Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Galemp on March 02, 2003, 02:36:27 pm
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Alright, this is an interesting tag. It was originally found on the FS1 Disruptor missile. If you fired this weapon at a cruiser, it would shut down for a short period of time; all the turrets would lock and the engines would stop dead. It never got much attention because the missile was introduced late in the FS1 campaign, didn't last very long, and there was no FS2 counterpart. The tag was still in the code, though, as the D-Missile still works in FS2.
Can we explode this tag like we did with the Corkscrew flag? Have some table set parameters, like intensity, weapon-duration, engine-duration, and beam-duration. Intensity can be used as a multiplier with the duration parameters in the same way damage is done, and affect different ships different amounts (via HP.) A standard FS1 D-miss would shut down a Cain for 30 seconds, a Lilith for 20, and a Demon for 10, for example. Then you can have really high intensity weapons but that only affect beams; lots of stuff you can do.,
Making this avaliable as a flag for primaries would have some very interesting results. We could have SW style ion cannons, where on impact the ship is disrupted for a short period of time. Or, apply it to beam weapons. The beam can act like a tractor beam, holding the taget disarmed and immobile while it is captured, or while more powerful weapons are brought to bear.
If somebody could look into the workings of this tag, and apply these ideas, there are lots of possibilities.
EDIT: Can we have critical lightning dance across the hull as an option? For SW ion cannons, that is.
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Bump.
Anyone?
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it shure looks like some cool weapons can be derived from this, and some coder shood look in to this.
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Please...I forgot about this missile and it may be useful.
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Re-Bump
This is neat... don't let it die. :(
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Quite neat. :)
Someone pick this up?
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Yeah, this tag looks useful... :drevil:
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Bump the third.
Can I get someone to pick this up? Anyone at all? Please? How hard can it be?
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Support the Electronics Tag cause! :D
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So long as you can specify what size class of ship it can disable, I'm all up for this! :yes:
Sid.
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I like it. Proper EMP effects.
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BUMP THEM UNTIL THEY GIVE UP!!
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I would like to see this too.
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Maybe I should just give up on this... :(
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bumping, just cause i think it's a good feature.
come on guys, can anyone take a look at it, or at least say no one will ever make this.
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Someone will probably get around to this if you remind us about it often enough. It seems pretty straightforward.
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YES!!! DO THIS NOW!!!
I need this sooooo badly it hurts!
It'd be really useful for my campaign...and it'd open up a whole new area of weapons modding ;7
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[Hypnosis]Dooooooo iiiiiiiiiiiiiiit...[/Hypnosis]
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On the tractor beam, ages ago I did an experiment with a Lucifer type beam with a negative mass value and the disruptor tag. A second beam with a countering mass value would then fire afterwards with SEXPTs to the ship was held at a safe distance. (the trick was to line up both ships so the beams' vectors would add together right)
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good idear you have GE
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Let me try GE...
We need to have this tag modified for Ion Cannons in the Star Wars mod. You do want the SW mod don't you? Yes, I thought so.
Mmmmmmmm. Staaaar Waaaars.
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*whack* Get up there.
Goober! The thread is calling you!
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Yeesh, do you want me to FRED missions or write code? ;)
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Both. :D Choose your priorites (though I'd love to see that STR14 bug done ASAP.)
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What bug?
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The bug you so handily found and fixed by the time I posted that. :nervous:
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And which you had responded to even before you posted in this thread. :lol:
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*Bump*
I like this tag too. :nod:
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Mmmmm Staar Waars.
And bump too.
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*Bump*
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*buk*
TEHR WILL NO BE AN FS3!!!!1one
Oh wait, wrong thread...
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Originally posted by diamondgeezer
*buk*
TEHR WILL NO BE AN FS3!!!!1one
Oh wait, wrong thread...
:wtf:
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*Bump*
-Is a fanatic-
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Stuck, stop bumping please :)
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Hey, IPAndrews told us to do it
Oh bugger, wrong thread again - it's all the bumping, you understand. Makes me think I'm back in THAT thread :)
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Yes! Stickified!
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Originally posted by diamondgeezer
Hey, IPAndrews told us to do it
Well, this time it was Goober who told us to :)
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Bumping a sticky thread, because I have yet to actually hear from a coder on implementing this. :blah:
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I don't count? ;)
I'll implement this eventually - but you gotta wait about two weeks for exams to finish up first. :)
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:D Yessssssssssssss:D
This tag is just what I need for my campaign!
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i should be done with this soon. say about 20 min
details to come
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it works :)
table entry (after any corkscrew stuff, but before beam info)
$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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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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sounds very good
*we have ions now*
*disable them all!*
:)
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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.
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Excellent; this should allow for some neat weapon types. :yes:
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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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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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Just out of interest, what would be the values the original D-missile defaults has?
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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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this new table entry now reflects changes
+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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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?
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yup
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Eeeeexcellent..... ;7
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YES! Now, all we need is that yellow EMP lightning, and we're all set.
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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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doing it by class would be easier than going through the table and adding a value depending on the ship
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I would say by class unless a value was found in table, yeah
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easier yes,
but haveing an optional table value would be better (defalts to ship class)
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Originally posted by GalacticEmperor
YES! Now, all we need is that yellow EMP lightning, and we're all set.
done
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ultra-:bump:
urgh there have been a few important changes to this code in the last week or so. i may want to outline them
Firstly, the issue with the shockwaves have been resolved where the disruption effect wouldn't work at all if the weapon had a shockwave.
Secondly, the "randomness factor" has been made customizable. previously, each disruption time was modified by ± 4 seconds. specifying "+Randomness Time: {time in millseconds}" allows you to control this. it is required if you do use the custom electronics parameter, but the default is 4000
Electronics weapons not using any electronics parameters default back to the original FS2 behavior, as this would break the balance with some campaigns that actually made use of these things before-hand. You can also specify whether your weapon will use the original behavior with modifiable times or my new behavior. The original behavior simply applies the disruption time to all ships, while my code scales the disruption time by an intensity value with a multiplier based on ship type. The new code also allows for varying disruption times based on the subsystem type (engine, turret, beam turret, sensors). The ship_type scale values for the new code have been modified as well
escape pod = 10.0
sentry gun = 10.0
fighter = 4.0 (down from 10.0)
bomber = 4.0 (down from 5.0)
support ship = 3.5 (up from 3.0)
transport = 2
freighter = 1.75
gas miner = 1.0 (down from 1.2)
cruiser = 0.9 (down from 1.0)
awacs = 0.8 (down from 0.9)
corvette = 0.333 (down from 0.4)
capital ship = 0.2
knossos device/comm node = 0.1
supercap = 0.075
here is the table to specify whether you're using a new or old style disruption effect. values listed are default
$Electronics:
+Old Style: ;;required to use old-style disruption effect
+Lifetime: 6000
+Randomness Time: 4000
$Electronics:
+New Style: ;;required to use new-style disruption effect
+Intensity: 1
+Lifetime: 6000
+Engine Multiplier: 1.0
+Weapon Multiplier: 1.0
+Beam Turret Multiplier: 1.0
+Sensors Multiplier: 1.0
+Randomness Time: 4000
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1) Where in a table entry would this entry go?
2) As I've asked before, what is the feasability of using the electronics flag on weapons other than secondaries... primaries, flak, beams, etc.?
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1) At the end. edit: if you're doing this for beams though then it should go before the beam info, but after the impact explosion.
2) It should work, i haven't tested it though.
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Umm, according to what i'e seen of the formula on fsdoc intensity and lifetime are multiplied together. Doesnt this make one of them redundant?
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Can we get a '$shields multiplier:' added to this?
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Originally posted by PhReAk
ultra-:bump:
Damnit. I thought Galemp was back or something.
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He is back. Just very quiet.
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Originally posted by FireCrack
Umm, according to what i'e seen of the formula on fsdoc intensity and lifetime are multiplied together. Doesnt this make one of them redundant?
disruption time = intensity * ship_resistance (aka the "scale values" see above) * lifetime
usually intensity = 1/ship_resistance
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but the intensity and lifetime are multiplied. So doubling lifetime has the same effect as doubling intensity.
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yea true. its there to make things easier to balance though.
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Originally posted by karajorma
He is back. Just very quiet.
ssshhhh... :nervous:
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Too late!;7