
the normals of missiles are automatically assumed to be facing forward, so the missile blows up in your face...
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Originally posted by Analazon
noise...it doesn't work...trust me...
the normals of missiles are automatically assumed to be facing forward, so the missile blows up in your face...
But what if you designed a special ship for the mines with a bank pointing backwards?
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IT WON'T POINT BACKWARDS!!!
Freespace allways assumes the normals for missile banks to be pointing forwards!! You can't manually edit the normals and have it work!
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Actually, Cardinal Spear for FS1 had a fighter-deployable mine. I'm not sure exactly how it worked, but it did work. Check the VWatch archives.
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Err... *bangs head on desk a few times* err...... it could work... how about having the player press 1 to deploy a mine, then use variables to keep track of how many he had?
Ow, my head hurts
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What about this. You take your minelayer ship, and your mines with an initial velocity of zero. You put your mine missile point on your minelyayer about 6 or 7 meters behind and just below the back of the minelayer. The normal faces forwards, but since the velocity of the mine is zero, it just pops up behind you, to all intents and purposes identical to how it would if you'd fired it out a backwards pointing missile point.
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Don't forget - LIFETIME!
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Originally posted by Black Wolf
What about this. You take your minelayer ship, and your mines with an initial velocity of zero. You put your mine missile point on your minelyayer about 6 or 7 meters behind and just below the back of the minelayer. The normal faces forwards, but since the velocity of the mine is zero, it just pops up behind you, to all intents and purposes identical to how it would if you'd fired it out a backwards pointing missile point.
hmmm...didn't think of that...good idea that one....:up:
(feels narrow minded)
As for lifetime...make it 600...after 10 minutes, I don't think too many people are going to care...
and on this same vein...you could make explosive countermeasures!
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The Cardinal Spear mine...
$Name: @Mine
+Title: GTM-02 Proimity Mine
+Description:
Standard Issue
Fire and Forget
$end_multi_text
+Tech Description:
GTM-02 Proximity Mine
Proximity mines have been used throught all warfare in all of history, the Terran Vasudan war is no exception. The Mine is
rear fired from the launching vessel and is proximity detonated to any vessel within 10 meters of it. The main weakness of
proximity mines is that they they can be shot down by an enemy, however the mines do have minor IFF capacity and do not
detonate when only a friendly ship is near, however some Vasudan pilots have used mines to their advantage by flying close
in a dogfight to detonate them and afterburn away from the explosion and the result is the mine laying vessel being
annihilated. Mines are effective in many tactical situations including blockades, defense, and for cover in torpedo runs.
$end_multi_text
$Model File: cmeasure01.pof
$Mass: 800.0
$Velocity: 0.0
$Fire Wait: 0.50
$Damage: 100 ;; damage applied when within inner radius
$Blast Force: 200.0
$Inner Radius: 40.0 ;; radius at which damage is full
$Outer Radius: 100.0 ;; max radius for attenuated damage
$Shockwave Speed: 10.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 1.0
$Lifetime: 600.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 2.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 99 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 5.0 ;; number of missiles/sec that are rearmed
$Flags: ( "bomb" "in tech database" "huge" "player allowed") ;;
$Trail: NO ;; Trail cannot be set if Exhaust is set
$Anim: LoadMissile01
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
The ship that carried it was the GTB Gorgon, simply a Medusa with a different table entry. No special firing points.
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:wtf:
seems like it would blow up in your face...
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now give it limited self-replication and I can block that stupid wormhole...;)
Ohhhoohohoho!
When the nova is fired it make a beatufil firework display as child lasers strike the fast fighters and the point of impact sets off a helios right?
To simulate self replication, when layed or exploded, can you make it make MORE mines of the same type (or would that cause an infinate loop?)
Ok so maybe it can spawn a second type of mine (maybe 2 or 3 more NON replicating types). That way in a short amount of time you can blocade a huge area with minelayers but eventually there is gonna be a finite number and they can be cleared by use or targeted for destruction... (this could be useful against the Dominion) he he..
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Originally posted by Analazon
:wtf:
seems like it would blow up in your face...
Maybe, but for some reason it works. :nod:
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Originally posted by Goober5000
Maybe, but for some reason it works. :nod:
seems like for it to work the mine would have to not care about player-ship intersections. That happened every time I tried to do it, I ended up coliding with the mine...